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D&D Group D&D Encounters Sea.. Magic Item tables for March of the Phantom Brigade
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2 years ago  ::  Feb 09, 2011 - 12:04AM #1
TempestLA
Date Joined: Aug 30, 2007
Posts: 188
Just a couple of things that I have noticed when reviewing the magic item table for March of the Pahntom Brigade:

1) Half of the items on the magic item tables do not come from HotFL or HotFK. One (Rod of Deadly Casting) I have not been able to find in PHB, PHB3, AV, AV2, HotFL or HotFK)

2) At least two of the items on the main list (10% of the list) are useless (or practically so) to any Essentials character - Holy Symbol +1 (no Esentials Paladin or Cleric abilites have the Implement key word) and Symbol of Life (which can be used exactly 3 times - once per chapter).

Interesting, no?
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2 years ago  ::  Feb 09, 2011 - 12:26AM #2
Darkraven3
Date Joined: Feb 12, 2009
Posts: 135
Here you go



Rod of Deadly Casting
Level 2 Uncommon


Infused with war magic and covered in death symbols, this rod amplifies lethal magical strikes.


Price: 520 gp
Implement (Rod)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d10 damage
Property: On a critical hit if you roll a 10, you can roll the die again and add the result.


Published in Dragon Magazine 365, page(s) 14, Eberron Player's Guide, page(s) 108.


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2 years ago  ::  Feb 09, 2011 - 12:46AM #3
Perithoth
Date Joined: Aug 30, 2008
Posts: 294
I am not sure where you are getting that most of the items are not in player resources, a quick check in the DDI Compendium breaks it down like this.




TREASURE TABLE
Roll
Result

Source

1


2 potions of healing


HotFL, HotFK


2

+1 magic armor

HotFL, HotFK

3

+1 magic weapon

HotFL, HotFK

4

+1 magic holy symbol

HotFL, HotFK

5

+1 amulet of protection

HotFL, HotFK

6

+1 magic wand, orb, staff, or rod

HotFL, HotFK

7

+1 veteran's armor

HotFL

8

+1 vicious weapon

HotFL

9

+1 safewing amulet

HotFL

10

+1 symbol of life

PH1

11

+1 dwarven armor

PH1

12

+1 orb of inevitable continuance

PH1

13

+1 rod of deadly casting

Dragon365, EPG

14

+1 luck blade

HotFK

15

+1 delver's armor

HotFL

16

+1 lightning wand

DMK

17

ironskin belt

PH1

18

+1 amulet of health

HotFK

19

+1 flaming weapon

PH1

20

+1 staff of storms

PH1

Every source in bold is an essentials source. Of the seven that are not in essentials, six are from the Player's Handbook 1 and only one from Dragon Magazine/Eberron Player's Guide.


My Two Coppers,

Bryan Blumklotz
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2 years ago  ::  Feb 09, 2011 - 12:50AM #4
ricadams
Date Joined: Aug 13, 2010
Posts: 9
Don't get me wrong here... I understand that when authoring a game concessions have to be made but time and again I read last season that players could only choose from Red Box, HotFL, HotFK, or the Essentials DM kit for Magic Items....  Then in an Ask the Author column I read a comment where he claimed that he wrote the Encounter's on the belief and asumption that all or any items could be found in PH1-3, DMG1-3, and or AV1&2.

So now we come to Season 4.... Why should it surprise anyone that we do not have stats for NPC's...What you didn't notice that there are no stats for "Horses and Wagons" or for the Inverness settlers? Yet these are both listed as multiple NPC Allys and should they die ......

Should they die?!?! how will they die if we have no stat information on them. No HP, No Abilities, No Powers....

I'm less worried about Magic Items from Sets that the characters are not even to be playing in and more worried about how I am to run a campain without all the stats for the NPCs that the characters are to protect and the monsters are to attack. Shoot I'm still waiting for the Essentials DM Kit Magic Items to be added.
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2 years ago  ::  Feb 09, 2011 - 1:18AM #5
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,362

Feb 9, 2011 -- 12:46AM, Perithoth wrote:

I am not sure where you are getting that most of the items are not in player resources, a quick check in the DDI Compendium breaks it down like this.




