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14:52, 28th March 2024 (GMT+0)

Experience and Treasure.

Posted by DMFor group 0
DM
GM, 2450 posts
Sun 6 Jan 2019
at 23:31
  • msg #1

Experience and Treasure

Group Experience
Behir fight: 2,333 xp each
Living lightning: 2,000 xp each
Living fire: 2,400 xp each
2019 New Year's Gift (not increased 10% for high ability scores): 2,000 xp each
Efreeti Fight: 1,834 xp each
Lianthorn: 2,600 xp each
Clearing the Hobgoblins: 700 xp each
Naga Lair: 6,000 xp each
Chasme Battle: 5,600 xp each
Tree Inn Exploration: 2,000 xp for everyone except Corym
Post-Myth Drannor and Talindra/Jalanus extraction: 10,000 xp each
2021 Christmas Gift (not increased 10% for high ability scores): 3,000 xp each
Freeing the Mist Dragon: 3,000 xp each
Good Role Playing with the Shevarashans: 1,500 xp each
Ankheg Battle: 558 xp each
Barbazu Battle: 2,500 xp each (bonus for parlaying with the cornugon included)
2022 Christmas Gift (not increased 10% for high ability scores): 3,000 xp each
Phaerimm Battle: 3,097 xp each
"I Survived Myth Drannor and All I Got Was This Lousy XP": 5,000 xp each (not increased 10% for high ability scores)
Triel Dungeon Level 1 through Verbeeg: 5,030 xp each

Individual Experience
Corym: Shevarashan parlay and drow ambush: 4,000 xp
This message was last edited by the GM at 20:29, Sat 17 Feb.
DM
GM, 2451 posts
Sun 6 Jan 2019
at 23:32
  • msg #2

Experience and Treasure

Group Treasure
3 thinblades (Cormanthan long swords c. 4000 years old)
- 2 plain and functional (1 given to Kora): 500 gp to a collector/someone interested in Myth Drannor
- 1 with elaborate silver filigree and tiny sapphires: 3,000 gp

Shuldin’s Stonespire (Tree Inn) Treasure:
Pearl of the Sirines
Banite Priest's Gear:
* Potion of Healing
* Potion of Extra-Healing
* Rod of Smiting
* Obsidian Horse
* Circlet of Undeath
* 1 cut glass gem stud earring that will summon some kind of creature when shattered

Naga lair treasure:
Magical Items:
* Potion of Golden Silence
* Potion of Infravision
* Potion of Vitality
* Ointment of Recovery
* Potion of Silver Dragon Breath
* Robe of the Archmagi (silk dress)
* Scroll of Protection from Magic
* Encrypted spell scroll
* Spell scroll of Command (Priest)
* Spell scroll of Blade Barrier (Priest)
* Stun bolt
* Potion of Plant Control
* Valarde’s Harp

Artwork and Odds and Ends:
* 12” ivory statuette of two entwined badgers: 600 gp
* 3 thin books of magical theory: 250 gp each
* 2 adventurer's journals
* Assorted loose papers (northern naga lair)

Spoiler text: (Highlight or hover over the text to view)
Most likely brought to the ruins by adventurers who weren't as well-equipped, or lucky, as you have been. Many of the loose papers are short notes or pages torn from books with no context. Maybe with a lot of study you'd be able to make something of them, but right now it's all, "Anhaern with three black on Greengrass" and "Shamzin wants his merchandise by the next ride." And a very explicit love letter with no names

* four necklaces (gold chains and settings, onyx and jasper gems) (taken by Sirenya): 50 gp each
* an empty everbright-treated box with a broken lock (6”x3”x3”) (taken by Sirenya): 30 gp

Naga spellbook: Note, all spells are cast Verbal only, have a +3 cast time, and are learned as though they are separate spells from their PHB counterparts.
* 1st level: Alarm, Magic Missile
* 2nd level: Blindness, Circle of Flame, Ray of Enfeeblement
* 3rd level: Lightning Bolt, Hold Person

cp:
sp: 19
ep:
gp: 13
pp:

Myth Drannan coins: 3 "crossed axe" silvers, 4 "pile of scrolls" golds, 1 "elf head" platinum
* The silvers and golds are worth 5x to a collector or someone with an interest in Myth Drannor
* The platinum's worth is hard to estimate. It would have been worth 100 pp during Myth Drannor's day. To the proper collector today?

