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General Tabletop Discussion
*Dungeons & Dragons
The power of magical attacks
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<blockquote data-quote="Quickleaf" data-source="post: 7826284" data-attributes="member: 20323"><p>Even as I've embraced the fact that my players love getting magical loot, I've tried to keep magic weapons are rare and special. Thus, there's lots of potions, scrolls, magical doo-dads, weird trinkets, and common items from Xanathar's. But the magic weapons have been few and far between... </p><p></p><p>The first was the <em>Lifeblade </em>which was a holy macahuitl imbued with the spirit of the first Mage Hunter, and which ultimately the PCs destroyed in a ritual to spare the life of a PC's husband. </p><p></p><p>Then there was a <em>javelin of lightning </em>which belonged to the grung hero Guipguip and had been buried in the tree the grung was buried within; reaching it required figuring out a bit of a puzzle and contending with some guardians. </p><p></p><p>There was also the <em>burning spear of Asharra </em>which the PCs had commissioned by an allied aarakocra mage using pyrohydra teeth that they recovered. It took 3 weeks and several sessions while the party continued adventuring.</p><p></p><p>Most recently they acquired a <em>Batiri war didj </em>in a trade with goblins, which is an interesting and versatile item with some history linking it to the great goblin queen one of the PCs is descended from.</p><p></p><p>Currently at 10th level, the rogue/warlock can make his own magic pact weapon, the druid has the javelin if needed but primarily relies on spells, the paladin has the burning spear & war didj, and only the wizard/rogue lacks a magic weapon. There are about four more magic weapons for them to discover in our Tomb of Annihilation campaign, such that by 11th-12th level they will probably all have magic weapons of some shape or form.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7826284, member: 20323"] Even as I've embraced the fact that my players love getting magical loot, I've tried to keep magic weapons are rare and special. Thus, there's lots of potions, scrolls, magical doo-dads, weird trinkets, and common items from Xanathar's. But the magic weapons have been few and far between... The first was the [I]Lifeblade [/I]which was a holy macahuitl imbued with the spirit of the first Mage Hunter, and which ultimately the PCs destroyed in a ritual to spare the life of a PC's husband. Then there was a [I]javelin of lightning [/I]which belonged to the grung hero Guipguip and had been buried in the tree the grung was buried within; reaching it required figuring out a bit of a puzzle and contending with some guardians. There was also the [I]burning spear of Asharra [/I]which the PCs had commissioned by an allied aarakocra mage using pyrohydra teeth that they recovered. It took 3 weeks and several sessions while the party continued adventuring. Most recently they acquired a [I]Batiri war didj [/I]in a trade with goblins, which is an interesting and versatile item with some history linking it to the great goblin queen one of the PCs is descended from. Currently at 10th level, the rogue/warlock can make his own magic pact weapon, the druid has the javelin if needed but primarily relies on spells, the paladin has the burning spear & war didj, and only the wizard/rogue lacks a magic weapon. There are about four more magic weapons for them to discover in our Tomb of Annihilation campaign, such that by 11th-12th level they will probably all have magic weapons of some shape or form. [/QUOTE]
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