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ters that rowatd boldness speed up the game, while those that reward caution slow it down. ‘Always be aware of the sorts of actions youte rewarding your players for taking. Reward, inthis case, doesn ust mean expe- Hence points and treasure, More generally, it means anything thar consistently leads co success, An adventure should contain encounters that reward different types of behavior. Not every- one prefers the same kind of encounter, and even those with a favorite enjoy a change of pace, Remember, then, that you can offer many different kinds of encounters, including all of the following. ‘Combat: Combat encounters can he divided into two groups: atcack and defense. Typically, the PCs are on the attack, invading monsters lars and exploring dumgeons. A defense encosnter, in which the PCs must keep an are, an abject, ora person safe from the enemy, can bea nice change of pace, ‘Negotiation: Although threats can often be involved, anegati- ation encounter invalves less swordplay and more wordplay. Com vincing NPCs to do what the PCs want them toi challenging for ‘both players and DM—guick thinking and good roleplaying are the keys here. Dont be afraid ea play an NPC appropriately (stupid orinvelligene, generous or selfish), as longa it fits. Bur dont make sn NPC 30 predictable that the PCs cam alsays tell exacely what he or she will doin any given circumstance. Consistent, yes; one- dimensional, no. Environmental: Weather, earthquakes, landslides, fast- moving rivers, and fires ae just some ofthe environmental cond tions that can challenge even mid- ro high-level PCs Problem-Solving: Mysteries, puzzles, riddles, or anything that seqjuies the players we logic and reason ror) 1 overcome che challenge counts a a problem-solving encounter Judgment Calls: ‘Do we help che prisoner here in the dun- {goon, even though st might he a rap?” Rather than depending on logic, these encounters usually involve inclination and gut Investigation: This is along term sor of encoumter involving some negotiation and some problem-solving. An investigation may be called for ro solve a mystery orto learn something new. —_________TREASURF ‘What advennure would be complete wishowt reasure? ‘close second in importance to experience points, reastre provides an important motivator for PCs to go on adventures. As with experience points, treasure empowers the PCs. The more they ge, the more powerful they become, MONSTERS WITH TREASURE ‘he standard way to acquire treasure iso defeat enemies chat pos sess it, guard it, or happen to be near In the Monser Manu ev ery monster has eeasure rating (indicating how much treasure it has, although for some cxearutes the rating 6 "None". The tables found inthis section enable you to determine the specifics. After referencing the level and kind of eeasure (coins, goods, items) foxand in che erearare’sdescripion, rll on che appropriate row and columns of the proper table. ‘When generating an encounter dealing with monsters away from their lair (a parol, 2 wandering creature, and so on), remem- ber shara crearare only kes wharse can easily carry wih stn the case ofa creature such as a displace beast, chat generally means nothing. The monster safeguards or hides es treasure as well as it ‘can, but i leaves it behind when outside the lar Example: Gnolls that live ina dungeon often leave thei lait 0 wage war on nearby orc brigands to steal treasure and food. The PCs encounter and defeat the gnolls while the hestial humanoids are on their way to raid the ores. Each anoll has a smattering of coins or gems on its person, The leader has the masterwork greatsword from the groups hoard and uses itin the batele. The majority ofthe gos’ reasure, however, remains in their air guarded by afew gnols left behind and two well-con- cealed pit traps Monsters with Classes ‘Many monsters advance by adding clas levels (see the Monster ‘Manual)-To deermine treasure for monsters with clss levels frst ‘ive them equipment, Use Table 4-23: NPC Gear Value (page 127) and «se just chee class levels to determine the value of their equip- ‘ment, Then generate their treasure according to their monster entry and the rules under Building 2 Treasure, below. This may ‘generate more items