The following article comes via Tim, from the Random Thought Parade blog. He had a neat idea about creating side quests for the acquisition of magical items, and he asked me if he could share it with readers of my blog. Enjoy!
Magic Item Side Quests
Powerful magic items are big rewards for players – loot feeds the greedy roleplayer and makes the power-gamer more powerful. Still, choosing and distributing these items can be a lot of work for the DM. Some DM’s have their players make item wish-lists – this is great as it not only takes some of the burden and pregame work off of the DM’s shoulders, but also ensures that players receive items that they really want. Other DM’s simply give treasure parcels in gold pieces and art objects and have their players buy the magic items. In either case, the players are rewarded and the DM has less prep work to do.
Still, these methods can have their issues. Where exactly does that beetle swarm keep the Vanguard Axe? How did the large club-wielding ogre come to carry a halfling-sized set of Shimmering Robes? What if a powerful enchanter or “Magical Item Emporium” just doesn’t fit into your narrative? Additionally, given the choice, the players may have a hard time finding spots on their wish-list or spending their hard-earned cash on items that may benefit the whole party, such as Bags of Holding, potions, and ritual components. The DM also has the responsibility to make sure the loot is divided fairly and that nobody gets too big of a share at a time. Depending on the group, these can be non-issues or a large problem.
An alternate (and I think fun) way to distribute magical items, especially the Weapon/Implement, Armor, and Neck slots that are so key to 4E D&D, is to remove these items from the normal treasure parcels and turn the acquisition of these powerful items into side quests. This has several advantages: the DM can decide a narrative-appropriate location for the items, the players receive items that they want and are excited about, it is up to the players and not the DM the order in which the items are obtained, and it can add adventures that branch off the main story of the campaign. Here are some suggestions for a DM to add Magic Item Side Quests to your game:
Step 1: Player Wish-Lists
Gather a list of items that each player wants to obtain for their character and pick the items that you want to add side quests for. They don’t need to be questing for Eternal Chalk or a Healing potion – try to pick items from the list that are particularly powerful or useful. As mentioned before, weapons and implements, armor, and neck-slot items are the best candidates, but don’t count out particularly good items from any category – anything that the player would be excited to receive and would be willing to work hard to obtain.
Step 2: Create Parcels
Combine the items you have chosen from the player’s lists and sort them by level. Create item parcels of similar level from between one item and the number of players you have (try to make it no more than one item from each player’s list so one player isn’t being rewarded more than another). Small parcels will be short quests and allow the party to decide to help one PC increase their power quickly. Large parcels will be longer quests and reward more or all of the players but will obviously take longer. Tailor these to your players, too – if you know they just want to take quick breaks from the main storyline and will decide to help each PC in turn, make more smaller parcels. If they would like to make longer forays or have trouble with one player’s greed overrunning the needs of the others, make more larger parcels.
Step 3: Decide Parcel Location
Where are the items located? This is a chance to put some classic fantasy tropes into your game. Maybe they are:
in the mountain horde of a dragon;
in a stinking den of gnolls;
in a hobgoblin warlord’s tower;
last in possession of fabled explorers, who headed to a forgotten temple in the wilderness and were never seen again;
buried in the tomb of a long-dead hero;
stolen booty of planar Gith pirates;
in the pocket dimension of a powerful, long-dead wizard.
Alternately, perhaps the parcel is owned by a noble, official, or other NPC and can be offered as a reward for performing a service, in which case the side-quest could be nearly anything. Any situation that sounds fun should be a possibility. Again, it should be something short (1-2 encounters) for a small parcel of items and longer for a larger list. It should also be tuned to the level of the items – lower-level items should be in easier locations and higher-level items should be in more difficult locations – in general encounters of several levels below up to the item’s level.
These side quests are also a chance to take a short break from the main story of your campaign – you can add wilderness travel to a city-based campaign, clear-cut evil monsters in a story with gray morals, dungeon delves to a game of political intrigue, or even inter-NPC conflict to a game of monster-slaying, if the party is, say, asked by one NPC to steal something from another in return for the wanted item.
Step 4: Integrate the Side-Quests
All that remains is to introduce these quests to your players. There are many ways to do this; for example:
Perhaps the streetwise party rogue has many contacts and can track down the last known location of the items.
Maybe they learn the location form a learned sage or a great library.
The party (or an NPC) could perform a divining ritual that would reveal where the items are.
Feel free to link these into the main storyline of your campaign, either by adding elements of the main story to the side quests or adding hints of the side quests to the main story (props to Dave the Game here for the linking in his 5×5 planning method).
Now that these big-ticket, PC-specific items have been removed from the loot of the main story, make sure to put treasure in the main encounters that benefit the party as a whole or may be shared by several PC’s. Ritual books, scrolls, and components, potions and other consumables, many of the Wondrous Items, magical mounts and vehicles, and items from the oft-neglected slots (arm, hands, head, to a lesser extent feet) make great treasure that the players will be glad to have, but may not have chosen to purchase or ask for given the choice. Have fun adding Magic Item Side Quests to your game, and I hope these tips help!
