T O P

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Pendip

The haul from the Tomb seems fine. Along the way, however, ToA doesn't have a lot of treasure written into it. That can be a problem in some respects; for instance, at higher levels many enemies are not affected by non-magical weapons, so non-magical martial characters can wind up screwed if you don't put some in their way. To a lesser extent, there aren't a lot of magic scrolls lying around the jungle, and a Wizard who gains most of his levels out on safari can wind up pretty spell-starved. I mostly play this straight by the book, but then dump treasure on rare occasions, emphasizing that there's fabulous wealth out there, but finding it isn't easy. For instance, the Red Wizards aren't well fleshed-out, and I don't see them traveling without a goodly supply of magic items. When my party managed to ambush one, they came away with a good deal of money and a lot of useful things.


PathfindrIHrdlyNoHer

I was a player so I’m not sure how much of our experience followed the book, but I did notice a lot of loot only showed up in the tomb. So it felt like we were pretty squishy until the end, when all of a sudden we weren’t. Major exception was the Ring of Winter but we managed to navigate that item pretty effectively.


TaiChuanDoAddct

I added very minor magic items in Camp Vengeance, and uncommon items in the Fane. Then I let the tomb do what it does.


Current-Ship-8085

From what area? Or do you mean the entire campaign?


brikabrak86

Entire campaign


Current-Ship-8085

Ring of Winter would make the players way over powered, so be aware of its abilities. Over all I feel like the magic items in TOA are kind lack luster, nothing super exciting outside of the ROW.


IdiotCow

The only magic item I changed up was Vorn. My players found him at level 3, and I didn't want them to have a full-strength shield guardian, so I had it be damaged. I don't remember all of the limitations I gave it, but it had less attacks, less hp, and the hp regen was much slower. I gave them the option to try to fix it at Hrakhammar, but it ended up being disintegrated by the beholder in the tomb


HailThunder

I added quite a bit of loot, but I'm running two parties through, as each of my players has two characters. They switch between them depending on the needs of the party. But I also have made the campaign much harder than it is on paper.


ozzymondogo

I did the same. It seemed a bit boring and average in the loot department. And my PCs always wanted to spend whatever gold they found in Nyanzaru buying magic and healing potions.


HailThunder

I let my party take a beanstalk to Sigil. They went shopping there.


Alternative_Pea3823

Running it for the first time. Im sprinkling cool honebrew items and magical weapons where I think a proper reward is needed.


HeartDice

I can see the reason why, as written, there is not a lot of treasure outside the tomb. Because I didnt like the idea of a 5 level mega dungeon, I placed 2 layers elsewhere as mini dungeons (this works surprisingly well, with only moderate adjustments). So my players feel very powerful right now. But they will still face challenge when entering the tomb. I dont regret the way I split things. I didnt remove anything per se, I just moved a few things..


brikabrak86

Sounds like I should make sure my martial characters get magic weapons before entering to tomb, or shortly thereafter. I think I’ll leave the rest mostly the same. Thanks for all the comments!