Help with Magic - MY PLAYERS KEEP OUT!

Keryn

First Post
Help! I realize this is a problem of my own creation, but I am trying desperately to correct it without going overboard. I would really appreciate some advice on how to rid the pc's in my campaign of some of their magical items.

We've been doing 3rd edition and decided that no magical items would change when we moved to 3.5 to keep it simple. Here's what they've got right now:

Elf Fighter 5/Order of the Bow Initiate 2/Sorceror 1/Arcane Archer 1: gloves of dex +4, mithril shirt (platinumed), Screaming Disarming MW Mighty Composite +2 Longbow, bracers of archery, quiver of elhonna, manual of dexterity +2.

Elf Fighter 5, Wizard 1, Bladesinger 3: +1 keen, spell resistant (to hold person), intelligent longsword; manual of strength +2; boots of speed; bracers of ogre strength; glove of storing.

Human Cleric 4/Wizard 5: amulet of natural armor +1, ring of protection +1, vest of armor +1, shortspear +1, boccob's blessed book, bag of holding (type 1), helm of comprehending languages and magical writing, glove of storing, blue ioun stone, ring of wizardry 1, cloak of resistance +2, manual of intelligence +2.

Tiefling Monk 4/Rogue 3: amulet of natural armor +2, ring of protection +1, monk's belt, hat of disguise, sandals of the tiger's leap, luckstone, manual of wisdom +2, cloak of elvenkind, leg bone of hurraka (gives +25% to speed).

As a party, they also have myrukal's spoon.

The campaign takes place in the unapproachable east. My original thought was to have the party captured by Thayan slavers as they have recently traveled through Thay and done some work for a slaver to get a valuable magical book. But I know the party would chase down their items until they had retreived every single one, which throws off the campaign arc just a little bit.

Then I thought a trap that dispels all magical items within a radius would be appropriate. My only real concern here is that it would strip the party of ALL magical items. Does this affect spellbooks? With two wizards in the party, I do have to take that into consideration.

My other concern with taking any action to reduce the power of the party is one that comes from being a player for many years. I know I would not be happy with any dm who did something this drastic so late in the game. I wouldn't quit over it; but I'd be mad. After the initial shock, I think I'd take it as an opportunity to take my character in a new direction, maybe even give her new purpose. But I don't know that these guys will react that way.

Any advice you have on any of this would be a HUGE help!

Thanks!
Keryn
 

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Sounds like you just need to start a new campaign that fully uses 3.5 rules (and any houserules you may have).

I mean, anything you do will seem contrived. You could send a legion of Red Wizards at them to steal all their items - or maybe the Red Wizard will say, "You can keep ONE item". But really that just sounds weak.

Or you could send a bunch (and I mean a BUNCH) of rust monsters at them.

Or you could have a sudden antimagic rainstorm pass through and all their uncovered items could become duds unless they find shelter.

But for me, I would just email each individually and tell them you want to bring down the magic-level in the campaign. Perhaps each PC can keep 3 items and exchange the rest for gold - and then as DM you could give them fewer magic item options when shopping and less magic treasure.

The options are pretty endless...
 

I'm pouring over the list of magic items your players have, and nothing ultra-game destroying pops out at me. What does pop out is that most of the characters are level 9ish, a very difficult time for DM's who have never run a party this high (if this is not the case with you, i apologize now)

Instead of trying to strip the characters of equipment, simply treat them as a couple of levels higher than they actually are. Plan your adventures for 10-11th level PCs, and slow the treasure flow down to a trickle. By the time they hit 12, you'll be used to the increased challenge of running a higher level game, and ready to start handing out the DMG recommended amount of treasure again.

Oh for a couple of tips on how to plan for higher level games, see what <a href="http://www.montecook.com/arch_dmonly16.html">Monte</a> has to say on the subject:
 
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Thanks

Thanks for your help! I know it sounds trite, but my elven archer pc can do a rapid shot at +19/+14/+19 to attack with 1d8+2+1d6 damage. He adds an additional 1d6 if the opponent is flat footed for his ranged sneak attack. In addition, he can disarm the opponent. Because of his weapon and his ranged disarm feat, he almost always succeeds (that +19 comes in really handy).

I have been treating them as 3 levels higher than they are, but they still manage to blow through everything I throw at them. The party prefers combat heavy encounters and tends to ignore most of the roleplay opportunities presented (or they sit there with that glassy eyed expression any dm hates to see). Do you have any adventure suggestions? I am planning the Tower of Deception very soon and the Temple at Redcliff shortly thereafter. Then they start the inter-planar phase of the campaign. They'll be fighting demons and dark elves there.

Thank you again!
 

