Togath
2011-11-15, 06:02 AM
I'm currently trying to figure out what sort of loot I should put in the main treasure hoard of the current BBEG of the adventure I'm running for my PCs atm(a modified version of expedition to castle ravenloft, modified to fit my campaign lore better), but I'm having trouble coming up with items other then +2 to stat x items or cloaks of resistance, so I was hoping the forum could help me come up with ideas for interesting and useful treasure for my group.
*house rules in effect;
1:all classes with d6 or lower hd are moved up by one die(d4 to d6, d6 to d8)
2:all +1/+1/+3/+4/+5 equivalent armor and weapons instead have a cost equal to a basic +x weapon or armor(+1 equals 2000g, +2 equals 8000g, for weapons, +1 equals 1000g, +2 4000g for armor, et cetera), as an example, a +2 flaming sparking weapon has a cost of 12000gp rather than 32000g
3: all hp gain from class levels, or the magical beast or dragon types is maximized(for both PCs and NPCs, along with monsters that fit into this category)
4: there are no multi classing penalties, though that doesn’t seem likely to come up with regards to loot
5: I don’t use alignment restrictions, nor do evil or good spells change alignment in any way, so feel free to suggest items that have the evil descriptor as well as ones with the good descriptor, even for the paladin without worrying about alignment aspects of said items
6: all books(3.0, 3.5, and pf) that can either be found on the srd or as an excerpt, or anything from the following list;
complete adventurer
complete scoundrel
complete warrior
Tome of Magic
races of stone
races of destiny
race of the dragon
magic item compendium(only sort of skimmed it, and I can't remember if there are any items usful to my group, though I do have it)
tome of battle
oriental adventures
Rokugan campaign setting
monsters of Rokugan
homebrew for 3.5 or pf(if I approve it as ok for the campaign)
mm 3
mm 5
Magic of incarnum
sandstorm
frostburn
players handbook 2
dmg 2
all three main 3.5 rulebooks
city of the spider queen(3.0 adventure)
the arms and equipment guide
any online 3.0 or 3.5 articles from here (http://www.wizards.com/default.asp?x=dnd/archives)
Along with material that I ok from the d20 modern main rulebook or srd
**characters in the group;
Tank: half warblade half bard elf, specializing in using a longsword and a shield, wears chainmail(chainmail armor, not a chain shirt), mostly has spells and strikes that either deal damage, or protect herself or allies from taking damage, currently has +2 chainmail, and a +1 flaming, whirling longsword
Healer: npc/hireling goliath paladin, he mostly focuses on not taking damage, and healing as much damage as possible, though he doesn’t really need to be geared from the hoard, as I give him gear boosts every few levels when the pcs return to a large city as he wanders off to spend his pay
Face: a human warblade(using tiger claw and iron heart mostly) fluffed as a swashbuckling pirate, he duel wields “cutlasses”(refluffed saw tooth sabers from pf) and has moderately high charisma and dexterity scores(cha at 14, dex at 16), he currently has 2 +1 keen “cutlasses” as his weapons
Stealth/Blaster: a fairie(homebrewed lvl adjustment +0 race, I mentioned them in the “our monsters are different” thread) swordsage/rokugan ninja(with the rogue talent list and progression of a pf rogue) who focuses on a refluffed/recrunched lightning themed version of desert wind, and some shadow hand abilities, she currently mainly possesses a +1 keen precise ninja-to, along with a +1 keen kunai(refluffed dagger) and a flute of ghostly sounds(ghost sound at will as a full round action, priced at 2500g)
Caster(sort of): a dragon blooded human(homebrewed lvl adjustment +1 race, alchemically created half dragons, basically) earthbender (http://sites.google.com/site/avatard20/earthbender2.0)(with the armor, excavate, earthstride and column seeds), he usually starts combat with his earth blast ability, but after the first round usually charges and attacks with either unarmed attacks(he has superior unarmed strike as a feat) or a meteor hammer(bludgeoning version of a spiked chain I homebrewed/refluffed), his best magic items are a ghost shroud(the one from MIC) and a +1 flaming meteor hammer(and some spare gold, about 4500g), in addition he mostly focuses on his wisdom (for earthbending) and his con(which is 20 even without any items buffing it)
Ranged Attacker: an elf ranger(pf ranger), oriented towards buffing her animal companion(a small fox, with very good stats) and slaying constructs and magical beasts, has a +1 bow of construct and magical beast bane, and a +1 keen greatsword
NPC/hireling/Replacement character should a PC die: a human pf alchemist who usually sits at the party’s base/wagon and makes potions the PCs pay him to make, but can be convinced to come along for part of an adventure(though the PCs have to leave the paladin behind to watch their base/wagon), he has mostly healing extracts prepared if joining the party for an adventure, but has feats mostly oriented towards his bombs, again, like the paladin he doesn’t need as much gear from treasure hoards, as he upgrades off screen
Misc Non armor/magic item/weapon possessions of the party: 5 giant pack lizards(large sized quadrupeds with str 22) that the party uses to carry loot and pull their wagon, a large wagon, a mid sized ship(large enough to hold 8 people plus 5 giant pack lizards, plus a large wagon, and a few tons of supplies and loot).
the PCs are currently level 6, but they’re likely to be 9th or 10th level once they get to the vault
Any suggestions are welcome, though I would like to also here if anyone has ideas for flavorful items I could either add or homebrew(or that have been home brewed), in addition to ones that are good mechanics wise.
