AD&D 1E Three Things that can't be Fixed in 1e AD&D

And that's exactly what we see in published works going all the way back to 1e - a setting absolutely awash in magic items. How many are to be found in the Caves of Chaos, or the nearby Keep? How many are to be found in the Village of Homlet or the Temple of Elemental Evil. In practice, the setting is awash in magic items.

I find that most older modules were awash with Monty Haul levels of magic. IIRC, the famed Keep on the Borderlands has some entry-level priest in +1 plate.
 

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I find that most older modules were awash with Monty Haul levels of magic. IIRC, the famed Keep on the Borderlands has some entry-level priest in +1 plate.

Even back in the day, one of the things I found myself doing with respect to published modules was removing what I felt were "excess" magic items. I think the one that really jumps out in my head is that in I believe I3 Pyramid there is a room that just has 3 maces +3 laying unguarded on the floor.
 

Craft Minor Potion
Start level: 3
Components: VSM
CT: 10 minutes
Type: Regular
Range: 0
Area of effect: Special
Save: n/a
Pray:
Upcasting: n
Powercasting: n
Scaling:
Cap:

This magic transforms Herbs – those with abnormal properties – into potions. Potions magically preserve the effect of the herb.
Material components include the herb to be preserved, a vial, suitable stopper, and a liquid of some form – usually distilled alcohol. The alcohol is denatured as part of the process. The herb must be relatively fresh, no older than one-third its expected lifespan. Herbs of class 1 and 2 can be transformed into potions in this manner. Certain herbs that mirror clerical spells can be enhanced by also adding a clerical spell to the crafting. An example of this would be the potion created by a Darsurian – the end result if a Cure Wounds spell is added is a potion that heals 2BP or 2d4 fatigues.
You might want to either add some sort of material cost to this or harshly limit how often it can be cast, otherwise your Rangers and Nature Clerics stand to make a financial killing by producing these potions and selling them on the open market. :)
 

Even back in the day, one of the things I found myself doing with respect to published modules was removing what I felt were "excess" magic items. I think the one that really jumps out in my head is that in I believe I3 Pyramid there is a room that just has 3 maces +3 laying unguarded on the floor.
I used to think like that, but eventually came around to "hell with it - leave it as it lies".

Why?

Because IME they either destroy the good stuff along with the bad or just sell it off because they don't want it. Having run it a few times now I don't recall there being 3 unguarded +3 maces in Pyramid (for all I know I've just forgotten them), but given how uncommonly people take mace as a weapon proficiency the odds are high those would have just been sold off anyway, by whatever party found 'em.
 

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