So, I've started a new campaign for my players. To put it simply, the players act as a party exploring a large dimension altering dungeon. The main mechanic is a reputation system with 3 guilds that will help push the story along in certain ways. There's a group for Arcane Research Guild, a Monster/Bounty Hunter Guild, and a Merchant Guild. I'm only a few sessions in and everyone seems to be enjoying the overall scope and idea.
Obviously when they finish quests their reputation with the associated guilds increases! Plus every quest gives a certain amount of gold due to the difficulty of the quest. For example, the lower Request Level is E, and they get 25 gp each for doing a quest of this level. I'm aware the amount is high but that's the point, as this is a homebrew world and things are MUCH more expensive in this world. Request Level E quests also give 10 Reputation Points to the associated guild. The higher the reputation, the more the players will have access to (special shops, discounts, etc).
However, I've come across a problem. I don't want money and reputation to be the ONLY reward for quests to give things some detail and would building. For example the Arcane Research Guild will reward them with healing potions and such. But that's the only real idea I have as quest rewards. I thought maybe the Merchant Guild can give them more money or even free shop items (like climber's kits, lamps, etc). The Monster Hunter Guild can give them special made weapons (like seeking arrows, daggers that explode on impact, etc). But I worry that isn't interesting.
Could any other DMs out there give me some suggestions for basic quest rewards? I've done quite a bit of googling but a LOT of things suggest magic items (which I'm trying to avoid) and higher reputation (but that's already the main point of doing the quests). They can be even rather mundane things or homebrew ideas! I'm just hitting a creative wall and don't want that to damage the campaign for my players.
TLDR: I need help coming up with basic quest rewards that aren't magic items. I already have plans for what type of magic items they could get at higher levels, as they each already have personal homebrew items made and they are level 3. Please help!!
Magic Items can be narrative only. For example, a snow globe showing a Japanese Onsen that is a portable bath. As an action the character can summon a small hot spring bath the party can clean up and relax in. It lasts long enough for a short rest and then returns to being the globe. Any water collected disappears when the onsen does.
Think of things that would fit the faction and story you're telling.
This might be where you talk to the players and ask them what magic items would be fun. That let's them have some influence on getting the items they'd prefer while letting you arbitrate what's appropriate.
I'm looking for stuff that isn't magic items though. I already have magic item rewards made. I'm looking for other ideas that will get them to want to do the quests while not making them incredibly overpowered
One thing they can "unlock" as a reward is access to a new location. Maybe the Monster Hunter Guild has a massage parlour in their building that, when you take a short/long rest there, you gain a small amount of temporary HP. Maybe the Merchant Guild has a secret "hub" that only they have access to, and it can help the party's travel times.
Maybe there are noble balls and gatherings of powerful people that the party only gets invited to after they help one of the guilds. There's a section in the Waterdeep: DH book that talks about the various guilds a player can join there, and I think that gives a good idea about not just rewards, but storylines and resulting things coming from helping one of the guilds.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
One thing they can "unlock" as a reward is access to a new location. Maybe the Monster Hunter Guild has a massage parlour in their building that, when you take a short/long rest there, you gain a small amount of temporary HP. Maybe the Merchant Guild has a secret "hub" that only they have access to, and it can help the party's travel times.
Maybe there are noble balls and gatherings of powerful people that the party only gets invited to after they help one of the guilds. There's a section in the Waterdeep: DH book that talks about the various guilds a player can join there, and I think that gives a good idea about not just rewards, but storylines and resulting things coming from helping one of the guilds.
That is a very interesting idea for overall reputation rewards. While I'm looking for more quest rewards (like you kill a this monster, I will give you BLANK) but I also needed more ideas for the Reputation stuff so this is really useful. I'll see what I can find in that book.
Well, the Merchant Guild could give equipment, mundane or 'exotic', or fancy clothing which 'marks' the wearer as someone in the good graces of the Guild: 'Oh, she wears the Scarlet Fez of the Guild.' or something. Or just rare items from Far Away (TM). They could issue gift certificates to fancy food establishments or merchants. Or provide invitations to important events.
The Monster Hunter's Guild might give some type of hunting companion to the right PC or equipment for hunting or even capturing monsters. Maybe access to certain members with information about creatures the PCs will be facing. As an example, a low level party might learn that blades and arrows (slashing and piercing weapons) aren't very useful against skeletons. Or other weakness / strength of a creature.