TREASURE TABLE
Roll
Result

Source

1


2 potions of healing


HotFL, HotFK


2

+1 magic armor

HotFL, HotFK

3

+1 magic weapon

HotFL, HotFK

4

+1 magic holy symbol

HotFL, HotFK

5

+1 amulet of protection

HotFL, HotFK

6

+1 magic wand, orb, staff, or rod

HotFL, HotFK

7

+1 veteran's armor

HotFL

8

+1 vicious weapon

HotFL

9

+1 safewing amulet

HotFL

10

+1 symbol of life

PH1

11

+1 dwarven armor

PH1

12

+1 orb of inevitable continuance

PH1

13

+1 rod of deadly casting

Dragon365, EPG

14

+1 luck blade

HotFK

15

+1 delver's armor

HotFL

16

+1 lightning wand

DMK

17

ironskin belt

PH1

18

+1 amulet of health

HotFK

19

+1 flaming weapon

PH1

20

+1 staff of storms

PH1

Every source in bold is an essentials source. Of the seven that are not in essentials, six are from the Player's Handbook 1 and only one from Dragon Magazine/Eberron Player's Guide.


My Two Coppers,

Bryan Blumklotz




Um, the only magic Holy Symbols in Essentials are found in the DMK (and are still worthless for this season).

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2 years ago  ::  Feb 09, 2011 - 6:23AM #6
Frizko
Date Joined: Jul 27, 2003
Posts: 32
Keep in mind though, this season was originally going to be HotFL, HotFK + Class Compendium: Heroes of Spell and Sword. So when the table was put together they assumed that there would potentially be holy symbol using characters. Once the call to scrap that book was made, i dont think we have any way of knowing if there was time to change the printing on this or not. If you're DMing and that roll comes up on the table, reroll it or change the result to something appropriate in advance - the players wont know the difference and they wont mind.
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2 years ago  ::  Feb 09, 2011 - 8:47AM #7
nightwalker450
Date Joined: Jun 13, 2008
Posts: 2,031
Here's cards I made for the treasures:  Link
On Essentials: Everyone deserves to play a class they enjoy.
Hex Grid UserAndroid UserD&DMapTools

Dungeons & Dragons Compendium
Our House Rules
Index of 4e Errata
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2 years ago  ::  Feb 09, 2011 - 9:16AM #8
Perithoth
Date Joined: Aug 30, 2008
Posts: 294
Nightwalker450,

Thank you for the cards. Much appreciated, because now I don't have to do it.

As for the holy symbols, why they are there has been addressed, you can do one of the following:
  1. Essentials only game: Let it roll, party member that gets the holy symbol can sell it for gp.
  2. Essentials only game: Re-roll any result with a holy symbol.
  3. Essentials only game: Substitute something else from HotFL, HotFK, or DMK.
  4. Full 4e game: holy symbols now have a purpose, provided someone plays a classic Paladin or Cleric at the table.

I was reading my DM Kit Book last night and realized that all the non HotFL and HotFK magic items are in the Dungeon Master's Kit (DMK). Thus, 





TREASURE TABLE
Roll

Result


Source


1




2 potions of healing




HotFL, HotFK




2


+1 magic armor


HotFL, HotFK


3


+1 magic weapon


HotFL, HotFK


4


+1 magic holy symbol


HotFL, HotFK


5


+1 amulet of protection


HotFL, HotFK


6


+1 magic wand, orb, staff, or rod


HotFL, HotFK


7


+1 veteran's armor


HotFL


8


+1 vicious weapon


HotFL


9


+1 safewing amulet


HotFL


10


+1 symbol of life


DMK


11


+1 dwarven armor


DMK


12


+1 orb of inevitable continuance


DMK


13


+1 rod of deadly casting


DMK


14


+1 luck blade


HotFK


15


+1 delver's armor


HotFL


16


+1 lightning wand


DMK


17


ironskin belt


DMK


18


+1 amulet of health


HotFK


19


+1 flaming weapon


DMK


20


+1 staff of storms


DMK


Thanks,

Bryan Blumklotz
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2 years ago  ::  Feb 09, 2011 - 10:42AM #9
Nullzone
Date Joined: Sep 28, 2010
Posts: 138

Feb 9, 2011 -- 8:47AM, nightwalker450 wrote:

Here's cards I made for the treasures:  Link




That is freaking brilliant! Thanks a ton!

https://twitter.com/#!/Nullzone42
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2 years ago  ::  Feb 09, 2011 - 10:46AM #10
bongobenny
Date Joined: Aug 21, 2007
Posts: 52

Feb 9, 2011 -- 8:47AM, nightwalker450 wrote:

Here's cards I made for the treasures:  Link


Someone read my mind!

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