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Dungeon Magazine Adventure Path - Cauldron and DM brainstorming
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<blockquote data-quote="WizarDru" data-source="post: 1069163" data-attributes="member: 151"><p>I would consider having some items show up that are patently unpleasant for the PCs to use, most likely from the Cagewrights. They're terribly unpleasant folk, and magical shackles, cages and other items of containment are right up their alley. These are also good when trying to keep items out of the hands of your players.</p><p></p><p>The general rule usually is that you don't want to give monsters/NPCs items that you don't want the players to have. The corrolary to that rule is to give the players items they don't want or can't use. The Book of Vile Darkness offers up many items of this ilk. </p><p></p><p>For the reverse, however, a good source of magic items should be either the catacombs beneath the city (either from discovery or a smuggling operation)...or from the city's REAL controller. Obviously, he's been watching the PCs...he may choose to find ways to get items into their hands Particularly ones that he can nullify.</p><p></p><p>Imagine that one of the players gets a metamagic feat rod from a patron, or purchases one. What he doesn't know is that it has a second code-word that can deactivate it for, say 1d4+1 rounds...a code word our occular friend KNOWS...becuase he put it there.</p><p></p><p>I also believe the modules make mention of a g.p. limit in town, and the requirements to exceed it...but 40,000 is a pretty high limit, all things considered. However, the latest module makes it clear that there is an upper-class system in place...money isn't the only thing necessary to get a wizard's services, sometimes.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1069163, member: 151"] I would consider having some items show up that are patently unpleasant for the PCs to use, most likely from the Cagewrights. They're terribly unpleasant folk, and magical shackles, cages and other items of containment are right up their alley. These are also good when trying to keep items out of the hands of your players. The general rule usually is that you don't want to give monsters/NPCs items that you don't want the players to have. The corrolary to that rule is to give the players items they don't want or can't use. The Book of Vile Darkness offers up many items of this ilk. For the reverse, however, a good source of magic items should be either the catacombs beneath the city (either from discovery or a smuggling operation)...or from the city's REAL controller. Obviously, he's been watching the PCs...he may choose to find ways to get items into their hands Particularly ones that he can nullify. Imagine that one of the players gets a metamagic feat rod from a patron, or purchases one. What he doesn't know is that it has a second code-word that can deactivate it for, say 1d4+1 rounds...a code word our occular friend KNOWS...becuase he put it there. I also believe the modules make mention of a g.p. limit in town, and the requirements to exceed it...but 40,000 is a pretty high limit, all things considered. However, the latest module makes it clear that there is an upper-class system in place...money isn't the only thing necessary to get a wizard's services, sometimes. [/QUOTE]
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