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Magic items in Keep on the Borderlands
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<blockquote data-quote="Celebrim" data-source="post: 2277250" data-attributes="member: 4937"><p>Yeah, I tended to scratch 3-5 caches of magical items out of each module as well. I seem to remember an especially outrageous one in the otherwise excellent Ravenloft module. </p><p></p><p>I really think that the reason for all the magic in the keep is to make the keep's defenders absolutely overwhelming to a party of low levels that decide to loot the Keep instead of the Caves of Chaos, but modern DM's have more tools than existed in D&D and don't have to metagame quite so much.</p><p></p><p>For the record, the three BBEG's in the module with alot of treasure are the High Priest, the Minotaur, and the Wraith. In two out of those three cases, the plan to take thier treasure will likely fail. Two of them have a very good escape route and a vastly superior tactical position and will almost certainly get away from the PC's if things look like they aren't going there way. The other has a treasure whose benefit to the PC's is of dubious value.</p><p></p><p>If I were running KotB again, the main things that would bother me are:</p><p></p><p>1) The prevalance of magic items in the equipment of the lower ranking officials of the Keep. Most of these would disappear. </p><p>2) The vastly over equipped 4th level cleric of Chaos.</p><p>3) The fact that every suit of magical armor is a suit of plate mail +1. </p><p>4) The staff of healing is abit much to be giving low level characters.</p><p></p><p>But then again, I've also completely redrawn the KotB map for use the second time I ran it (senior year of high school). If I ran it again, I'd completely redraw it a third time, incorporating the changes from the 2nd version of the map and adding two sub-temples earlier in the complex, and a central arena complex in which disputing tribes settle thier differences/watch slaves fight/gamble/etc. I'd also probably redraw the Keep map completely and try to increase the intrigue in the town, detail out the NPC's a bit more, etc.</p><p></p><p>The possibility of a pretty cool mini-campaign for low level characters is there (hey I've done it twice already), it just would take alot of work to get it up to my current standards. The prevelance of magic is the least of my concerns, especially given that EGG was much better at finding inventive ways to hide the treasure than most modern dungeon designers seem to be.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2277250, member: 4937"] Yeah, I tended to scratch 3-5 caches of magical items out of each module as well. I seem to remember an especially outrageous one in the otherwise excellent Ravenloft module. I really think that the reason for all the magic in the keep is to make the keep's defenders absolutely overwhelming to a party of low levels that decide to loot the Keep instead of the Caves of Chaos, but modern DM's have more tools than existed in D&D and don't have to metagame quite so much. For the record, the three BBEG's in the module with alot of treasure are the High Priest, the Minotaur, and the Wraith. In two out of those three cases, the plan to take thier treasure will likely fail. Two of them have a very good escape route and a vastly superior tactical position and will almost certainly get away from the PC's if things look like they aren't going there way. The other has a treasure whose benefit to the PC's is of dubious value. If I were running KotB again, the main things that would bother me are: 1) The prevalance of magic items in the equipment of the lower ranking officials of the Keep. Most of these would disappear. 2) The vastly over equipped 4th level cleric of Chaos. 3) The fact that every suit of magical armor is a suit of plate mail +1. 4) The staff of healing is abit much to be giving low level characters. But then again, I've also completely redrawn the KotB map for use the second time I ran it (senior year of high school). If I ran it again, I'd completely redraw it a third time, incorporating the changes from the 2nd version of the map and adding two sub-temples earlier in the complex, and a central arena complex in which disputing tribes settle thier differences/watch slaves fight/gamble/etc. I'd also probably redraw the Keep map completely and try to increase the intrigue in the town, detail out the NPC's a bit more, etc. The possibility of a pretty cool mini-campaign for low level characters is there (hey I've done it twice already), it just would take alot of work to get it up to my current standards. The prevelance of magic is the least of my concerns, especially given that EGG was much better at finding inventive ways to hide the treasure than most modern dungeon designers seem to be. [/QUOTE]
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