*house rules in effect;
1:all classes with d6 or lower hd are moved up by one die(d4 to d6, d6 to d8)
2:all +1/+1/+3/+4/+5 equivalent armor and weapons instead have a cost equal to a basic +x weapon or armor(+1 equals 2000g, +2 equals 8000g, for weapons, +1 equals 1000g, +2 4000g for armor, et cetera), as an example, a +2 flaming sparking weapon has a cost of 12000gp rather than 32000g
3: all hp gain from class levels, or the magical beast or dragon types is maximized(for both PCs and NPCs, along with monsters that fit into this category)
4: there are no multi classing penalties, though that doesn’t seem likely to come up with regards to loot
5: I don’t use alignment restrictions, nor do evil or good spells change alignment in any way, so feel free to suggest items that have the evil descriptor as well as ones with the good descriptor, even for the paladin without worrying about alignment aspects of said items
6: all books(3.0, 3.5, and pf) that can either be found on the srd or as an excerpt, or anything from the following list;
complete adventurer
complete scoundrel
complete warrior
Tome of Magic
races of stone
races of destiny
race of the dragon
magic item compendium(only sort of skimmed it, and I can't remember if there are any items usful to my group, though I do have it)
tome of battle
oriental adventures
Rokugan campaign setting
monsters of Rokugan
homebrew for 3.5 or pf(if I approve it as ok for the campaign)
mm 3
mm 5
Magic of incarnum
sandstorm
frostburn
players handbook 2
dmg 2
all three main 3.5 rulebooks
city of the spider queen(3.0 adventure)
the arms and equipment guide
any online 3.0 or 3.5 articles from here (http://www.wizards.com/default.asp?x=dnd/archives)
Along with material that I ok from the d20 modern main rulebook or srd
**characters in the group;
Tank: half warblade half bard elf, specializing in using a longsword and a shield, wears chainmail(chainmail armor, not a chain shirt), mostly has spells and strikes that either deal damage, or protect herself or allies from taking damage, currently has +2 chainmail, and a +1 flaming, whirling longsword
Healer: npc/hireling goliath paladin, he mostly focuses on not taking damage, and healing as much damage as possible, though he doesn’t really need to be geared from the hoard, as I give him gear boosts every few levels when the pcs return to a large city as he wanders off to spend his pay
Face: a human warblade(using tiger claw and iron heart mostly) fluffed as a swashbuckling pirate, he duel wields “cutlasses”(refluffed saw tooth sabers from pf) and has moderately high charisma and dexterity scores(cha at 14, dex at 16), he currently has 2 +1 keen “cutlasses” as his weapons
Stealth/Blaster: a fairie(homebrewed lvl adjustment +0 race, I mentioned them in the “our monsters are different” thread) swordsage/rokugan ninja(with the rogue talent list and progression of a pf rogue) who focuses on a refluffed/recrunched lightning themed version of desert wind, and some shadow hand abilities, she currently mainly possesses a +1 keen precise ninja-to, along with a +1 keen kunai(refluffed dagger) and a flute of ghostly sounds(ghost sound at will as a full round action, priced at 2500g)
Caster(sort of): a dragon blooded human(homebrewed lvl adjustment +1 race, alchemically created half dragons, basically) earthbender (http://sites.google.com/site/avatard20/earthbender2.0)(with the armor, excavate, earthstride and column seeds), he usually starts combat with his earth blast ability, but after the first round usually charges and attacks with either unarmed attacks(he has superior unarmed strike as a feat) or a meteor hammer(bludgeoning version of a spiked chain I homebrewed/refluffed), his best magic items are a ghost shroud(the one from MIC) and a +1 flaming meteor hammer(and some spare gold, about 4500g), in addition he mostly focuses on his wisdom (for earthbending) and his con(which is 20 even without any items buffing it)
Ranged Attacker: an elf ranger(pf ranger), oriented towards buffing her animal companion(a small fox, with very good stats) and slaying constructs and magical beasts, has a +1 bow of construct and magical beast bane, and a +1 keen greatsword
NPC/hireling/Replacement character should a PC die: a human pf alchemist who usually sits at the party’s base/wagon and makes potions the PCs pay him to make, but can be convinced to come along for part of an adventure(though the PCs have to leave the paladin behind to watch their base/wagon), he has mostly healing extracts prepared if joining the party for an adventure, but has feats mostly oriented towards his bombs, again, like the paladin he doesn’t need as much gear from treasure hoards, as he upgrades off screen
Misc Non armor/magic item/weapon possessions of the party: 5 giant pack lizards(large sized quadrupeds with str 22) that the party uses to carry loot and pull their wagon, a large wagon, a mid sized ship(large enough to hold 8 people plus 5 giant pack lizards, plus a large wagon, and a few tons of supplies and loot).
the PCs are currently level 6, but they’re likely to be 9th or 10th level once they get to the vault
Any suggestions are welcome, though I would like to also here if anyone has ideas for flavorful items I could either add or homebrew(or that have been home brewed), in addition to ones that are good mechanics wise.