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Community
General Tabletop Discussion
*Dungeons & Dragons
Starting with Magic Items in OOA (Spoilers)
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<blockquote data-quote="kalani" data-source="post: 6734745" data-attributes="member: 88085"><p>If the players never check room 7, find another place in the adventure in which to place their items (possibly Sloop). If the party does any side missions along the way, you could also place their magic items (and spellbooks if generous) there.</p><p></p><p>While you are correct that magic items can be permanently lost - that line of text assumes that the party loses them due to something which occurs during an adventure (such as the item being stolen and never recovered as per the adventure text). The only thing the party did to lose their items in Abyss, was start the adventure in Chapter 1. Characters which start the adventure several sessions later will not be deprived of their magic items (or even mundane gear). </p><p></p><p>Failing to check room 7 results in the loss of all mundane gear. It is highly likely that many parties will fail to check this room as the adventure text implies that the party should flee with haste by the quickest route possible (checking the armory, and then fleeing down the ravine). Only the most antagonistic of DMs would say that the party missed their only opportunity to recover their magic items. </p><p></p><p>It may take the party 5+ sessions to recover their magical items in the event that they fail to check room 7, and that is sufficient "punishment" for not being thorough. </p><p></p><p>My party for example, failed to search any rooms other than the Armory (not sure if that is room 7 or a different room) and we have no less than 3 "grey bag's of tricks" that have yet to be recovered. We have already completed the Sloop encounters, and have just reached the gates of a Duregar city which I believe is in chapter 3 or 4. I suspect that we will recover our magic items there.</p><p></p><p>Angering players because they failed to check a single room which isn't readily apparent is not what I would recommend. All that will cause is players to leave your table. </p><p></p><p>My DM for example, gave no indication that there were any other structures outside of the armory and the quaggoth latrines in his description of the prison, and never once showed us a map so that we might orientate ourselves or explore buildings that weren't even described as existing.</p></blockquote><p></p>
[QUOTE="kalani, post: 6734745, member: 88085"] If the players never check room 7, find another place in the adventure in which to place their items (possibly Sloop). If the party does any side missions along the way, you could also place their magic items (and spellbooks if generous) there. While you are correct that magic items can be permanently lost - that line of text assumes that the party loses them due to something which occurs during an adventure (such as the item being stolen and never recovered as per the adventure text). The only thing the party did to lose their items in Abyss, was start the adventure in Chapter 1. Characters which start the adventure several sessions later will not be deprived of their magic items (or even mundane gear). Failing to check room 7 results in the loss of all mundane gear. It is highly likely that many parties will fail to check this room as the adventure text implies that the party should flee with haste by the quickest route possible (checking the armory, and then fleeing down the ravine). Only the most antagonistic of DMs would say that the party missed their only opportunity to recover their magic items. It may take the party 5+ sessions to recover their magical items in the event that they fail to check room 7, and that is sufficient "punishment" for not being thorough. My party for example, failed to search any rooms other than the Armory (not sure if that is room 7 or a different room) and we have no less than 3 "grey bag's of tricks" that have yet to be recovered. We have already completed the Sloop encounters, and have just reached the gates of a Duregar city which I believe is in chapter 3 or 4. I suspect that we will recover our magic items there. Angering players because they failed to check a single room which isn't readily apparent is not what I would recommend. All that will cause is players to leave your table. My DM for example, gave no indication that there were any other structures outside of the armory and the quaggoth latrines in his description of the prison, and never once showed us a map so that we might orientate ourselves or explore buildings that weren't even described as existing. [/QUOTE]
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