So at kvl 10-12 most my players have rare to legendary items. I gave them some and the other dm gave them a bit. Well earned i heard. Anyways i was thinking of making a cursed house with vampies cant leave and items are unattuned.
Another way to do this is to give the vampires of the house the power from the Conclave Dryad that turns off magic items for a time.
Suppress Magic (Recharge 5–6). The dryad targets one magic item it can see within 120 feet of it. If the magic item isn’t an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect.
Maybe it is tied to some ritual item hidden within the house?
You could make all magic items be absorbed of their magic and strengthen the vampires (buff them, give them the magic in the magic items, maybe let one vampire escape and haunt the town).
That sounds like a great way to upset a lot of players. A field where magic items don't work (beholder) is bad enough, but you can at least get out of it. Fighting monsters that can only be hit by magic items in a house that denies magic items? Yeah... nope... my character is heading out and not coming back and if it is the only way to progress the story, the player may not be coming back either.
As an alternative, if you own Tasha's Cauldron of Everything, I recommend instead having the house affected by a supernatural region, namely the unraveling magic region. From what I remember of the table, theres about a 10% chance (between two different effects) that the magic items would lose their function; however, if you have players roll on the table, it would feel less like you are trying to strip them of their magic items.
The effects which trigger this zone are things like casting a spell of 1st level or higher OR expending a charge on a magic item. I used this type of zone as part of an encounter recently and it really threw the players off (in a good way). If you get one of the "antimagic" effects, you effectively get what you were going for, but it is a result of the players using their magic in a strange territory rather than just declaring it. If you don't get one of the antimagic effects, the players still will have to deal with fun shenanigans and will (in my opinion) make the encounter as a whole more fun.
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As an alternative, if you own Tasha's Cauldron of Everything, I recommend instead having the house affected by a supernatural region, namely the unraveling magic region. From what I remember of the table, theres about a 10% chance (between two different effects) that the magic items would lose their function; however, if you have players roll on the table, it would feel less like you are trying to strip them of their magic items.
The effects which trigger this zone are things like casting a spell of 1st level or higher OR expending a charge on a magic item. I used this type of zone as part of an encounter recently and it really threw the players off (in a good way). If you get one of the "antimagic" effects, you effectively get what you were going for, but it is a result of the players using their magic in a strange territory rather than just declaring it. If you don't get one of the antimagic effects, the players still will have to deal with fun shenanigans and will (in my opinion) make the encounter as a whole more fun.
Now THIS I can get behind. And yes, having player agency lie with the players takes away the sting of a lot of bad things...
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So at kvl 10-12 most my players have rare to legendary items. I gave them some and the other dm gave them a bit. Well earned i heard. Anyways i was thinking of making a cursed house with vampies cant leave and items are unattuned.
Another way to do this is to give the vampires of the house the power from the Conclave Dryad that turns off magic items for a time.
Maybe it is tied to some ritual item hidden within the house?
You could make all magic items be absorbed of their magic and strengthen the vampires (buff them, give them the magic in the magic items, maybe let one vampire escape and haunt the town).
Hope this helps 🙃
Oh. Ha yeah. Thats nice
No Problem!
That sounds like a great way to upset a lot of players. A field where magic items don't work (beholder) is bad enough, but you can at least get out of it. Fighting monsters that can only be hit by magic items in a house that denies magic items? Yeah... nope... my character is heading out and not coming back and if it is the only way to progress the story, the player may not be coming back either.
As an alternative, if you own Tasha's Cauldron of Everything, I recommend instead having the house affected by a supernatural region, namely the unraveling magic region. From what I remember of the table, theres about a 10% chance (between two different effects) that the magic items would lose their function; however, if you have players roll on the table, it would feel less like you are trying to strip them of their magic items.
The effects which trigger this zone are things like casting a spell of 1st level or higher OR expending a charge on a magic item. I used this type of zone as part of an encounter recently and it really threw the players off (in a good way). If you get one of the "antimagic" effects, you effectively get what you were going for, but it is a result of the players using their magic in a strange territory rather than just declaring it. If you don't get one of the antimagic effects, the players still will have to deal with fun shenanigans and will (in my opinion) make the encounter as a whole more fun.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Now THIS I can get behind. And yes, having player agency lie with the players takes away the sting of a lot of bad things...