As a DM and having had the same problem multiple times, I suggest giving your players a chance to get familiars from the merchant guild, as a reward for some quest, I also suggest a Home base type reward, the arcane research guild could possibly reward them with an unused research building that the players could renovate and update to their needs, these are some big rewards but I dont really know what else you could do that hasnt been said haha
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It's not murder if they were evil. Or annoying. Or blocking the loot chest.
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So, I've started a new campaign for my players. To put it simply, the players act as a party exploring a large dimension altering dungeon. The main mechanic is a reputation system with 3 guilds that will help push the story along in certain ways. There's a group for Arcane Research Guild, a Monster/Bounty Hunter Guild, and a Merchant Guild. I'm only a few sessions in and everyone seems to be enjoying the overall scope and idea.
Obviously when they finish quests their reputation with the associated guilds increases! Plus every quest gives a certain amount of gold due to the difficulty of the quest. For example, the lower Request Level is E, and they get 25 gp each for doing a quest of this level. I'm aware the amount is high but that's the point, as this is a homebrew world and things are MUCH more expensive in this world. Request Level E quests also give 10 Reputation Points to the associated guild. The higher the reputation, the more the players will have access to (special shops, discounts, etc).
However, I've come across a problem. I don't want money and reputation to be the ONLY reward for quests to give things some detail and would building. For example the Arcane Research Guild will reward them with healing potions and such. But that's the only real idea I have as quest rewards. I thought maybe the Merchant Guild can give them more money or even free shop items (like climber's kits, lamps, etc). The Monster Hunter Guild can give them special made weapons (like seeking arrows, daggers that explode on impact, etc). But I worry that isn't interesting.
Could any other DMs out there give me some suggestions for basic quest rewards? I've done quite a bit of googling but a LOT of things suggest magic items (which I'm trying to avoid) and higher reputation (but that's already the main point of doing the quests). They can be even rather mundane things or homebrew ideas! I'm just hitting a creative wall and don't want that to damage the campaign for my players.
TLDR: I need help coming up with basic quest rewards that aren't magic items. I already have plans for what type of magic items they could get at higher levels, as they each already have personal homebrew items made and they are level 3. Please help!!
Magic Items can be narrative only. For example, a snow globe showing a Japanese Onsen that is a portable bath. As an action the character can summon a small hot spring bath the party can clean up and relax in. It lasts long enough for a short rest and then returns to being the globe. Any water collected disappears when the onsen does.
Think of things that would fit the faction and story you're telling.
This might be where you talk to the players and ask them what magic items would be fun. That let's them have some influence on getting the items they'd prefer while letting you arbitrate what's appropriate.
I'm looking for stuff that isn't magic items though. I already have magic item rewards made. I'm looking for other ideas that will get them to want to do the quests while not making them incredibly overpowered
One thing they can "unlock" as a reward is access to a new location. Maybe the Monster Hunter Guild has a massage parlour in their building that, when you take a short/long rest there, you gain a small amount of temporary HP. Maybe the Merchant Guild has a secret "hub" that only they have access to, and it can help the party's travel times.
Maybe there are noble balls and gatherings of powerful people that the party only gets invited to after they help one of the guilds. There's a section in the Waterdeep: DH book that talks about the various guilds a player can join there, and I think that gives a good idea about not just rewards, but storylines and resulting things coming from helping one of the guilds.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
That is a very interesting idea for overall reputation rewards. While I'm looking for more quest rewards (like you kill a this monster, I will give you BLANK) but I also needed more ideas for the Reputation stuff so this is really useful. I'll see what I can find in that book.
Well, the Merchant Guild could give equipment, mundane or 'exotic', or fancy clothing which 'marks' the wearer as someone in the good graces of the Guild: 'Oh, she wears the Scarlet Fez of the Guild.' or something. Or just rare items from Far Away (TM). They could issue gift certificates to fancy food establishments or merchants. Or provide invitations to important events.
The Monster Hunter's Guild might give some type of hunting companion to the right PC or equipment for hunting or even capturing monsters. Maybe access to certain members with information about creatures the PCs will be facing. As an example, a low level party might learn that blades and arrows (slashing and piercing weapons) aren't very useful against skeletons. Or other weakness / strength of a creature.
As a DM and having had the same problem multiple times, I suggest giving your players a chance to get familiars from the merchant guild, as a reward for some quest, I also suggest a Home base type reward, the arcane research guild could possibly reward them with an unused research building that the players could renovate and update to their needs, these are some big rewards but I dont really know what else you could do that hasnt been said haha
It's not murder if they were evil. Or annoying. Or blocking the loot chest.