Soulus7887 |
I'm not certain, but does this event occur at the very end of the AP? If so, you should literally just give them anything that makes them feel "complete" narratively. If someone wants a neat magic sword then just give them the neatest magical sword you can personally think of. A sword so good it makes him a legend.
Personally, my preference in this type of scenario is to give items or aid that wouldn't normally be readily available. Stuff that can be used in future campaigns and that you will almost never see printed as a stated out item. Naturally, this means McGuffin type items most frequently. As a note, this all only really applies with the assumption that your game isn't a pickup style game, but with a longstanding and consistent group of individuals.
Items like Aroden's Hearthstone are fantastic examples. Its an item that can, from a narrative standpoint, catapult a craftsman into a world renowned weapon maker to start a "clan" of weapon crafters a future character might come from or join. Alternative items might be something akin to Asmodeus' Keys which is a key item of some god or another which can kickstart a divine bloodline or a whole new storyline or that have cosmic implications.
Other ideas might be items that are able to grant sorcerer bloodlines (possibly even a unique homebrew one) or an item that allows the character to literally create a spell to be used by casters in the future. Could also make an item that mutates them and makes them a whole new racial heritage for their race. Something easy to do is look at like Charhide goblins and just do that but for electricity or whatever is appropriate for the given character.
Ask them what kind of mark they want to leave on the world and let them make it. Those kinds of options will be what you and your party remember and continue to reference going forward.