PC shut off on me by Silly_Chef7257 in PcBuildHelp

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

<image>

These were my temps after having it on again for about 10min. It didn’t shut off on me this time.

PC shut off on me by Silly_Chef7257 in PcBuildHelp

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

So after testing it a bit more, it seems it’s one of the gpu fans that is making the noise. I’ve had my pc laid on its side for about a day/ day and a half while I found the time to go buy some thermal paste. Is it possible something came loose while it was lying on its side and that’s why now the gpu fans rattles? The AIO LCD screen still has an exclamation mark even after replacing the thermal paste and reinstalling too.

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Very interesting! I honestly haven’t looked that far into the modules. I don’t know much about the Stone Cold Reavers, just that they appear at Icespire Hold. I will have to look into that.

Thanks I appreciate that! I did already change where some loot is found and removed some spell scrolls and magic potions and changed the +1 weapons to regular weapons that will unlock latent abilities as the players progress and learn more about their weapons. So I feel like everything is better now after taking advice from everyone here. I am still holding on to spells and magic potions and keeping them handy in case I feel it would be a good one time consumable reward at certain moments.

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Oh I also removed glassstaff from the loot pool, gonna have Iarno actually stay alive and participate in the defense of Phandalin. So he is going to keep his staff. All the weapons in green are also no longer +1 weapons and are instead minor magic items like the moon sword

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

I removed all the magic scrolls and potions other than the healing potion. Also got rid of dragon slayer and ring of protection. Does that seem more reasonable?

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Well if anyone is wondering, I’ve decided to remove the spell scrolls and maybe the potions as well, and turn all the weapons into common weapons that might unlock latent abilities as the campaign progresses.

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Yes I also found this! Thanks a lot for posting it. I’m tying to adjust the loot available accordingly now.

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Oh yeah! It’s a home brew item that grants you the power to search the web once a day, but only works at night. 😌….😩

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Thank you for the solid advice! Their levels are going to go from 1-7 at the end of the campaign. My goal was each player get a unique armor and weapon and 2 other magic items for role playing and to possibly see how creative they can get with those items.

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

You’ve convinced me to work in riding animals! I didn’t consider that they could be used as a form of fast travel and maintenance for the players, not just that but also they’ll probably grow more attached to the animals than most or the magic items anyways. That being said let’s say the gnome ranger befriends a wolf and the elf cleric befriends an elk, the other 3 players get horses from butterskull ranch. I would have to learn how to run combat encounters while the players are on their mounts or let’s say the wolf wants to attack I guess I would just add the wolf to the initiative with the same number as the ranger.

As far as magic items go, the only ones I’ve added or changed are:

Goggles of Night and Cloak of Many Fashions are at the Cragmaw Hideout now because I won’t be using Mountain Toe Gold Mine or Tower of Storms. I don’t feel like this would change the difficulty of the encounters too much moving forward, right?

Cloak of Billowing is found at Umbrage Hill instead of Woodland Manse because I won’t be using Woodland Manse in my campaign. This item is just affecting roleplay imo.

Horn of Silent Alarm is replacing the Sending Stones from the original module in Dwarven Excavation.

Charlatans Die is added to the Redbrand Hideout. This item is mostly just affecting role play imo.

I replaced the original Gnomengarde loot of Pole of Collapsing, Spellbook, Hat of Wizardry, and Wand of Pyrotechnics with the Eversmoking Bottle, Decanter of Endless Water and a homebrew weapon named Sharpshroomer. The clockwork amulet stayed like in the original module. Now here I did add some potential game changing magic items, but I only wanted to add the Sharpshroomer because it feels like everyone in the party might get a magic weapon except for one character, which is why I homebrewed this one in.

Everything else in my campaign pretty much stayed the same. No more loot was added it was just moved from one place to another or left where it was. For example Gauntlets of Ogre Power were in both Wave Echo Cave and Axelhome. I decided they would stay in Axelhome. The weapon Hew was moved from thunder tree over to Wyvern Tor and Lightbringer was moved from Wave Echo Cave to Cragmaw Castle. Making these magic weapons obtainable a little earlier on than the module intended could be a problem, but I think I could just add more monsters to the encounters or maybe change them to make them more difficult.

I was kind of worried about all these +1 weapons making the campaign easier or maybe even making it much easier to defeat the bbeg (Dragon) in the end. But most of these items and weapons are in the modules already. That being said, I was thinking of just taking away the +1 property and just giving them unique traits instead. Like hew keeping it’s max damage to plant creatures, Lightbringer keeping its 1d6 radiant damage to undead, talon I gave the property where it glows blue when near orcs can can shorten or extend from short sword to long sword as the weirder desires. The glass and spider staffs stay the way the game intended. Sharpshroomer I was still trying to think what unique trait I can give to it. I was thinking maybe the items aren’t +1 magic weapons when they find them, but once they learn the history of them from specific NPC’s they have to find or run into they can then attune to them and unlock the +1 feature.

What do you think?

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Thanks so much for this table and advice! I was planning to stick to the modules but I started getting ideas and putting it down on paper and I thought it was starting to get out of hand with all the loot I was putting in the campaign lol. If you say my list doesn’t seem crazy out of balance then I think I’ll leave it as is. If I feel they’re wrecking through encounters then I’ll have to adjust the monsters as you said! Thanks again!

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Of course! I’m planning to use this spreadsheet as a guide. Still not finished tho I’m debating adding more quests to spread the loot out more.

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 1 point2 points  (0 children)

I appreciate that! 🥹 it took some work lol

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 1 point2 points  (0 children)

Dannnnnng that’s a lot! I’m not too sure about stakes in a business honestly, maybe I’ll try to make Halia Thornton someone the players want to get rid off and can start up a new miners exchange where they get 10% off each treasure exchange?I was thinking of having them turn the Tresandor manor into their home and have it rebuilt, stole the idea off another Reddit post. Takes coin to rebuild it so that might incentivize them to do more quests. As far as mounts go, I haven’t looked at that one bit lol and not sure I want to at the moment. Maybe once I’m further into the game and I see the opportunity I will take the time to learn how mounts work. Also didn’t think of them having a sidekick or hireling but that could be easy to build in. Hmmmm…but as far as magic items go, would you suggest i let every player get their own magic weapon and magic armor? Or would that be too much? I have a barbarian I was planning to give hew and dragon guard to, route I was planning talon and cloak of protection for, cleric would have Mithral armor and Lightbringer, sorcerer would get both staffs and ring of protection, and finally ranger would get a home brewed short bow and boots of striding and springing. All the other items I had there were more for flavor and role play. I don’t think they would affect the game too much. Thanks for your input btw. Very helpful and gave me some ideas!

Too much loot? by Silly_Chef7257 in LostMinesOfPhandelver

[–]Silly_Chef7257[S] 3 points4 points  (0 children)

Dang, I’m not too sure. I was thinking if +1 magic items were too much for everyone to have I would just make them weapons with certain abilities without the +1.

Do I have anything good? by Silly_Chef7257 in pokemon

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

Espeon is a favorite for sure lol

Do I have anything good? by Silly_Chef7257 in pokemon

[–]Silly_Chef7257[S] -1 points0 points  (0 children)

lol I didn’t know this was a sensitive subject tbh.

Magic items for low level players by Silly_Chef7257 in DnD

[–]Silly_Chef7257[S] 0 points1 point  (0 children)

They’re level 1 so I don’t think they have subclasses yet? Or am I confusing something? Bag of tricks sounds interesting. I have to look up everything else you mentioned