Relatively new DM here. I'm currently running my first ever campaign, where my players have just reached level 4.
However, some of my players are dropping out for a couple weeks. There's a third party resource I'd like to put my remaining players through while we wait for the full group to reconvene. I'll be running it as a short series of one-shots that we could leave open-ended in case of a return.
As this material requires a bit of a power jump, and to keep this side mission from affecting the main campaign narrative, I've got five players rolling up entirely new characters and advancing them to level 8 right away.
Obviously starting items aren't enough, so what should I give them? What is a fair amount of gold for an adventuring team that's gone from levels one to eight? How many magic items, of which rarity, would they logically have? What other items or resources would they potentially have access to? I reviewed Tomb of Annihilation, and early on it gave an opportunity to gain a level 2 gladiator as a follower, for example.
Please note, I intend to let them have these resources as a group, and they'll be responsible with divvying it up. I also intend to make the decision of what kind of items personally for the majority, I just don't know what would be an appropriate quality or quantity.
I wouldn't worry about exact gold totals other than to give them enough gold to do what needs to be done, maybe less. You can play it off as they are an adventuring group recovering from a recent expensive purchase like a resurrection of a friend followed by a bit of an unlucky dry spell. As for gear, let them have whatever basic gear they want and maybe dole out a magic item of rare or less rarity to each of them.
The DMG suggests around 650 gp in addition to the normal starting equipment, and in a high magic setting, also giving them one uncommon magic item.
Personally, I would be a little more generous and give them access to any mundane equipment they need and one or two uncommon magic items. This should make sure they're prepared to deal with monsters who might have resistance to non-magical weapons.
There's not a whole lot to spend gold on in 5th Edition other than mundane equipment (unless you rule that magic items can be readily purchased), so I'd agree with Metamongoose and say the amount doesn't matter much otherwise.
Yeah, other than supplying a hefty 50gp Healing Potion habit, there's really nothing worth spending real gold on that often and for short adventures it doesn't matter 95% of the time.
Relatively new DM here. I'm currently running my first ever campaign, where my players have just reached level 4.
However, some of my players are dropping out for a couple weeks. There's a third party resource I'd like to put my remaining players through while we wait for the full group to reconvene. I'll be running it as a short series of one-shots that we could leave open-ended in case of a return.
As this material requires a bit of a power jump, and to keep this side mission from affecting the main campaign narrative, I've got five players rolling up entirely new characters and advancing them to level 8 right away.
Obviously starting items aren't enough, so what should I give them? What is a fair amount of gold for an adventuring team that's gone from levels one to eight? How many magic items, of which rarity, would they logically have? What other items or resources would they potentially have access to? I reviewed Tomb of Annihilation, and early on it gave an opportunity to gain a level 2 gladiator as a follower, for example.
Please note, I intend to let them have these resources as a group, and they'll be responsible with divvying it up. I also intend to make the decision of what kind of items personally for the majority, I just don't know what would be an appropriate quality or quantity.
I wouldn't worry about exact gold totals other than to give them enough gold to do what needs to be done, maybe less. You can play it off as they are an adventuring group recovering from a recent expensive purchase like a resurrection of a friend followed by a bit of an unlucky dry spell. As for gear, let them have whatever basic gear they want and maybe dole out a magic item of rare or less rarity to each of them.
The DMG suggests around 650 gp in addition to the normal starting equipment, and in a high magic setting, also giving them one uncommon magic item.
Personally, I would be a little more generous and give them access to any mundane equipment they need and one or two uncommon magic items. This should make sure they're prepared to deal with monsters who might have resistance to non-magical weapons.
There's not a whole lot to spend gold on in 5th Edition other than mundane equipment (unless you rule that magic items can be readily purchased), so I'd agree with Metamongoose and say the amount doesn't matter much otherwise.
Yeah, other than supplying a hefty 50gp Healing Potion habit, there's really nothing worth spending real gold on that often and for short adventures it doesn't matter 95% of the time.