I'm thinking this would be a great idea for a really late-night session, when no one's suspecting a twist in the plot. The valuables appearing on corpses idea is especially effective - I can just see the look on the PCs faces when they're told that the pathetic charred corpse is wearing the same heavy spectacles as that genial, cultured old man at the table in the corner who was so helpful to them... Go to Comment
First, I would fire whatever guards I have if there was an unknown temple in my hunting fields. I have trouble finding a good way to use these kind of ideas in games, but I love the legend aspect of them. I would probably use this as a historical world fleshing idea to create more depth in the history of a location instead of using it in a game, but the plot examples make it easier to see how it could work. Go to Comment
A good item to support a strong story arc. It could be a campaign meta-arc, or just a plot the players stumble through. If you weave the characters into the King's court and men at arms, they will have a ring side seat to the king's campaigns and changes. Go to Comment
The sword is a McGuffin, a fulcrum to move this plot along. It does not have to be a sword, it could be a crown, a ring, an amulet, a mantle. The sword does work better being the "Item of Kings".
It is a plot, actually to be more exact it is a story arc, an overarching story line that threads through a good portion of a campaign. A meta plot.
He could of posted the item seperately, but the existence of the sword in noble/ ropyal hands impliments the plot. And no one less would find the item, or if they did, would be unable to keep it for very long. So as an item, the sword would be rated less. Go to Comment
I like the fact that the blade allows a person to rise to the post of epic villain - 'no mundane way of death' is nice - it prevents the scenes where upon meeting a villain for the first time, a PC fires an arrow and drops him dead, by rolling an uber-critical, or whatever.
Of course, the sense of destiny is somewhat justified when the old king finds new resolve through pulling a blade out of a stone altar :D certainly, the gods are favouring that One, true?
Firstly, I'm not sure why this is posted as a plot. It reads more like am item description to me so I'll rate it on that basis.
A reasonably good backstory that nicely explains how the sword came to be in the king's possession, however I would like to know a little more about the Old World magic involved in its creation.
The sword itself requires some comment. Moderate combat bonuses are fine (pretty standard really) but what really makes it special is the subtle mind-effecting powers (very nice, almost demonic possession here).
The fact that it protects the owner from all mundane harm is perhaps a little over powered. Personally I would replace this with some form of defensive bonus and/or spell (the exact nature being largely dependant on how your favourite magic system works).
Another Plot Hook
Refer to "the Real Story"
In order to save their king, and therefore their traditional freedoms (and possibly also their lives) the PCs must learn how and why the sword was created, and by who (or what). Then they must use this knowledge to find a way of destroying the cursed blade, or at the very least neutralising its effects.
As a plot there's not really enough to comment on here and therefore not enough to rate.
As an item I like it a lot - 4/5 Go to Comment
I like this for a campaign goal, but if you only use this sort of thing for a single adventure, it doesn't play well, because you can't get a real crescendo effect going on. Without the buildup, it's harder to create the necessary atmosphere.
Personally, I've been trying to come up with a decently long campaign goal that will work for all power levels of characters(ie something that can be started on at low levels, and still be good at higher levels). This gives me some ideas in that regard. Go to Comment
I like this one. It has both story applications and tactical ones. While the "first one" is a thing of story and myth, these are now "standard items", enchantments that any mage who has studied might know. Go to Comment