Trade bars:
4,000 gp worth of gold trade bars (40 lbs.)
2,000 gp worth of silver trade bars (20 lbs.)

Gemstones:
* 109 uncut fancy gemstones (current worth 1,000 gp) and 308 uncut semi-precious gemstones (current worth 1,500 gp)
* 3x 200 gp gem stud earrings (Banite)
* 2x 500 gp gem stud earrings (Banite)

Individual Treasure
Corym:
Clok of Arachnida
4 Potions of Healing
Oil of Acid Resistance
Ring of Protection +2
Master mage's spellbook
  * Evard's Black Tentacles, Minor globe of Invulnerability
  * Fireball, Dispel Magic, Blink
  * No new 1st or 2nd level spells
This message was last edited by the GM at 21:46, Sat 21 Aug 2021.
DM
GM, 2452 posts
Sun 6 Jan 2019
at 23:38
  • msg #3

Experience and Treasure

Training and Leveling Up

By and large, I'm not going to be a stickler for training. Partially because you just went to all the trouble to get the XP, and partially because finding a trainer, then spending X number of days training, would slow down a game that, by its pbp nature, is already slow.

To level up, you need an undisturbed night's rest. The next morning you're considered to be your new level, with all the benefits thereof. Roll your new hit points (remember you get half or the die roll, whichever is better), recalculate THAC0, add thief skills, etc. Wizards get one new spell of their choice of any level they can cast, though if it's not from the PHB check with me first (no learning roll required).

The only things that would require training are "exotic" knowledge. This is again a sort of "check with me," dark area but some general guidelines would be:
* Weapon proficiencies from exotic lands (ie: Calishite great scimitar) or races (ie: dwarven two handed axe)
* Any sort of firearm
* Specialized NWP from outside the PHB (ie: falconry, crowd working)
* Ancient history and ancient languages (note: can be learned from large libraries)
* Specific wizard spells (this is one option for getting additional wizard spells)

In those situations, the PC would have to track down someone who already had the knowledge and train with them to get it. You can, of course, keep proficiency slots unassigned until such time as you find the trainer.
DM
GM, 2453 posts
Sun 6 Jan 2019
at 23:45
  • msg #4

Experience and Treasure

Rewards for lore creation

On occasion I will request players' help in creating lore to fill in the game world. Previous examples have been creating the family tree of a local noble family or unique treasures found in an abandoned gnome hold. Once the lore has been accepted, the creating player can select one of the following rewards. In all cases the player suggests what they think is a fair award, and they and the DM will negotiate. The options are:

1) Money: Gold or gems of a certain amount
2) Experience: Bonus XP, awarded immediately
3) Minor magic item: Usually potion or scroll. Scroll can be either protection, or single spell scroll. Spell is player’s choice (subject to DM approval) of a level up to one higher than character can currently cast.
4) Lead: If your character has a quest or goal that they want to accomplish, this option gives a lead to that goal. It won’t solve the quest on its own, but it will be a true lead, pointing in the right direction. Alternately, if your character wants a magical item more powerful than those in Option 3, this will provide a lead to where one can be found
5) DM Intercession: Basically, this is a favor you can call in with me at a later date to get you out of trouble in some way. If you have one of these and you are killed, I’ll use it automatically and you’ll instead stabilize at -9 hit points, and your attacker will go menace someone else. Or you’ll make your save-or-die saving throw, etc. Note that this isn’t limitless; you can dig yourself in so deep not that even this can get you out.
DM
GM, 2615 posts
Sat 29 Jun 2019
at 16:48
  • msg #5

Experience and Treasure

Cold Forged Iron and Silver Weapons

Cold Forged Iron Weapons
-1 to hit/damage, +25% weight, 2x cost (cold forged iron sling bullets do not have a penalty to hit/damage)

Silver Weapons
x8 cost for anything short sword size or smaller. No modifiers to combat or weight.
Cost for larger weapons decided on case-by-case basis
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