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<blockquote data-quote="Bacon Bits" data-source="post: 8254198" data-attributes="member: 6777737"><p>We got 9 levels deep into Dungeon of the Mad Mage and reached level 8-9. We had found: potions, scrolls, utility wands, half a pair of boots of elvenkind, and -- our one good item -- a wand of fireball. The DM had given us a few magic arms and armor in the lead up to the dungeon, but the dungeon was empty. We gave up because it was boring and <em>there were no rewards</em>. How can you have a mega dungeon with <em>no loot</em>?</p><p></p><p>After the campaign, I read the adventure. We actually found just about everything. There were decent rewards later, but a surprising number of them only come on the last level of the dungeon (level 25?). There was a magic sword we missed, but it was <em>extremely</em> well defended (which is why we didn't get it) and even if we had it was actually pretty terrible stats-wise.</p><p></p><p>Eventually I looked at the AL season rules. Guess what? They let the AL players buy magic items with AL rewards! You just got "basic" magic gear for free! You don't find it, you just get it. And, worst of all, <em>the module doesn't mention any of that anywhere!</em> It doesn't tell the DM to place more treasure. It presents it as an appropriate and fleshed out module. It's even got hooks for stuff outside the module.</p><p></p><p>Quite honestly I'm still <em>furious</em> at WotC for publishing an adventure so absolutely devoid of rewards that it was a completely miserable module to play... and then backdooring rules that make it work appropriately only if you're in their pet league.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8254198, member: 6777737"] We got 9 levels deep into Dungeon of the Mad Mage and reached level 8-9. We had found: potions, scrolls, utility wands, half a pair of boots of elvenkind, and -- our one good item -- a wand of fireball. The DM had given us a few magic arms and armor in the lead up to the dungeon, but the dungeon was empty. We gave up because it was boring and [I]there were no rewards[/I]. How can you have a mega dungeon with [I]no loot[/I]? After the campaign, I read the adventure. We actually found just about everything. There were decent rewards later, but a surprising number of them only come on the last level of the dungeon (level 25?). There was a magic sword we missed, but it was [I]extremely[/I] well defended (which is why we didn't get it) and even if we had it was actually pretty terrible stats-wise. Eventually I looked at the AL season rules. Guess what? They let the AL players buy magic items with AL rewards! You just got "basic" magic gear for free! You don't find it, you just get it. And, worst of all, [I]the module doesn't mention any of that anywhere![/I] It doesn't tell the DM to place more treasure. It presents it as an appropriate and fleshed out module. It's even got hooks for stuff outside the module. Quite honestly I'm still [I]furious[/I] at WotC for publishing an adventure so absolutely devoid of rewards that it was a completely miserable module to play... and then backdooring rules that make it work appropriately only if you're in their pet league. [/QUOTE]
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