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I'd like some ideas for this one.
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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1151301" data-attributes="member: 14214"><p>I have an interesting situation developing that I'd love to hear suggestions for.</p><p></p><p>If you are from Houston and know what Questars are - read no further. This means you D, you C, and you M because I know y'all frequent here <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p>That still means you, C.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>What I have here is a party where individuals have suffered death previously, causing new characters to be created at level-1 and added to the party, as well as new characters joining who join at lowest party level -1 (again, a house rule).</p><p></p><p>This leaves me, currently, with a party as follows:</p><p></p><p>Lvl 8 Wiz7/Cle1</p><p>Lvl 7 Fighter</p><p>Lvl 5 Cle4/Rog1</p><p>Lvl 4 Monk</p><p></p><p>Total magic items in the party total less then 5000gp, something which I intend to correct in the coming mini-adventure.</p><p></p><p>The background:</p><p> As a form of law enforcement agents (think FBI special agents, in a medieval, magic rich, world), the team is dispatched to the east for (gasp: cliche alert) the purposes of discovering why caravans coming in from desert towns are dissappearing. They've just recently defeated a small band of evil, death worshipping cultists, at the near cost of TPK.</p><p></p><p> My original concept for this desert trip had to with two warring nations, one fomorian and one thri-kreen (yes, it's a home brewed world) that the players would get caught up in in any of about 16-20 ways that I was prepared for.</p><p></p><p>What I was not prepared for was this party mix. Outright fights are likely to lead to TPK (which I don't do unless the party is outright foolish), but I still want to fix the magic item sitch. If I fix the magic item sitch, then any fights they get into, they might easily overwhelm.</p><p></p><p>So two questions: 1) How should I fix the magic item issue given this background, and 2) What magic items should they get? They essentially have a few minor 1st level scrolls, potions, and maybe a +1 weapon (I think the gray ooze ate it off the now retired paladin...)</p><p></p><p>I'm thinking a pair of immovable rods (monk or rogue to use), maybe some wands/rods of metamagics for the wizard, but I need some good ideas as to what to give them and how to make them earn them.</p><p></p><p></p><p>And yes - they've had more magic than this previously, it just got eaten/used for the most part.</p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1151301, member: 14214"] I have an interesting situation developing that I'd love to hear suggestions for. If you are from Houston and know what Questars are - read no further. This means you D, you C, and you M because I know y'all frequent here :) That still means you, C. What I have here is a party where individuals have suffered death previously, causing new characters to be created at level-1 and added to the party, as well as new characters joining who join at lowest party level -1 (again, a house rule). This leaves me, currently, with a party as follows: Lvl 8 Wiz7/Cle1 Lvl 7 Fighter Lvl 5 Cle4/Rog1 Lvl 4 Monk Total magic items in the party total less then 5000gp, something which I intend to correct in the coming mini-adventure. The background: As a form of law enforcement agents (think FBI special agents, in a medieval, magic rich, world), the team is dispatched to the east for (gasp: cliche alert) the purposes of discovering why caravans coming in from desert towns are dissappearing. They've just recently defeated a small band of evil, death worshipping cultists, at the near cost of TPK. My original concept for this desert trip had to with two warring nations, one fomorian and one thri-kreen (yes, it's a home brewed world) that the players would get caught up in in any of about 16-20 ways that I was prepared for. What I was not prepared for was this party mix. Outright fights are likely to lead to TPK (which I don't do unless the party is outright foolish), but I still want to fix the magic item sitch. If I fix the magic item sitch, then any fights they get into, they might easily overwhelm. So two questions: 1) How should I fix the magic item issue given this background, and 2) What magic items should they get? They essentially have a few minor 1st level scrolls, potions, and maybe a +1 weapon (I think the gray ooze ate it off the now retired paladin...) I'm thinking a pair of immovable rods (monk or rogue to use), maybe some wands/rods of metamagics for the wizard, but I need some good ideas as to what to give them and how to make them earn them. And yes - they've had more magic than this previously, it just got eaten/used for the most part. [/QUOTE]
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I'd like some ideas for this one.
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