Grandiose magical artifacts can generate lots of action and excitement. Huge brooding idols, lost altars of dark intent, rune-carved swords destined for Dragon slaying — such items often form the background to campaigns, and make an occasional appearance in the hands of a player character. Items have other vital uses: the GM can use an empowered object as a goal, something the characters strive for or seek to destroy. An item taken from a slain enemy can serve as a reward for valor. Players can consult a seeing-stone to gain information which leads to a whole new scenario or campaign.
Written by David Berge / Barry A. Wilson / Andrew Robinson