redcelt32 |
I gave my players an out-of-game gift of a green Christmas D20, and let them have one free re-roll every game if they bring that dice and use it for the re-roll. So far they are loving it, though it would probably be too much if we used luck/action point.
In game options are more limited, but I did give my PCs a Santa's bag of holding one year with a bunch of minor miscellaneous items in it for the group as a whole. A couple of misc. magic items became favorites and were still kept past 12th level.
Pizza Lord |
Probably a bit too seasonal for the RPG Superstar and similar items have likely been suggested through the years, but:
Each PC wakes up with an addressed gift package. The package and wrapping radiate faint universal magic and no attempt of scrying, divination, or x-ray vision will reveal the contents. When opened, the package and wrapping vanish into colorful sparkles.
Each PC receives a garishly-colored green and red scarf of seasonal items. Similar to a robe of useful items this neck slot item allows its wearer to see and remove festive patches. Roll 4d4 for the number of patches then design a table with random patches.
A warm plate of cookies and milk. Functions as endure elements when eaten or shared with up to 4 people; chilly weather only.
A harnessed reindeer. A reindeer appears (I don't have stats). It will serve as a mount or pull a sleigh for 1 hour. It's not magical and can't be dispelled (though it can be dismissed). After 1 hour or if slain, it vanishes mysteriously. It does not fly and its nose doesn't glow.
A glowing red nose. When this faintly glowing nose is worn over a creature's real nose, they lose any scent or appreciable sense of smell (which might protect against certain fumes or noxious scents) and the glow intensifies to the equivalent of a soft red bullseye lantern facing ahead of the creature. The creature can also see through fog, clouds, and mist that would otherwise obscure its vision within that range and illuminated area. The item lasts 1 hour after being put on before becoming nonmagical.
A rampant reindeer. A reindeer is summoned and will fight enemies for 1 minute. It does no other tasks other than eat offered treats.
A festively decorated sleigh. A four-seater sleigh with additional room for cargo or uncomfortable passengers in the back.
A chimney and fireplace. Creates an appropriate-sized chimney and fireplace for the locale and home (ie. a halfling burrow, a mansion, a dock-side shanty). The stone is of a local type or brick and it can rise at least 3 stories high, though only one story will have the fireplace. If used outside of a structure, it creates a lone chimney and fireplace. If used underground to create an exit it can create a 3-foot x 3-foot shaft up to 30 feet in length. There is no kindling or fuel.
A festive fire. A camp or fireplace-sized burning log which gives off heat and light. It burns for 4 hours but can be extinguished with normal methods. The log cannot be re-lit once extinguished.
Sprig of mistletoe A fresh sprig, wrapped with silver twine. Once, when holding it over your head in clear view a of person of indifferent or better reaction, you get a +2 circumstance bonus on checks to bluff or diplomacy when the result is not harmful to them or their livelihood. After one use, it functions as normal mistletoe.
A strip of jingle bells. If shaken inside, anyone hearing the bells and within 30 feet (including the user) must make a Will Save (DC 14; compulsion, mind-effecting) or pause what they are doing, quiet down, and glance up at the ceiling as if hearing something for one round. If used outside, affected creatures will glance around the area as well as upward. Threatened creatures or those in combat are unaffected. After one use, the bells become non-magical.
A red velvet suit and matching hat. A set of fine velvet clothing with soft, white-fur trim. Functions as cold-weather gear providing bonuses to saves against exposure. In one pocket is a soft, white fur face-warmer which resembles a fake beard.
A bowlful of jelly. Delicious. Acts as grease spell if spilled in a 5-foot area for ten minutes. After that, acts as a sticky tanglefoot effect for anyone walking on it. After an hour, summons ants from surrounding vicinity.
An evergreen fir tree. A 6-8 foot tall conical evergreen which, if thrown onto normal soil, takes root and grows like any other tree. If thrown onto rock or sand, it will take root but not grow and slowly die as appropriate. If used inside, it appears with a stand and is actually a cunningly-designed fake tree. Both versions give off a soft pine forest scent.
Strand of garland. Creates three 10-foot long strips of gold and silver garland. They can be used for decoration, or worn about the body like feather boas for someone with poor fashion sense or a professional wrestler. Characters carrying or wearing a garland around are at a +5 to be tracked due to tiny pieces constantly falling off as they move. This negates pass without trace abilities though such an ability removes the +5 bonus to trackers. After an hour of being worn or carried about, no more appreciable pieces fall off.
A tiny pouch. A tiny pouch with 1d4 pinches of powder. If a pinch is rubbed on the nose (anyone dipping a finger into the bag inherently knows this) the user will sneeze loudly, then transform into a gaseous cloud. The effect lasts until the end of the user's next round at which time they revert back. If the user manages to initiate any attacks, such as with spell-like abilities, the effect immediately ends.
A silver hammer. A delicate masterwork silver tool that is unsuitable for combat or driving nails and stakes.. Grants a +2 competence bonus on Craft (toymaking) checks. Elves get an additional +2.
Three hoes. Three perfectly functional gardening tools of the wearer's size.
A snowglobe. A magical globe filled with water and white flakes. When shaken, creates an obviously illusionary swirl of snow and snowflakes in a 10-foot radius around the user as long as shaken. Does not hinder vision in any way. If thrown or broken, creates an ice storm centered on the globe. Don't knock it off grandma's mantel.
Barber pole. A rod-shaped, two-foot long red-and-white-striped barber pole. Turns out it's edible and tastes of peppermint (which may alter your definition of edible).
Capped barber pole. A two-foot long, red-and-white-striped rod resembling a barber pole with a rounded bronze cap on the end. Functions as a light mace and once only, when struck or touched to a target's head allows you to alter the target's hair in style and length (can only shorten hair not lengthen or grow it) even making the top of their head bald. Fortitude save (DC 14) to resist for unwilling targets. Functions as normal light mace and barber pole after that and in no way prevents the target from subsequently changing their hairstyle back or growing new hair.
A plate of ham and eggs. Warm and filling. The ham looks green, but that's really a delicious, emerald honey-glaze. The eggs are from leprechauns, so another perfectly reasonable explanation.
Any evil characters, or even non-evil characters performing selfish or naughty acts prior to removing a patch, will find that when they pull any of the patches off, all that appears is a handful of coal instead of the depicted item. This otherwise functions as a normal handful of coal.
Kurt Grossman |
I gave presents to my players last year, each appropriate to the character from their god. Christmas is a Religious holiday.
This included the one character who hadn't chosen a god, so I chose a god for him. He was a Gnome Alchemist who wanted to change to Trap Breaker, so Nivi Rhombodazzle noted his wish and took a shine to him. I was VERY pleased to see a non-evil god with Trickery as a domain happened to be the same race as the character.
After receiving their "gifts" the gods took a particular interest in the characters, including one taking on the appearance of Gorum in the middle of a "prayer" fighting kata. And the summoner's eidolon looks a lot more silver dragon-ish after a "gift" from Apsu.