RttToEE: Buying Loot in Verbobonc ***Spoilers***

doktorstick said:
Egads. You left it hanging...!?

It was 2AM on a wednesday! I had to be up at 5AM that morning.



The question is: how many of those enemies are left standing at present?

What I posted above is what is left!:eek:

12 Hobgoblin,War1; 6 Hobgoblin,Rog1; 1 Hobgoblin, Adp6 and a Dire Ape.
 
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I love Dire Apes. In one of my campaigns this player kept having his characters killed by dire apes (I wasn't purposely trying to kill him, it just always seemed that he got nailed with the rend attacks). Anyway, it got funny because whenever one showed up he'd start sweating and he was the main party fighter so because he became so cautious and nervous the dire ape would always do more harm to the party than it should have :)

Anyway - sorry for going off topic :)

IceBear
 

Xar666 said:

Module: Return to the Temple of Elemental Evil

This is the current party:

Razfellow: Half-Orc Ftr3,Rog4
Sacchariah: Human Clr7
Killian: Human Rgr2,Ftr4
Veshrack: Human Rog3,Sor3

So far, in this module, Razfellow has died once and an NPC Paladin died.

And last session ended with the PCs in combat in the following condition:

Razfellow at –6 but stable
Sacchariah at 21hp
Killian at 18hp
Veshrack – dead

They are currently fighting 12 Hobgoblin,War1 and 6 Hobgoblin, Rog1, a Hobgoblin, Adp6 and a Dire Ape. Wonderful.

It was a Total Party Kill!
 
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Unfortunately, unrestricted magic item shopping helped kill our last game.

The game degenerated into "Bonus Quest", where everyone planned a shopping list for the items which would twink out their characters to maximum efficiency. Every adventure ended with a big pile of loot, a calculator, and a half hour shopping session at the DMG.

Diablo syndrome.

As a DM, why should I bother stocking an adventure with unique and interesting magic items only to have them routinely sold off for the next item in some twink's 'build tree'?

It got to the point that I didn't even care any more.
 

My thoughts exactly, Wormwood. I am now rolling random items for the shops. My players actually think it is fun to see what turns up.
 

I could not disagree with you guys ANY MORE. I only DM.
If my players wish to find certain magical items, and they have the cash they can GET THEM. It might take a while or something, but why limit players to what YOU as the DM think is "good enough to dole out". This is NOT Old D&D anymore. There are clear guidelines for magical items, not like older editions, which leads to the "My players get what they WANT not what I give them... what a Pain!" WHY? Is it YOUR Character? Are YOU so needy your players must worship every magical bauble you wish them to have? I don't get it at all. Diablo... yeah right. More player Control... OH! Now that is what bothers you. You're not the magical item fairy anymore... and it irks you?

Plus to show you how to make it Interesting even in such a "horrible" world where you can buy magic items you have Options!

Who is to say that just because it's a +2 Sword it has no quirks? Maybe the seller had no idea? You could roll on the "annoying curse" table as I call it and have unique item anyways... on that note.....

What exactly stops you from giving the magical items they wish to BUY flavor? They could have names and histories and quirks and people looking for them and all kinds of things.

Don't put your players in a little box of your choosing, you can still have fun.
 

Wormwood said:


As a DM, why should I bother stocking an adventure with unique and interesting magic items only to have them routinely sold off for the next item in some twink's 'build tree'?


Because IMC (I'm a player), it's cheaper to buy an item than it is to hire someone to figure out what the powers are on an item you find. We're to busy & broke to take a 3 week break from the middle of nowhere (Raster) to trek to a city and pay a wizard to drop everything, close his shop for a day, and tell us a rough estimate of the first power of a magic item (Gosh, +1 again. We broke even on the ID spell, if we can find someone to buy it. That was worth 3 weeks of travel). We will _never_ be able to afford an analize dweomer. We have a big bag of magic items that may as well be rocks, because a 500gp identify told us things like "That grey cone is incense of dreaming. It does something dream related when you combine it with another item."
 

JLXC said:
I could not disagree with you guys ANY MORE. I only DM.
If my players wish to find certain magical items, and they have the cash they can GET THEM. It might take a while or something, but why limit players to what YOU as the DM think is "good enough to dole out". This is NOT Old D&D anymore. There are clear guidelines for magical items, not like older editions, which leads to the "My players get what they WANT not what I give them... what a Pain!" WHY? Is it YOUR Character? Are YOU so needy your players must worship every magical bauble you wish them to have? I don't get it at all. Diablo... yeah right. More player Control... OH! Now that is what bothers you. You're not the magical item fairy anymore... and it irks you?

Plus to show you how to make it Interesting even in such a "horrible" world where you can buy magic items you have Options!

Who is to say that just because it's a +2 Sword it has no quirks? Maybe the seller had no idea? You could roll on the "annoying curse" table as I call it and have unique item anyways... on that note.....

What exactly stops you from giving the magical items they wish to BUY flavor? They could have names and histories and quirks and people looking for them and all kinds of things.

Don't put your players in a little box of your choosing, you can still have fun.

I am not putting my players in a box.

1. My players prefer it when they can't buy whatever they want.

2. It makes craft feats useless, why spend XP when you can spend gold.

3. It takes all the fun out of finding loot when you know you can sell it and buy whatever you like.

Maybe you like playing that way, but if I want to play Diablo I can play it on a LAN and not have to mess with DMing.
 

Xar666 said:


2. It makes craft feats useless, why spend XP when you can spend gold.

As I'm discovering in RttToEE, Craft Wonderous for a level 7 Travel/Luck cleric already is useless. They can't make travel items, other than wings of flying. I think it's wretchedly stupid that Horseshoes of the Zephyr, Horseshoes of Speed and Boots of Striding and Springing are all wizard-only items, and can't be made by a travel priest.

Currently, I can make 21 items. Of those, 10 of them will cost more than twice my entire net worth to make. Everburning torches don't take a feat to make, so I'm down to:

Candle of Truth
Figurine of Wonderous Power - Silver Raven
Gauntlets of Ogre Power
Gloves of Swimming and Climbing
Helm of Comprehending Languages and Reading Magic
Horn of Fog
Horn of Goodness/Evil
Periapt of Proof against Poison
Phylactery of Faithfulness
Pipes of Sounding

Of those, based on the game so far, only the Gauntlets of Ogre Power are worthwhile for my party, and both melee types in the party already bought pairs at full retail price before I could make them.

Craft Wonderous was a total waste of a feat. It is absolutelly useless for a cleric at midlevels. On the upside, only clerics can make Robes of the Archmagi, archmagi can't.
 

A cleric with Craft Wonderous Items can get an arcane magic user to cast the arcane spell portion of the item's creation. I don't see why it would be hard to hire a wizard to cast a spell in such a large town.
 

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