Weapons are, by far, the easiest magical item to fairly strip off of a PC. A longbow can be sundered by an foe in a single swing! It doesn't have to be contrived either. Eventually, he's going to be given a choice between retreating a few steps and taking a single shot, or staying a little too close the the foe in hopes of taking it down with a full attack action. (The bonus from point blank shot should push his greed over the edge.) At that point, have the baddie (preferably one who cannot be disarmed, like a magic fanged troll or umber hulk) charge and take a swing at the bow. If he complains, you can always throw his decision not to retreat back at him.

But even with this bow, I still wouldn't try to strip him of what is probably a prized personal item. Think of his capabilities and ways to work around it.
<ul>
<li>Close quarter fighting comes to mind</li>
<li>foes with locked guantlets</li>
<li>sundering magic fanged trolls (think i've already been over that one)</li>
<li>enemies that automaticaly grapple (bears) or (even better) swallow on a successfull attack</li>
<li>enemy magic users (try an ambush with a paired set of druid and mage, great fun!></li>
<li>roving packs (10+) of digestors, watch them run!!</li>
<li>nightwalkers: the ultimate weapon-killers</li>
<li>roof collapses, divides the party in the middle of combad</li>
<li>guest apperences from the Psionics Handbook</li>
<li>ANY unfamiliar monster will usualy throw well-read players for a loop, even if the CR isn't that high</li>
<li>a well played beholder surrounded by minions</li>
<li>add templates/character levels to random monsters</li>
<li>nothing is more humbling than being hit by a trap that casts Slay living!</li>
<li>except springing that trap in the middle of an important combat!</li>
<li>except being coralled into the trap location after the DM teaches me that i shouldn't get too close to the baddies if i wanna keep my pretty bow!</li>
<li>i never get tired of anti-gravity traps</li>
<li>cursed items being used offensively (throwing a powder of choking and coughing, using a necklace of strangleing as a garrot)</li>
</ul>

You don't have to be fair, just make sure that the PCs have some potential method of surviving each encounter. Even if they don't win. They wouldn't be powerful enough to take a nightwalker on, but don't be afraid to show it to them. If they manage to run away from it, it'll be that much more satisfying for them if they eventualy come back and defeat it.

Are the PCs enjoying blowing through everything? If so, great! They are advancing in power and they should be able to blow through some stuff. The DM shouldn't feel threatened by powerful PCs when they do start walking through your carfully laid plans, you're not in compitition with them. Always remember, you can use one of the unfair methods above any time you want.
 

Your PCs are not really packing anything game breaking that I can see. They seem to be outfitted appropriately for their level.

If the CR 9 monsters alone can't handle a group of Lvl 9 character then you need to take a hard look at the tactics your monsters are using.

You can also add level to monsters too. An Ogre might be a little weak, but a level 9 Fighter Ogre wearing Full plate is something else!

Also, the game provides the DM with many great tools. They are probably messing with Red Wizards. There are lots of spells an enemy mage, such as a Red Wizard, can cast to make themselves pretty tough.

Mage Armor is +4 Armor bonus
Shield is +7 cover bonus (+4 shield in 3.5)
Haste is +4 Haste bonus (+1 in 3.5)
Assume a Dex of 16 so thats another +3.
Cat's Grace is +2 bonus to AC (1d4+1 to Dex, +4 Dex in 3.5)

So an enemy wizard could have an AC of 30 in 3.0 and AC 24 in 3.5, and that's not counting a single magic item.

If they also have a cleric of Kossuth or Bane with them, you can tap into other great spells, like Magic Vestment, Shield of Faith, etc. A 14th level wizard can use Limited Wish to cast Magic Vestment on themselves.

Throw in spells like Stoneskin and your NPC wizards are a pretty formidable force.

Also a good NPC fighter with Full plate and a Shield has an AC of 10+8 (full plate) +1 (Dex) +2 (Shield) = AC 21. Have an NPC cleric cast Magic Vestment on the shield and armor and their AC jumps potentially up to 31. Have an NPC mage cast Haste and the fun really begins! :D

The good thing about using spells like this is even if the PCs win and kill the bad guys, there isn't any magical gear for them to loot! :D

Anyway, I see no reason for you to take your PC's gear away from them. They aren't that powerful if you really start looking at all your options as DM. And remember, PC spellcasters have to conserve spells all day. NPC spellcasters, who only exist to battle the PCs once can afford to blow all their spells on one encounter. A very big advantage.
 
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Thanks

Thanks for all the advice, guys! I think I can find enough challenges to keep the game fun while their levels catch up to their loot.

Thanks!
 

A Few well placed Anti-Magic shells, a Mordenkainen's Disjunction (this allows items to save or be disjoined). You could effectively bring their items down and maybe the encounter don't need to be 3 levels higher in CR.
 


On that bow, btw, being master work does not stack with being magical, just in case you were playing it that way... it's nitpicky I know, but I can't help myself.

May I suggest a Gauntlet of Sundering MI for an upcoming opponent? That way after they defeat him (and he sunders a few of their weapons) they keep the item and anytime they use it, they stop themselves from getting another cool weapon...
 

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