If you are a reader with an idea that you’d like to share with other new DM’s, send me an email at newbiedm @ newbiedm.com with your proposal and we’ll see if we can get it published.
Sentack
June 1, 2010
A pretty good idea, I’ll admit. I can’t say I care for the “Super magic item Shops” in the game as well as the way the parcel system seems to bring back some of the oddities of magic item and gold placement in an encounter.
I’m currently running the Scales of War campaign and so fitting in these encounters might be slighter harder. I’ll need to drop encounters in the book to fit in the side missions or maybe place the items in more interesting and fitting locations.
Another thing I’ve been thinking of doing is actually naming the items more often. Things like, a +2 Flaming Shortsword, I might call “The Shadow of Autumn”, to make them a little more interesting and unique then just “It’s a +2 sword”.
Another idea, that an associate DM came up with was putting an Arcana check to identify items to put some mystery back into the items. In some sense, it doesn’t work with the Wish List system, but it’s a nifty idea, if you ask me. The DC was 15 + 1/2 Item Level and if you missed, you knew what the bonus of the item was. (+1 Sword, +2 Totem, etc) You just didn’t know or benefited from any Properties or Abilities on the weapon.
Works better when we get some strange unknown items that are magical. (Like some adventures like to drop on you) Compared to your wish list items. The players can get the items identified back at town fairly easily. So the worst that would happen is that the player wouldn’t get the use of the item’s encounter/daily power till after the dungeon/encounters.
Over all, You’ve given me something to think about.
Richgreen01
June 1, 2010
Great idea – simple & effective. Consider it nicked for my campaign!
Richard
colmarr
June 1, 2010
My DM started his campaign by asking each player to nominate a big-ticket item that features prominently in their character’s backstory and which they one day hope to acquire/recover. He then seeded the plot with those items.
My battle cleric just recovered his mentor’s bastard sword Stormbringer after 9 levels of adventuring.
UggeBugg
June 2, 2010
Nice idea, I’ve used variations of this principle already.
Re-naming the items to give them an “proper” identity is also a sure-fire way to build history and add flavour above what is already available.
I use wish-lists as the primary grounds for my item distribution, but have also found a
satisfying method for my players:
Crafting items with components from defeated monsters.
Right now the barbarian in the party is busy hunting down and gathering the pelts of big cats in order to craft his “cathide” armor. (or maybe “kittenhide” as we jokingly refer to it).
The druid keeps collecting the fangs and claws of defeated beasts to craft his next totem and/or necklace.
That possessed giant bunny they defeated? – Its massive foot is now a Lucky Charm swinging around the ranger’s throat.
I sometimes let the killing blow dealt to a particularly powerful magical monster to transfer some properties to the weapon.
As the aforementioned barbarian killed a young white dragon, its cold power transferred, making his great sword a +1 frost weapon. (or as we called it, his “Really Cool Great Sword” – “The world’s most dangerous beer cooler, in the hands of the world’s most dangerous drunk”)
In this way you give the characters more of a sense of history for their items, in a similar way to the side-quest, but in a way that might be more of a surprise to your players, and also to yourself 🙂
Neuroglyph
June 2, 2010
This is an idea I’ve tried in several D&D campaigns over the years, and it can unfortuneately lead to some interparty strife, which DMs should be careful to avoid. These side quests can momentarily derail a major campaign plotline in order to nip off on an adventure driven by pure greed. If the majority of the party feels that the timing is inauspicious, then one or more Characters can feel like they aren’t getting treated fairly, by being asked to wait for their chance to get their special item. If you can weave these side-quests into the main campaign, then you’ll be less likely to have hard feelings between your players.
Sentack
June 3, 2010
The issue of side-tracking the main plot is actually one I’ve had before as a player. My issue isn’t so much that other players are getting too much attention, my issue often was the plot was getting too much attention.
I think the key thing to note was that the idea of these side-quests should be 1-2 encounters each max. The idea would be, a simple skill challenge plus a 1 room encounter would work best. The idea being, making the acquisition of the item interesting but not overbearing.
Of course, some players love a long drawn out quest for the items but I would leave that for Artifacts that become major plot elements at best. Crafting quests seem interesting but I tend to find I barely have enough time to get the party going to derail things for several sessions so the shaman can get his +1 Totem. Of course, some players like that sort of thing, so your mileage may vary.
kelsy
June 6, 2010
I really like the idea of keeping all the big-ticket items interwoven in the storyline. I’ve taken my players backstories and weaved them into the plot I had planned… I’m not completely done yet, but I’m getting close.
As a player I don’t like the side quests.. I just get bored because why would a cleric want to tag along into a dungeon for a special dagger when the next plot agenda item involves getting new rituals? Meh. I like DMing more. haha