Lanefan
Victoria Rules
Must have been a cloak because I don't think shields and bracers work together.17 or 18 dex.
May have been a cloak Orlando protection or a shield in there.
Must have been a cloak because I don't think shields and bracers work together.17 or 18 dex.
May have been a cloak Orlando protection or a shield in there.
Must have been a cloak because I don't think shields and bracers work together.
Ok, so I went over Bone Hill. No Gauntlets of Ogre Power, but wow, is this adventure stacked with magic items! Granted, I don't think the players are supposed to get most of the NPC's items (but at least one item is hidden behind a secret door, so I have to assume that some of them are intended as treasure). There's some trap items (cursed or don't work as intended) to stymie people who don't use Identify as well.
But there's still a lot of stuff here, and the loadouts of low level NPC's are crazy, with several Fighter 2's owning magic weapons and armor! Simply put, any attempt to use the rarities from the random tables as evidence of magic item distribution goes right out the window. Not only are there several Bracers of Defense and Cloaks of Protection, multiple Brooches of Shielding, but there are two Rings of Free Action and a total of six Rings of Protection in the adventure!
A few head scratchers as well, like an NPC who is using a quarterstaff and shield combo (if I had a gold piece for every time I've seen this in an adventure, well, I'd have 2 gp, but that's still pretty wild) and a Druid using a magic hammer (I thought they couldn't use these, but I didn't check).
I know you're not supposed to fight the Clerics, but I've included their items for completeness.
Faldelac: Bracers AC 3, Ring of Free Action, Ring of Spell Turning, Amulet of Inescapable Location (ha!), Staff of Striking/34.
Quail: chainmail +1.
Telmar: quarterstaff +1. And has a shield included in his AC. What's with all this one-handed staff users in old modules?
Bald Hill Lair: short sword +1, potion of gaseous form, scroll of dimension door.
Tolvar: Bracers AC 9, Ring of Protection +1.
Gnoll Treasure-
Ogre: Brooch of Shielding/35
Potion of Extra-Healing, Shield +1, Battleaxe +1, Potions of Healing x2, Wand of Magic Missiles/7
Wolf Pack Lair-
Ring of Invisibility (Special: works 1 hour out of ever 24), Potion of Climbing, Scale Armor +1
Also, Masterwork Lock Picks that add +8% to picking normal (not complex or magical) locks.
Bone Hill-
Tolvar: Cloak of Protection +2, Wand of Fear/5
Bronze Horn of Valhalla, Boots of Elvenkind, Scroll: Spiritual Hammer, Detect Lie, Prayer, Tongues.
Potions: Healing, Extra-Healing mixed with Diminution, Hill Giant Control, Polymorph Self mixed with Vampire Control, Growth, Sweet Water, Gaseous Form mixed with Invisibility, Longevity mixed with Speed that requires 2 separate system shock rolls (somebody really likes the Potion Miscibility rules)!
Telvar's spellbook.
+1 darts x3.
Shield +1, Potion of Clairaudience.
Unique Staff: casts Dancing Lights, Light, Spark (2d10 or 2d4 damage), Lightning Bolt. 11 charges.
Mirror of Opposition (variant)
Crystal Ball of Hypnosis (you really want Identify for this adventure!), Shield +2
Libram of Gainful Conjuration, Long Sword +1 (Int 12, Ego 2, detects magic, LN), scroll of commune, scroll of cure critical wounds
Battleaxe +2, Shield +3, Ring of Elemental Command (need to fight a 7HD elemental to activate, Identifies as a Ring of Invisibility)
More NPC's you're not meant to fight-
Grellus: chain mail +2, shield +1, +1 flametongue sword, ring of shocking grasp
Fairwind: ring of protection +2, wand of magic missiles/12
Gelpas: chain mail +2, longsword +1
Relkin: longsword +1
Brilman: chain mail +1
Carlton: long bow +1
Weber: 2 x arrows +1
Villie: +1 leather armor. Gets to wear it while being an Elven Fighter/Mage, lucky him!
Crystal Ball of Clairaudience (trapped with dust of sneezing and choking!)
Ring of Djinni Summoning
Fletcher: +1 long bow, 7 x +1 arrows
Smith: ring of protection +1
Falco: ring of protection +2, short sword +1
The Abbot: chain mail +2, mace of disruption
Colemack: plate +1, short sword +1, crossbow of speed (ok, there's a lot of F2's with magic gear in this adventure, but this guy takes the cake!)
Prellis: ring of protection +1
Zelmar: wand of magic missiles/7
Pelitar: cloak of protection +2, dagger +1/+3 vs. humanoids, boots of levitation, wand of lightning/11
3 x rings that can override Wizard Lock doors at 12th level magic use
ring of protection +2
chainmail +1, longsword +1
studded leather +2, ring of free action, broadsword +1, net of entrapment
two dog collars that provide resistance to sleep (immunity if Int 2 or less, 2% resistance and duration reduced to 1 round/caster level for others)
shield +1, staff of striking/11, mace +1
boots of elvenkind
potion of extra-healing
ring of feather falling
brooch of shielding/17
hammer +2 (can Druids even use hammers?), ring of Serten's Spell Immunity (only usable by NN)
Felwin: cloak of protection +2
Fountain of Good Health (obviously not going anywhere)
Sample PC's (figure this should count)
Fighter: long sword +1, potion of extra-healing
Thief: dagger +1/+3 vs. larger than man-sized
Ranger: chain mail +1, shield +1
Fighter: chain +1, wand of enemy detection/5
Druid: quarterstaff +1, potion of invisibility
Magic-User: bracers AC 7
Thief: short sword +1
Fighter: potion of heroism
And all this for an adventure for characters of levels 2-4! I love reading these old modules whenever I think about the people who tell me AD&D was "low-magic", lol.
Specialty Priests were in a weird place in 2e, because the guidelines in the PHB were basically "Uh, I dunno, make something up and try to make it kinda balanced?" So the results of official specialty priests were eventually all over the place, with the Complete Priest's Handbook making them all weaker than clerics and something like the later Faiths & Avatars making them stronger. Another issue is that some priesthoods can't fulfill the cleric's core mission of healing and condition relief – from a worldbuilding perspective that's fine, but it means that that priesthood can't fulfill the cleric's role in the party.Specialty priests were clerics generally speaking. A few were other classes, like the CG paladin specialty priest of Horus. I never found it hard to get people to play clerics. Clerics were fun as long as you weren't a healbot.
Ok, so I went over Bone Hill. No Gauntlets of Ogre Power, but wow, is this adventure stacked with magic items! Granted, I don't think the players are supposed to get most of the NPC's items (but at least one item is hidden behind a secret door, so I have to assume that some of them are intended as treasure). There's some trap items (cursed or don't work as intended) to stymie people who don't use Identify as well.
But there's still a lot of stuff here, and the loadouts of low level NPC's are crazy, with several Fighter 2's owning magic weapons and armor! Simply put, any attempt to use the rarities from the random tables as evidence of magic item distribution goes right out the window. Not only are there several Bracers of Defense and Cloaks of Protection, multiple Brooches of Shielding, but there are two Rings of Free Action and a total of six Rings of Protection in the adventure!
A few head scratchers as well, like an NPC who is using a quarterstaff and shield combo (if I had a gold piece for every time I've seen this in an adventure, well, I'd have 2 gp, but that's still pretty wild) and a Druid using a magic hammer (I thought they couldn't use these, but I didn't check).
And all this for an adventure for characters of levels 2-4! I love reading these old modules whenever I think about the people who tell me AD&D was "low-magic", lol.