Magic Items in Tier-1 AL (minor spoilers)

Post/Author/DateTimePost
#1

Uthrac

Sep 30, 2014 9:40:09

General overview of where to get magic items in Adventurer's League legal adventures Tier 1 (Levels 1-4) ... avoiding specifics (but those who are curious can do some minimal internet research to cherry-pick what they want) ...

 

Note that this overview does not include consumables ...

 

Encounters: Nothing. Thanks for playing.

 

Expeditions: Pretty much one magic item per adventure (4-hour slot), with the exception of DDEX1-1 (which is a collection of 5 mini adventures). If you play at a table of 5 PCs, you'll get an average of one item per 5 sessions played.

 

Epics: Good stuff, but restricted play. You'll need a certificate to authenticate that you got a magic item from these adventures.

 

Home (Hoard of the Dragon Queen): If your DM doesn't hate you, you can pick up a magic item in Episode 4 (designed for PCs of Level 4). Most stuff is backloaded into Tier 2 (Levels 5-10, specifically around Levels 7-8 at the end of the adventure).

 

Home (Lost Mine of Phalander): Jackpot. Episode 2 (designed for Level 2 PCs) has a section that can be played in one session and provides two magic items. Episode 3 (designed for Level 3 PCs) has many missions with another two magic items you can collect within a single session. Episode 4 (Level 4 PCs, but managable at Level 3 with a strong group) has a whopping six magic items for one session of play.

 

So ... there will be a big difference in magic items between groups who are playing HotDQ/Encounters versus those who play LMoP. 

 

For those playing locally (i.e. no Epics) the breakdown is:

• Encounters = no magic items in Levels 1-3

• Expeditions = 8 adventures with magic items, about 1.6 total magic items per PC

• HotDQ = one total magic item (maybe) in Levels 1-4

• LMoP = 4 episoeds, about 2 total magic items per PC (though easy to cherry-pick)

 

#2

OrganicDoom

Oct 01, 2014 17:14:49
Wow so you cant play HotDQ encounters and get magic items. Since it only goes to episode 3. Im confused because the packet gives you magic item certs for the whole adventure (ep1-8). Hmm????
#3

TheBreen

Oct 01, 2014 18:20:34

OrganicDoom wrote:
#4

Tyranthraxus

Oct 01, 2014 20:50:24

TheBreen: THis is coming up for us. We are half way through Episode 3 of Encounters and obviously will run out of content. Ive got the Main adventure book coming soon in the mail.

 

So Im going to run this as casual play and stop playing and let the gm play

 

 

As I dont own the book yet, are their clear dilineators so I know where one part stops and the next part starts (in terms of downtime etc)

Anything else I should know in regards to this endeavour?

 

Thanks

#5

Granville7482

Oct 01, 2014 21:10:29

Where is the cheat-sheet of the magic items ;)

#6

TheBreen

Oct 01, 2014 21:45:04

The Horde of the Dragon Queen hardback wasn't written specifically for Adventurers League, so there are no references to downtime, renown, etc. However, the beginning and end of each episode are very clearly marked. Typically, 10 days of down time and 1 renown point are awarded per episode completed.

 

You'll probably have to keep a running total of any treasure and experience points the party earns, and award them at the end of each session, assuming that they don't complete an entire episode in one sitting. What I do is, while preparing for the session I write the particulars of each encounter (foes, hit points, treasure, any special abilities or tactics) on a separate index card and refer to the card during play. If the party earns something other than what I'd already calculated (they miss some treasure, for instance) I note that on the card. At the end of the session I total up what I have on each card and then give out the xp and gp totals. That might be too much work for some, but I find it helps keep me organized during play.

 

Good luck! It looks like a fun, challenging adventure for both the DM and the players.

 

 

#7

Tyranthraxus

Oct 02, 2014 0:01:40

Thanks. Im okay with working out exp and renown and stuff because im runnin expeditions. With the hardback module book, All I really need to know is where one part ends and the next part stops. Ill be stepping in to gm after we finish Part 3 if the pdf stripped down version.

 

If possible could you provide the page numbers for the hardbook which reflect where one part/episode starts and ends? thanks

#8

Blade2718

Oct 02, 2014 7:51:55

Tyranthraxus wrote:
#9

TheBreen

Oct 02, 2014 10:49:31

Tyranthraxus wrote:
#10

OrganicDoom

Oct 08, 2014 11:02:23

Something else interesting to note. Less HotDQ and Lost Mines, there are no expedition mods that contain magic weapons. 

#11

Pauper

Oct 08, 2014 12:43:09

Wow, imagine the outcry if people figure out that the only magical weapons/armor in 'apprentice tier' (1-4) are available in Epic adventures...

 

On a related note, I got my Expeditions packs for this month and note that I have two sets of certs for the items in DDEX 1-4, 1-5, and 1-6, but nothing for DDEX 1-2 or 1-3. Should I mention this to the store owner?

 

--

Pauper

#12

swurvDESN

Oct 09, 2014 21:31:22

SPOILER

 

 

A cheat sheet of magic items in expeditions.

 

DDEX1-4 Dues for the Dead-Goggles of NIght

DDEX1-5 Courting of Fire-Ring of Fire Resistance

DDEX1-6 The Scroll Thief-Headband of Intellect

#13

RCanine

Oct 12, 2014 14:55:21

You should put spoilers in sblocks.

#14

Granville7482

Oct 12, 2014 19:18:46

While you are making those spoilers and putting them in blocks, make a compiled list ;)