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Magic items in AD&D, making them and getting them.
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<blockquote data-quote="Nil-Ith" data-source="post: 8315489" data-attributes="member: 7031294"><p>Yeah my 1e group has been playing off and on for almost a decade now and each character within our group that did manage to survive from level 1 characters have made it to the 15th-20th level range that they are at now. Our DM always had us play through premade modules due to lack of free time to create his own mods, so we've done things like The Slaver's Stockade (eventually claiming the fort as our home and giving it city status after yrs of development), Against the Giants, White Plume Mtn, Tomb of Horrors, parts of Undermountain (which was mainly used to fill in and expand the map of the Underdark encounters my group is finishing up next) and Greyhawk Ruins. With plenty of mini modules in between.</p><p></p><p>My group has gone through countless characters over the years that after a certain point some of them weren't even given names and each surviving character has lost plenty of magic items to get where they are now. My party's philosophies and general approach to encounters has shifted greatly from when we started yrs ago and now our high level characters are dealing with the avatars of multiple deities, trapping the demonic servants of Lolth, and doing things like befriending Liches and inheriting powerful centers of magic from deities such as Boccob to protect on a more regular basis. Typical high level character stuff.</p><p></p><p>Our campaign is mainly set in Greyhawk but our DM has used mods from Forgotten Realms as filler for other modules given that setting was practically abandoned and left a lot of things unfinished, but Greyhawk is most familiar to my group's DM.</p><p></p><p>I could spend countless hours talking about the adventures these characters have gone through and the absurdities they've experienced but I wanted to see if anyone was familiar at all with the Greyhawk Ruins module. Whether anyone has personally DM'ed it before or played through it as a player character.</p><p></p><p>The "facilities" I mentioned that were in the bottom level of the Tower of Power is a magic item forge made by the powerful wizard turned demigod Zagyg when he trapped nine demigods within his tower. The forge itself is a massive Gold Dragon and living structure and requires 5 magic-users (minimum of 9th lvl) working in unison to make permanent magic items using the facilities within the dragon's body. Using the dragonforge (as my group has taken to calling it) Is supposedly a more stream-lined way to create magic items and only requires the object to be "magicked" and spell energy to do so. My party, since our only way of getting magic items for ever has been from modules, is in great need of the forge in an effort to help balance our party and to put magic in the hands of members of that party who need it.</p><p></p><p> I was curious if anyone had ever discovered the Dragon's purpose and has experience using it to create magic items in their campaigns. If so what sort of limitations were put in place regarding its use in your campaign? Especially when the goal is to try to maintain some semblance of balance with high level characters and magic items</p></blockquote><p></p>
[QUOTE="Nil-Ith, post: 8315489, member: 7031294"] Yeah my 1e group has been playing off and on for almost a decade now and each character within our group that did manage to survive from level 1 characters have made it to the 15th-20th level range that they are at now. Our DM always had us play through premade modules due to lack of free time to create his own mods, so we've done things like The Slaver's Stockade (eventually claiming the fort as our home and giving it city status after yrs of development), Against the Giants, White Plume Mtn, Tomb of Horrors, parts of Undermountain (which was mainly used to fill in and expand the map of the Underdark encounters my group is finishing up next) and Greyhawk Ruins. With plenty of mini modules in between. My group has gone through countless characters over the years that after a certain point some of them weren't even given names and each surviving character has lost plenty of magic items to get where they are now. My party's philosophies and general approach to encounters has shifted greatly from when we started yrs ago and now our high level characters are dealing with the avatars of multiple deities, trapping the demonic servants of Lolth, and doing things like befriending Liches and inheriting powerful centers of magic from deities such as Boccob to protect on a more regular basis. Typical high level character stuff. Our campaign is mainly set in Greyhawk but our DM has used mods from Forgotten Realms as filler for other modules given that setting was practically abandoned and left a lot of things unfinished, but Greyhawk is most familiar to my group's DM. I could spend countless hours talking about the adventures these characters have gone through and the absurdities they've experienced but I wanted to see if anyone was familiar at all with the Greyhawk Ruins module. Whether anyone has personally DM'ed it before or played through it as a player character. The "facilities" I mentioned that were in the bottom level of the Tower of Power is a magic item forge made by the powerful wizard turned demigod Zagyg when he trapped nine demigods within his tower. The forge itself is a massive Gold Dragon and living structure and requires 5 magic-users (minimum of 9th lvl) working in unison to make permanent magic items using the facilities within the dragon's body. Using the dragonforge (as my group has taken to calling it) Is supposedly a more stream-lined way to create magic items and only requires the object to be "magicked" and spell energy to do so. My party, since our only way of getting magic items for ever has been from modules, is in great need of the forge in an effort to help balance our party and to put magic in the hands of members of that party who need it. I was curious if anyone had ever discovered the Dragon's purpose and has experience using it to create magic items in their campaigns. If so what sort of limitations were put in place regarding its use in your campaign? Especially when the goal is to try to maintain some semblance of balance with high level characters and magic items [/QUOTE]
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