
|  Silus | 
 
	
 
                
                
              
            
            Okay so this all SORTA goes together. For the sake of organization, we'll break this into sections.
1) So I've introduced an individual to the campaign I'm running called "The Empty King". He's not made an official appearance to the rest of the players but one of the characters is having nightmares involving him. Basically think Kyton + Qlippoth + Old One whose domain of influence is nightmares, madness, and hunger (If you've played Fallen London or Sunless Sea, toss in Mr. Eaten as well and you'll get the idea). Anyway, the question I have is this: If I don't have any plans on introducing him in such a way that the player can actually FIGHT him, do I really need to stat him up? I was gonna try to put him roughly on the level with the Archdevils from Bestiary 6 if I had to stat him up.
2) As mentioned above, one of the characters is suffering nightmares involving the Empty King who is giving hints and generally being creepy (such as knowing the character's name and predicting the future and stuff). What I as a DM want to try to do is begin to blur the lines between what is supposedly dream/nightmare and what is real. In the last nightmare I sent to the player, the King presses something into the character's hand, a signet ring of sorts with a distinct design. I was thinking of having the ring crop up in the waking world (Broken Soul Dryad gives the ring to the character while saying something in Sylvan--which the character doesn't understand but another character does--just prior to the Dryad snapping her own neck to escape from the madness). Was looking for thoughts on dream/nightmare things starting to bleed through (as in good idea/bad idea) and suggestions for more instances of this sorta thing.
3) So going off the Dryad thing above, I was looking at hooking the players up with some magic items that start out...okay (+1 Greataxe or something for example) but can be upgraded via investment as the players go. I'm aware that Unchained has rules for scaling gear that gets better as you level but I was thinking more along the lines of the weapons already having the enchantments and stuff already on it but are inaccessible due to damage or something. Repairing and finding upgrades would be key to bettering the weapon and stuff and might set up for an actual quest for the players to pursue. Was wondering what ya'll thought about the idea, and I'll be happy to elaborate if I need to.

|  Silus | 
 
	
 
                
                
              
            
            I love it, as far as the items go, have you seen the 3.5 legacy items, those may give you ideas, but be warned they are not balanced well because the drawback system just kills any desire to use them. I use a modified version of those rules in my games but I don't know anything else
I assume that stuff is in Unearthed Arcana? I miiiiight have that book on tap but I'd have to double check. I'm sure I've got the PDF lying about somewhere otherwise.

| Morganstern | 
 
	
 
                
                
              
            
            Not in unearthed arcana, but rather in a book called Weapons of Legacy. 
I'd suggest just using it like a wizard's Arcane Bond, an item that they can enchant without the feat or even being a caster. 
Maybe even let them pay price differences to transmute the item into a special material if they so desire.
An idea I once used was the idea that players could place weapon enchantments onto specially created gemstones, and incorporate those into a weapon to grant it the magic qualities. That way if they later found a really cool item, or had something given to them that they liked for roleplay reasons, they could make a craft check to place the gemstone into the new weapon.
 
	
 
     
     
    