that the monster ean use, and thar fine (see Custom Treasures, below), Treasure per Encounter Table 3-5: Treasure has been created so that if PCs face enough, encounters oftheir own level to guin a level, they wall have alsa ‘gained enough rreasure ro keep them apace with the wealth-by- Jevel information found in Table 5-1: Character Wealth by Level (page 135). Just as gaining a level requires berween thirteen and fourteen encounters ofa partys level, s0 too fourteen average rolls con the table at the partys level will get them the treasure they ‘eed to gain the appropriate amount for the next highest level, assuming thatthe PCs expend some resources such as potions and scrolls during those encounters. Tape 3-3: TREASURE VALUES PER ENCOUNTER Encounter Treasure «Encounter -—_Treasure level perEncounter Level’ Encounter 1 300 gp 0 7,500 gp 2 600 gp. 2 9800 ep 3 900 gp 1B 13,000 gp 4 1,200 gp 17,000 gp. 5 11600 ep 6 22,000 gp 6 2.000 > 6 28,000 gp 7 2.500 gp "7 36,000 gp 8 3,400 ep 8 47,000 ep 9 4500 5p ry 61,000 gp 10 5,300 gp 2 30,000 gp ‘On average, the PCs should earn one seasure suitable to their level for each encomnter they overcome. The key, oF course, ss “average” Some monsters might have les treasure than average, some might have more, and some might have nome at all. As you write an adventure, okay to combine the indivival reasures listed for each monster into one larger hoard. Ifa dungeon is ‘home ta beholderand numerous bugbears, for example, you can take some or all of che hisghear treasure and add st ro the bebolders hoard “Monitor the progress of treasure into the hands of the PCs. For instance, you may want rouse lows of high-reasure or low-rreasure monsters, yet sill hand out a normal amount of treasure overall The PCs neednit have average treasure a every stage in their ‘careers, but ifn imbalance (ether high or low) persists for more than a few levels, you should rake gradual action to correct it By awarding slightly more or slightly less treasure Taaue 3-4: Averace Treasure RESULTS Type Average Result Gem 25 0 A abject 1.100 gp Mundane iter 350 gp Minor magic tem 1,000 gp Medium magic tem 10,000 gp Major magic item 40,000 gp ist nd ad ath sth ah 7th ah oth 10th th Tape 3-5: TREASURE Level coins — 146,000 cp 148x100 sp 26810 ep 144510 pp 1d10%1,000

proaches that F “total and sub- trace it from the level ofthe FSP = encounter. Use that new level 10 ‘generate the rest ofthe creasure. Custom Treasures & You may wish co build a custom treasure forthe toughest monster, the head of the conspiracy, the leader of che mercenary army, or ~> other special encounter. The value ofthe ‘reasure should still be determined sing Table 3-3: Treasure Values per Encounter, bur instead of rolling on ‘Table 3-5: Treasure, you choose the items in the treasure ‘When you do so, spend no more than half the reasire vase for the encounter on items that might be used up during the encour BEHIND THE CURTAIN: TREASURE VALUES “Theres a relationship between Table 5-1: Character Weslth Level Table 3-5: Treasure, and Table 3-2: Encounter Dificulty. Writing adventures following the guidelines inthis chapter, nd using Table 3.2: Encounter Dificuly, should generate enough treasure using “Table 3-5: Treasure to keep characters abreast of the wealth figures described in Table 5-1. Infact, such adventures should provide more ‘wealth, because characters expend some money on scrolls, potions, ammunition, snd food, all of which get used up in the course of adventuring ‘As you can see, rowards using these tables generate more wealth than indieated. We assume characters use up that addtional money ‘on expenses such as being raised from the dead, potions, seals, ammunition, food, and so forth ‘Yur job i t compare the wealth gained from the encounters in your adventure with the expected wealth gain shown on the table above. Fyour adventure has mare treasure, reduce it. M your adven ture has less treasure, plant enough treasure not related to en ‘counters to match the value (see Other Teasure, below). Your jb is also to-make sure that wealth gets evenly distributed “The third column in the table above shows that each character should get an equal share ofthe treasure from an adventure. a single item, such as a magic staff, makes up most of