Hey! So I’m in need of some tips and reasoning as to how many and how powerful items my players may be given for running a lvl 14 one-off adventure. I will be running the players through The Canopic Being off of Candlekeep Mysteries on brand new characters that will start of at lvl 14.
It’s been a little while and while I could luck it up myself, aren’t there plenty of magic items to collect through the adventures preceding that adventure in Candlekeep? Or if not there, loot Rime of the Frost Maiden or Curse of Strahd. Those adventures end at roughly 11th level but should be close enough and have enough. Maybe toss in some utility items (rope of climbing, bag of holding / portable hole. Brooch of Shielding, and I added a random unique magic item myself, I’ll put it down below. POSSIBLY add a single Ring or Cloak of Protection +1, and one of those items that increases spell DC by 1 for a single spellcaster in the party. Maybe provide a full suite of +1 Armor and a weapon, but force the players to split it (the rules have no assumption on the party each having a +1 Weapon or higher each. There’s a few others I can’t think of right now, but I’ll see about adding later today or early’ish tomorrow.
+1 Sword (your choice) that deals 14 Lightning Damage on a Crit and forces a DC 14 Constitution Saving Throw or be Blinded & Deafened for one minute (save at end of round).
The DMG has a chart for recommended items per level when starting above level 1, so that’s an option. But I say with a 1-shot, have some fun with it and go to one extreme or the other, use it as a chance to try something your group usually doesn’t. So either give them next to nothing, like a +1 dagger and a lesser healing potion, or fully outfit everyone in very rare and legendary items. Either way, do something very different from your usual. You may find you actually like it, or it may help you better understand what you like about your normal way. And it’s only a 1-shot, so if it’s awful, you can switch back to normal with the next game.
I'd check through the adventure to see how actually difficult it is (my DM is running us through a different candlekeep mystery, set at level 8, and the difficulty is... not high). There's a good chance "every martial character has a +2 weapon" is sufficient magic items.
Hey! So I’m in need of some tips and reasoning as to how many and how powerful items my players may be given for running a lvl 14 one-off adventure. I will be running the players through The Canopic Being off of Candlekeep Mysteries on brand new characters that will start of at lvl 14.
It’s been a little while and while I could luck it up myself, aren’t there plenty of magic items to collect through the adventures preceding that adventure in Candlekeep? Or if not there, loot Rime of the Frost Maiden or Curse of Strahd. Those adventures end at roughly 11th level but should be close enough and have enough. Maybe toss in some utility items (rope of climbing, bag of holding / portable hole. Brooch of Shielding, and I added a random unique magic item myself, I’ll put it down below. POSSIBLY add a single Ring or Cloak of Protection +1, and one of those items that increases spell DC by 1 for a single spellcaster in the party. Maybe provide a full suite of +1 Armor and a weapon, but force the players to split it (the rules have no assumption on the party each having a +1 Weapon or higher each. There’s a few others I can’t think of right now, but I’ll see about adding later today or early’ish tomorrow.
+1 Sword (your choice) that deals 14 Lightning Damage on a Crit and forces a DC 14 Constitution Saving Throw or be Blinded & Deafened for one minute (save at end of round).
The DMG has a chart for recommended items per level when starting above level 1, so that’s an option.
But I say with a 1-shot, have some fun with it and go to one extreme or the other, use it as a chance to try something your group usually doesn’t. So either give them next to nothing, like a +1 dagger and a lesser healing potion, or fully outfit everyone in very rare and legendary items.
Either way, do something very different from your usual. You may find you actually like it, or it may help you better understand what you like about your normal way. And it’s only a 1-shot, so if it’s awful, you can switch back to normal with the next game.
I'd check through the adventure to see how actually difficult it is (my DM is running us through a different candlekeep mystery, set at level 8, and the difficulty is... not high). There's a good chance "every martial character has a +2 weapon" is sufficient magic items.