On Sat, 01 Feb 2014 19:09:22 -0500, "Sea Wasp (Ryk E. Spoor)"
<
sea...@sgeinc.invalid.com> wrote:
>On 2/1/14 6:55 PM, Rast wrote:
>> Ubiquitous wrote...
>>>
>>> EDITOR'S NOTE: An earlier version of this story said players will be
>>> able to fight the villain Tiamat for the first time in Tyranny of
>>> Dragons.
>>
>> We already knew that there wasn't anyone left at WOTC from the TSR days, but what does it
>> say about them that they don't have anyone who could look at that press release and say
>> "Hey, odds are that if it exists in the monster manual, odds are it showed up in a module at
>> least once"?
>>
>
>
> Tiamat was also a potential adversary in the JG module INFERNO, IIRC. I
>have a vague impression that she might also have shown up in the
>Bloodstone series too, but that may just be old age.
> Sea Wasp
Yes, it was in the final module of the Bloodstone series (H4 - The
Throne of Bloodstone). After going down to the Abyss to beat Orcus on
his home turf and take his wand, Bahamut tells you that the only way
to actually destroy the wand is to defeat Tiamat on her home turf and
then dissolve the wand in the blood of her heart. (And even so, Orcus
can make a new wand in "a few hundred years".)
The idea was that this was just icing on the cake, that if you could
take down Orcus you shouldn't have any trouble taking out Tiamat.
Mind you, this adventure was for "Levels 18-100". That's not a typo.
They gave guidelines on how to adapt the module for various levels.
18-25 appeared to be "standard" (and they had pre-gens in that range
that had been pregens at lower levels in earlier parts of the H
series). At the other end, they had a whole section on running a game
for 100th level PCs and gave pre-generated 100th level characters
players could use.
As they put it: "We don't believe that anyone has actually 'earned' a
100th-level character in the sense that the character was started at
level 1 and worked his way up in a normal (non-Monty Haul) campaign.
On the other hand, there is always the temptation to play, just once,
a character of ultimate power."
But the pre-gen characters were SEVERLY limited in magic items.
Hermes, Ruler of Thieves, 100th level Deep Gnome Thief/7th level
Illusionist gets "choice of 12 magic items usable by thieves or
illusionists." Circe, The Black Sorceress, 100th level human Magic
User/Illusionist (they don't really explain that, but I think they
mean for you to split the 100 levels as you want) has spell books with
all known MU and Ill. spells, and gets "players choice of of up to 25
magical items from DMG, Unearthed Arcana or any other official source.
No Artifacts." The 100th level Cleric/23rd level Druid gets "500k XP
value of magical items from official sources" and again "Artifacts
cannot be chosen".
And the 100th level Fighter/Paladin (again, I think you get to
distribute the 100 levels as you like) was limited to the standard
Paladin list: 1 suit of armor, 1 shield, 4 weapons, and 4 misc. items
from the official lists. Players choice, but artifacts are not
considered "misc." items.
Even in the stingy days of 1.5E, that's a pretty short list for what
one would expect from 100th level PCs. Of course, MAYBE the thief can
choose 12 artifacts since they didn't specifically prohibit it (like
they did with the other 3) - but the module had more errors and
mistakes/typos than most, so they probably INTENDED for the pre-gen
party to have no artifacts at all.
Still, the lower-level party DID have a Staff Of The Magi (that was
not considered an Artifact in 1E). But the 16th level Monk had just a
single magic item. 1E Monks are allowed 2 magic weapons and 3 misc.
items and the class topped out at 17th level - having a single item
("Carpet Of Flying, smallest size") seems, um, sparse.
Highest stats - 18 for some (18/30 STR highest), else 17 or even 16
(game highest allowed was 25 for a few gods in 1E)