the treasure, then most of the party earns nothing for their hard work. While you ‘ean make it up to them in later adventures, iis best to use the methods described inthis chapter to ensure an even distribution of wealth Weatt Comparisons. Panty Expected Treasure fom Tease per level Wealth Gain Encounters Character 1st 900 gp 3999 ep 1,000 gp and 1,800 gp 7,998 sp 2000 gp 3rd 27009 11997 gp 2.999 gp ath 3,600 gp 15,996 gp 4,999 gp Sth 4000 gp 21,328 ap 5332 5p th 6.000 39 26,660 gp 65 gp rth 13000 g9 34,58 gp 665 gp ah 9,000 gp 45312 ap 331 gp sth 13.000 gp 59.985 gp 14996 gp Yoh 17,000 gp 77314 gp 19329 gp Mth 22000 gp 99.975 ap 24,994 gD ath 2.000 gp 130.634 gp 32559 gp 13th 40,000 gp 173,20 gp ath 50,000 gp 22661039 sth 60,000 gp 793,260 gp 73315 gp eth 80,000 gp 373,200 gp 93.310 g9 Vth 100,000 ep 4791380 29 119970 Ysh 140,000 gp 626510 ep 136.628 > 1h 180,000 gp 313.130 gp 203.283 gp Expected Weal Gai: This is what Table 5-1 indicates a character ‘should gain while reaching his net lve. Teas fom Encourtrs This the average treasure vale rom Table 5-3 Treasure Vues per Encounter multiplied by 13.33 encounters Treasure per Character This ie Treasure from Encounters divided by four, the expected pat size. The amounts are rounded to the nearest god pec. ter, Ifall the items in the encounters treasute are expendable, suchas potions and scrolls, you dont want o spend the entre ree sure value on them. Ifyou did, the characters might find nothing but empty potion bottles and scroll tubes after defeating the NPCs with Treasure ‘The gear that NPCs cary serves 25 the bulk oftheir ereasure. The average value of an NPCS gear i listed on Table 4-23: NPC Gea Value, and examples of what specific gea a character of a given “lass and level would have ave in the simple NPC deseripions in Chapter 4. NPCs may have treasure in addition to their gear, at your discretion, but an NPC’ gear is already worth about three times the average value ofa treasure of his or hr level. Defeating [NPC foes brings about grea reward for treasure-seekers, ut since the gear is mostly magic that the NPC can use against the charac- ters (some of which is one-s, all evens out Other Treasure {At times youite going to want to generate a treasure on the fly thar’s nor directly related to monster. You might, for example have created a devious dungeon full of waps and puzales with no ‘monsters a all,and nose yows have to generate the ‘grand treasure" that che traps were protecting. You can sil use the table. First find the average party level, then use the table in the Treasure Values sidebar (page 54) 0 figure out dhe wealth the RCs should gain in the course ofthe advanrare.Ssbract che rral val of ll the ocher treasure in che adventure. What’ lefts the value ofthe grand tre: sure. You can generate the contents randomly by finding the ver {ge treasure value on Table +3: Treasure Values per Encounter that most closely marches it. That tlls you the level of the grand treasure, and you can use that ro roll on Table 3-5: Treasure for ‘coins, goods nd items Using the Treasure Table Cross -eference the level of te reasure on the loft wish the type of treasure, the level of the treasure is equal to the CR of the monsters in the encounter. A standard treasure (one that includes coins, goods, and seems) requires thrve rolls, one for each category. TYPES OF TREASURE Treasure comes in many forms: piles of coins, pouches of gems, useful adventuring equipment, and magic items. Coins: The most basic rype of treasure is money. Table 3-5: sreasime generates anything from common copper pieces 19 rare plarinum pieces. When placing a hoard of coins, xemember the volume and weight of large numbers of coins is considerable (50 ‘coins weigh 1 pound, so 10,000 coins weigh 200 pounds). ‘Gems: 2Cs love gems because they're small lightweight, and easily concealed compared with the sume value in coins. Gem treasures are more anreresting when you describe them and pro vide names. “A lustrous golden pear” is more interesting than “s 400 gp gem: Art: Idols of solid gold, necklaces dripping with gems, old paintings of ancient kings, a bejeweled golden flagon—this cate ‘ory includes all these and more. Portability i.a major concern ‘ore. jeweled comb is easy to carry, bua ifesized bronze