I am going to run the end of Storm King's Thunder soon. I wad going to random roll the magic items in the treasure but I am a little bored of that.
The fight happens in the ruins of an amphitheater that once was part of an ancient magical empire. According the module I should include 3 Table G items, 2 Table H items and 1 Table I. As I said, I am bored of the random selection.
My players are level 13. I have a Hexblade/paladin, Scribes Wizard, Scout Rogue and a Cleric/Bard/Fighter/Sorcerer.
I thought about including the Rod of Lordly Might. Magi-tech from a forgotten empire. Thinking it was good item for actors - a bunch of props in 1. It makes sense in my head why it's there. Maybe one of the bardic instruments as well. But Iymrith would have taken stuff from all over the ruined empire.
I like to look through the various Trinkets tables... some of them are already minor magic items, and others could be made into magic items just by applying a magical feature that feels fitting for the item (ex: A map, that's a blank map of the world with a riddle on it, and when the holder of the map goes to the right location hinted in the riddle, the first one disappears, and the next riddle appears, directing the party to the next location, with this repeating until the end of the sequence in which a lost city or treasure is revealed).
It really depends on what you are doing with the game after that. It's suppose to be the end of the module.
Once a module ends, sometimes that is a good time to throw a Deck of many things into the mix. Yes it can be a campaing ender, but that isn't as much of a problem when the campaign already ended.
That amphitheater is a ruin from the Netherese empire, https://www.youtube.com/watch?v=jt2opnK9KTI You could have the amphitheater be part of flying city that they find the entrance into in the caverns. Have them reactivate a portion of it as a floating base or airship. A flying keep would be a pretty damn good reward, and having it tied to some deep forgotten realms lore lore is pretty cool.
There is really quite allot of magic items but keep in mind magic items aren't the only rewards. There could be lost archeological information, manuscripts etc which could be worth money to the right people or contain secrets for example recipes for magic items or knowledge to a spell for the wizard (a spell doesn't have to be written on a book or scroll).
Any way here is a list of stuff I can think of
For an amphitheater :
Items that could be used in a performance focusing on illusions, controlling animals or aesthetics. If you wanted say a gladiatorial arena instead you may have magic weapons, ropes and chains etc..
Self explanatory, lightning items for a lightning dragon.
Perhaps some sapphires or jewels have become infused with Imyriths power. They act as spell scrolls that cast lightning spells
broken magic items overloaded with lightning energy. A staff, rod, ring etc... that when activated or damaged goes off like a glyph of warding and disintegrates. Players often like having magical grenades.
I am going to run the end of Storm King's Thunder soon. I wad going to random roll the magic items in the treasure but I am a little bored of that.
The fight happens in the ruins of an amphitheater that once was part of an ancient magical empire. According the module I should include 3 Table G items, 2 Table H items and 1 Table I. As I said, I am bored of the random selection.
My players are level 13. I have a Hexblade/paladin, Scribes Wizard, Scout Rogue and a Cleric/Bard/Fighter/Sorcerer.
I thought about including the Rod of Lordly Might. Magi-tech from a forgotten empire. Thinking it was good item for actors - a bunch of props in 1. It makes sense in my head why it's there. Maybe one of the bardic instruments as well. But Iymrith would have taken stuff from all over the ruined empire.
Looking for some more fun ideas. Suggestions?
I like to look through the various Trinkets tables... some of them are already minor magic items, and others could be made into magic items just by applying a magical feature that feels fitting for the item (ex: A map, that's a blank map of the world with a riddle on it, and when the holder of the map goes to the right location hinted in the riddle, the first one disappears, and the next riddle appears, directing the party to the next location, with this repeating until the end of the sequence in which a lost city or treasure is revealed).
It really depends on what you are doing with the game after that. It's suppose to be the end of the module.
Once a module ends, sometimes that is a good time to throw a Deck of many things into the mix. Yes it can be a campaing ender, but that isn't as much of a problem when the campaign already ended.
That amphitheater is a ruin from the Netherese empire, https://www.youtube.com/watch?v=jt2opnK9KTI
You could have the amphitheater be part of flying city that they find the entrance into in the caverns. Have them reactivate a portion of it as a floating base or airship. A flying keep would be a pretty damn good reward, and having it tied to some deep forgotten realms lore lore is pretty cool.
There is really quite allot of magic items but keep in mind magic items aren't the only rewards. There could be lost archeological information, manuscripts etc which could be worth money to the right people or contain secrets for example recipes for magic items or knowledge to a spell for the wizard (a spell doesn't have to be written on a book or scroll).
Any way here is a list of stuff I can think of
For an amphitheater :
Items that could be used in a performance focusing on illusions, controlling animals or aesthetics. If you wanted say a gladiatorial arena instead you may have magic weapons, ropes and chains etc..
Draconic and elementally infused items
Self explanatory, lightning items for a lightning dragon.
Magical civilization
Everyday utility items with the occaisional wizard staff thrown in
Dead civilization