• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Temporarily giving OP magical items

Nightbeat84

Explorer
I'm running ToA currently and found a supplement for the hidden city of mezro. It's an adventure in itself but using some of the material in it. In one of the pages it said that any magical items found in the ruins are curse if you leave the area they crumble into dust but are fully functional I the ruins. It had suggest for fun to give powerful items to the party and once they leave they will crumble and not interfere in the rest of ToA module or be problematic. Might thoughts where that seem like a cool idea. My question is how do you figure out encounters with OP magical items as a factor?
 

log in or register to remove this ad

My question is how do you figure out encounters with OP magical items as a factor?
There are two ways I've dealt with it.

1) Guesstimate, followed by Trial and Error. For example, if the items are serious damage dealers, I'd guess that I'd need to focus on monsters with more hit points, then see how that works in play.

2) Change nothing. Then hope that if this backfires and the items wind up letting the players streamroll through the dungeon, it still turns out to be fun for the players.

I still use both methods as I run my megadungeon. When I know whay I've prepped is not a reasonable challenge, sometimes I adjust and sometimes I don't.
 

I'm writing an AP where you could get two or three legendary (and OP) magic items. I intend for the enemies to figure out what they are and that you have them, and unload all their resources on taking them away from you.
Conveniently, one of the OP items is sentient and LOVES being in a fight.
Another is the sword of kingship for one kingdom - NOT named Excalibur - which can be used to gain allies, which in turn makes the fights easier.
The third has no particular combat advantage but several neat properties and is a necessary ingredient to the incantation to destroy BBEG forever.
 


My question is how do you figure out encounters with OP magical items as a factor?

I would change nothing - part of the fun of having the overpowered items is walking over opponents that would otherwise be a much harder challenge.

That said, I would be very wary about giving out items in the manner described. IME there isn't much that players hate more than losing stuff.
 

Into the Woods

Remove ads

Top