statue ofa knight is not. In general, most reste you place sn encom. ters should be easy for he PCs to carry (weighing 10 pownds or less) Treasure that’s impossible ro take out of che dungeon isnt really reasure. ‘Mundane Items; While nonmagical, these items are worth- while as treasure because they are wsoil or valuable or oth, Many of these rreasures are used by intelligent opponents rather than just stored away as coins or gems a, Taste 3-6: Gems. % 1-25 26-50 si70 7-90 1-99) 10 Value 4d ep 2d gp 446.10 gp 20-100 e9 4db100 ep 2,000 gp Average Woep sogp 100 gp 500 ep 1,000 ep 5,000 sp Tanue 3-7: ART Ogjects % a0 ns 26-40 0-30 sto «1-70 7-80 sia 16-90 91-95 96-99 100 Value 141010 ep 3d6<10 ep 16100 gp 1410x100 gp 26100 gp 146x100 gp 446.100 gp s6x100 gp 1,00 gp 146,000 gp 2,000 gp 261,000 gp ‘Average 55ep 105 ep 3508p 530.9 700 5p 1,050 ep 11400 sp 1750 ep 2500 ep 3,300 ap 5,000 ap 7,000 sp Examples Banded, eye, or moss agate: azure; biue quartz; hematite; laps lazuli; malachite obsidian; thodochrosite tiger ee turquoise: Freshwater (regular) pearl Bloodstone; camelan chaleedony:chrysoprase cine: iolite,jsper: moonstone: on peridot rock crystal (lear quart) Sard; sardonys, ose, smoky oF ‘Amber; amethyst; chrsober otal: ted or brownsgreen garnet, Jade; et: white, golden, pink, or silver pearl red spinel, red-brown cor deep green spinel, tourmaline ‘Alexandrite: aquamarine violet, ‘amet black peal deep be Spinel; golden yellow topaz Emerald white, black, o re opal ble sapphire; fir yellow or rich purple corundum: be ot Back star sapphire; star ruby ‘Clearest bright green emeral blue-white, canary pink, brown, or tue diamond; jcith Examples Silver ewer carved bone or ivory ‘statuette finely wrought small geld bracelet Cloth of gold vestments; black velvet mask with numerous civines; silver chalice with lapis lazuli gems Large well-done wae! tapestne brass mug with jade inlays Silver comb with moonstones ‘iverpated stel longeword with Jetjewel in hie Carved harp ef exotic wood with wor inlay and ztcon gem: slid {eld idl (10) Gold dragon comb with red garnet «ye; gold and topaz botle stopper core ceremonial lecrum dagger with a star ruby ia the pomme! Ejepatch with mock eye of “appre and moonstone: fre opal pendant on a fine gold chain old eee Embroidered sik and vehet mmantl wth numerous moonstones; sapphire pendant on gold chain Embroidered and bejeweled glove Jeweled anklet gold music box Golden circle with four aquamarine: string of small pink pearls (neclace) Jeweled gold crown: jeweled lect sing | Gold an ruby sng: gold cup set with emeralds Taste 3-8: MUNDANE ITEMS 6% Mundane tem 01-17 Alchemical iter 01-12 Alchemists ire (1d4 Fark, 20 gp each) 13-24 Acid (244 flasks, 10 gp each) 25-36 Smokesticks(Id4 sticks, 20 gp each) 37-48 Holy water (164 fasts, 25 gp each) 49-62 _Antitoxn (1a doses, 50 gp each) 63-74 Everburing torch 75-88 Tanglefoot bags (Id bags, 50 gp cach) 89-100 Thunderstone (1d4 stones, 30 gp each) 1850 Armor (ell d%: 01-10 = Small, 1100 = Medium) 1-12 Chain shir (100 ep) 13-18 Masterwork studded leather (175 gp) 19-26 Breastplate (200 gp) 27-34 Banded mail (250 gp) 35-54 Halfplate (600 gp) 55-80 _ Ful plate (1,500 gp) 81-90 Darkwood 01-50 Buckler (205 gp) SI-100 Shield (257 gp) 91-100 Masterwork shield O1-I7 Buckler (165 ep) 1240. Light wooden shield (153 gp) 41-60 Light steel shield (159 gp) 61-83 Heaiy wooden shied (157 gp) 84-100 Heavy steel shield (170 gp) ‘Wespons Masterwork common melee weapon (rll on Table 7-11 Common Melee Wespans) 51-70 Masterwork uncommon weapon (roll on Table 7-12: Uncommon Weapons) 100. Mastenvark common ranged weapon (al on Table 1-13: Common Ranged Weapons) sia 01-50 nm 84-100 _ Tools and gear 01-03 Backpack, empty (2 gp) 04-06 Crowbar (2 gp) 7-11 Lanter, bullseye (12 gp) 12-16 Leek, simple (20 50) TTT Lock average (40 gp) 22-28 Lock good (80 ep) 28-35 Lock, superior (150 ge) 36-40. Manscles, masterwork (30 gp) 1-13 Mir, seal ste! (10 gp) 44-46 Rope, silk (50) (10.26) 47-53 Spyglase (1.000 gp) SSB Azan’ tools, masterwork (55 gp) 5963 Climber kit (80 go) GSB Disguise kt (50 gp) (O73 Healers kit (50 gp) 74-77 Holy symbol. siver (25 gp). 