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DNT - Special Trademark' Events
DNT - Special Trademark' Events
DNT - Special Trademark' Events
Table of Contents
Introduction .................................................................................................................................................. 1
The Mentor Arc. ............................................................................................................................................ 1
A Peculiar Bargain. ........................................................................................................................................ 2
A Terrible Curse............................................................................................................................................. 2
The Legendary Artefact................................................................................................................................. 2
Examples of Legendary Artefacts:............................................................................................................. 3
The Spring of Rejuvenation (Magical Healing): ..................................................................................... 3
The Gaping Skull (Talk with Corpses) ((Evil Artifact)):........................................................................... 3
The Trumpet of Hearing (Omnilinguism): ............................................................................................. 3
Introduction
There are some events which affect the plot too deeply just to be spontaneous, these are ‘trademark’
events.
This version makes the mentor more involved. Maybe only the Lord can kill the final boss.
Perhaps he is a Fighter or Assassin (or Wizard) and the DM keeps a Player Sheet of them. Then,
some missions should involve making the Lord stronger for the final Boss, or give them the
ability to defeat the boss. If it is the Lord which as to beat the final boss, all the players should
control him.
A Peculiar Bargain.
Too many missions revolve around money or resources, but sometimes strange bargains should happen.
Ex: Players help a villager and get a cattle as a reward.
Basically a peculiar bargain is giving a reward which leads into another adventure in reaction to the
reward.
A Terrible Curse.
The Players either are spared in an encounter against the final boss or they have meddled with
something dangerous and survived.
Although the network is not destroyed, the players have suffered a great loss.
The magical item should not affect combat too much, instead it should give the players an edge against
the opposition.
Invisibility
Teleportation
Magical Mapping Ability
Proximity Sensor
Evil / Danger Sensor
See Through Walls
Flight
Travel in between planes
Telepathy
“Horcrux” type object*
Magical Healing*
Talk with corpses*
Omnilinguism (know all languages) *
Weather control
Wall Crawling
Divination
Echolocation
Mind Control
Overall seems like an interesting plot device and, makes for a place the players are sure to visit often.
The artifacts should be relatively straight forwards to identify and combine into emerging powers.