In my current campaign, the PCs are just finishing a quest for the nine coins of morality. Each coin is tied to an alignment and gives specific powers to the wielder. Collect all of the good, neutral, or evil coins and you get another power, and collecting all the coins grants yet another power. Each coin is made of a specific material and is about three inches in diameter.
Coin of the Crusader - platinum - lawful good - while attuned:
* You are immune to disease
* You can cast globe of invulnerability; after casting roll a d6, on a 1-5, you cannot cast it again until the following dawn
* Your flaw is amplified in a way determined by the DM
* The artifact erases magical scrolls within 10 feet of it, rendering them non-magical
Coin of the Benefactor - gold - neutral good - while attuned:
* You can cast mass healing word; after casting roll a d6, on a 1-5 you cannot cast it again until the following dawn
* You can cast heal; after casting roll a d6, on a 1-5 you cannot cast it again until the following dawn
* Nonmagical flames are extinguished within 30 feet of you
* Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of the artifact
Coin of the Rebel - silver - chaotic good - while attuned:
* You can cast counterspell; after casting roll a d6, on a 1-5 you cannot cast it again until the following dawn
* You can cast scatter; after casting roll a d6, on a 1-5 you cannot cast it again until the following dawn
* While you are attuned to the artifact, animals within 30 feet of you are hostile toward you
* While you are attuned to the artifact, beast creatures are always hostile toward you
Coin of the Judge - brass - lawful neutral - while attuned:
* You can cast clairvoyance; after casting roll a d6, on a 1-5 you cannot cast it again until the following dawn
* You can cast true seeing; after casting roll a d6, on a 1-5 you cannot cast it again until the following dawn
* You have disadvantage on saving throws against spells
* When you become attuned to the artifact, one of your ability scores is reduced by 2 at random a greater restoration spell restores the ability to normal
Coin of the Undecided - tin - neutral - while attuned:
* You can use the coin as a wand of wonder with no chance of destruction; roll 1d6, on a 1-5, it cannot be used again until the following dawn
* You can cast mass suggestion; after casting roll1 d6, on a 1-5 you cannot cast it again until the following dawn
* Your weight increases by 1d4 × 10 pounds
* You determine your alignment daily at dawn by rolling a d6 twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil.
Coin of the Free Spirit - copper - chaotic neutral - while attuned:
* You can't be frightened or charmed
* You add 2 points to your Wisdom score (max. 24)
* You are blinded when you are more than 10 feet away from it
* The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical
Coin of the Dominator - iron - lawful evil - while attuned:
* You can cast fast friends; after casting, roll a d6, on a roll of 1-5, you cannot cast it again until the following dawn
* You add 2 points to your Charisma score (max. 24)
* Other creatures can't take short or long rests while within 300 feet of you
* The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical
Coin of the Malefactor - steel - neutral evil - while attuned:
* You can cast animate dead; after casting roll a d6, on a roll of 1-5, you cannot cast it again until the following dawn
* You can cast create undead; after casting roll a d6, on a roll of 1-5, you cannot cast it again until the following dawn
* You emit a sour stench noticeable from up to 10 feet away
* While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A regenerate spell restores lost body parts.
Coin of the Destroyer - lead - chaotic evil - while attuned:
* You can cast fireball; after casting roll a d6, on a roll of 1-5, you cannot cast it again until the following dawn
* You can cast disintegrate; after casting roll a d6, on a roll of 1-5, you cannot cast it again until the following dawn
* The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half
* Before you can become attuned to the artifact, you must kill a creature of your alignment
With all of the good-aligned coins, while attuned to the artifacts (and you must be attuned to all three), you can't be blinded, deafened, petrified, or stunned.
With all of the neutral-aligned coins, when you hit with a weapon attack while attuned to the artifacts (and you must be attuned to all three), the target takes an extra 1d6 damage of the weapon's type.
With all of the evil-aligned coins, while attuned to the artifacts (and you must be attuned to all three), your Strength score increases by 2, to a maximum of 24.
With all nine of the coins, you can cast gate. After casting, roll 1d6. Ona 1-5, you cannot cast it again until the following dawn. In order to do this, you must be attuned to no fewer than one of each type (good, neutral, evil) coin. Also, when you become attuned to the artifacts, you gain a form of long-term madness.
To destroy them, all of the coins must be thrown into the volcano Krakytos on Nessus, the 9th layer of Hell.