78-81 Hourglass (25 2p) 82-88 Magnifying glass (100 gp) £9.95 Musical instrament, masterwork (100 gp) 96-100 Thieves tools, masterwork (30 gp) Minor, Medium, and Major Magic Items: Refer to the appropriate column on Table 7-1; Random Magic Jtem Genera ‘on and use # to generate the specified number of magic items, OTHER REWARDS ‘with great deeds and increasing reparation come she grit inide and admiration of those atound you, Heroes are often awarded grants of land (which aid in the building of strong: holds), decreees of friendship from communities they have rescued, and even honorary titles of nobility. As PCs gain levels and complete adventure after adventure, their notoriety (goad or bad) spreads throughout the land so that NPCS may recognize them on sight. ‘Once PCs establish a reputation, it becomes easier for them 10 aterat like-minded allies and admiring followers. Cohorts arrive who wish to share in cheiradventues, as do apprentices eager 10 be trained by such legendary figures. Villains begin ro consider the PCs' possible actions when concocting thei evil schemes. The player characers have left heir mark and made a place for them: selves in the campaign world with thei grand exploits, Introducing rewards such as noble titles, and grants, and a widely known reputation is 2 mater of knowing what macivates ‘your players: These less tangible rewards only work if your players Perceive them as valuable, Experience points are always valuable, and even exotic treasure types can ustally be sod fr ash, bt being known asa Knight ofthe Red Tower is only worth something if ‘your players regard i as valuable. Perhaps its valu les in access 10 nble pstrons who wou previously give the character the time of day: Maybe theresa hierarchy of knightly orders thatthe charac- ters are determined to climb, Or maybe players just like ic when [NBC peasants bow and scrape in the presence oftheir characters. (Consider the example of a vacant stronghold given to. PC by 3 grateful king. For one player, the grant ofa small keep isa chance to create a base of operations and leave her mask on the cammi- nity. Another player might just ignore the keep, content to enjoy an adventurers’ wandering Lifestyle. And a chird player might Dring the game toa halt, worried that the keep willbe destroyed i he leaves on another adventurer. Before you introduce orher rewards think carefully bout how your players will react other. ‘While less tangible rewands require alittle more work chan t= disional reasire and experience awards, they can be powerfsL ‘morivators ra players precisely because they cant be reduced ro gp or XP.Aferall, we often say of valuable thing that its'somerhing ‘har money cant buy” You may be surprised ar the lengrhs players wll go ro acquire something they cant buy, borrow, or steal any other way. BRINGING ADVENTURES ——___________ TOGETHER ‘Taking different advenrures and iying them together makes a campaign. While creating a campaign is discussed elsewhere (see Chapter 5), below are some ideas for designing adventures tha fir sogerher EPISODIC OR CONTINUING Episodic adventures are those tha stand alone, with no elation to the one that came before or the one that fallows. These adventures ae fan, stand alone scenarios thar can be inserted anyrime they're needed or desired. they often provide interesting diversions from 2 continuing campaign. For example, in the middle ofa series of adventures dealing with an evil prince, is minions, and the plague he unleashes on the land, the PCs might have a short episode dealing with recovering a lost lammas cub. ‘A continuing adventure has links thar connect its compo- nents, each of them an individual adventure. A link may take the form of recurring NPC or a group of related events. A sorcerer Who sends the PCs on three different adventures, all to recover lost relies, forms the link thar transforms those three missions into a continting adventure. Another example might be three 2dvenrares dealing with defeating an evil monk, coping with his oval cronies who come ro avenge his death, and fending off the ‘evil bard who seeks the powerful magic gem the monk once. ‘owned. Each part of 2 continuing adventure builds on some. ‘hing that has come before, with the ramifications of one series ‘of events causing another series of events and thus producing another adventure

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