I'm trying to create a dungeon for my campaign, and I'm running into a problem. I've already put a good amount of magic items in it, but I still need rewards to give my players. I know that I could give them gold, but that's not as special of a reward. I want things that feel unique and have meaning.
If it helps, they are going to be exploring the sunken ruins of a palace.
How about things like, after they clear it out, now it can be their base. Or maybe the find some old heirloom from the previous ruling family who lived in the palace. It's not worth much to try to sell it, but if they return it to the family, or whoever is in charge now, the party will gain the gratitude of said family. That can manifest in any number of ways. Maybe they get discounts in the region from local shop owners. Maybe the family gives them a plot of land they can call their own. Or a title. Or a letter of introduction that can get them an audience with other similar rank individuals. Or they will owe the party a favor (within reason).
I tend to try to give them "non magical items" but all-in-all they are mostly just a gold-value they can either look into for some lore drop or sell to the vendor if they don't care much about it Not a massive change but it does make a big difference :)
Unique armor such as Bucker (+1 AC, hand free), Tower Shield (+3 AC)
Unique weapon such as Broadsword (1d10 S, Heavy) or Greatbow (1d10 P, Ammunition, Range 300/900, Finesse, Heavy, Two-Handed), Great Scimitar (1d12 S, Finesse, Two-Handed)
Unique armor such as Bucker (+1 AC, hand free), Tower Shield (+3 AC)
Unique weapon such as Broadsword (1d10 S, Heavy) or Greatbow (1d10 P, Ammunition, Range 300/900, Finesse, Heavy, Two-Handed), Great Scimitar (1d12 S, Finesse, Two-Handed)
All of this is great and I agree, but add a twistb based on your world and the players.
Artwork, waterproofed documents and tomes can be important to a PC or NPC for collecting, proving something or discovering that they're the rightful heir to a still existing land or kingdom.
Consumables can do max of their rolled effects because ancient techniques or bare an important symbol for a PC or beloved NPC.
Gems and gold can matter, since they tend to be kept on protect places their location can give clues and hint to things both in and out of dungeon. Ex; a dairy with a hint about the beef or information on a long standing institution or an outsider(fiend, celestial, fey, etc) the party has met.
I love the spell component mention, when I play and level in dungeon finding the hundreds of gold worth component to my new spell is the best feeling.
The only new thing I have to add is formulas, many rule sources describe the need for formulas to craft magic items. Sunken palace screams forgotten knowledge, if they were known for golden knights then they have in they're ruins the formula for an armor more powerful than the armor magic items you already generated. Gives the players something to shoot for in the future.
Hope this is helpful.
And thanks for the great let plaguescarred!
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I'm trying to create a dungeon for my campaign, and I'm running into a problem. I've already put a good amount of magic items in it, but I still need rewards to give my players. I know that I could give them gold, but that's not as special of a reward. I want things that feel unique and have meaning.
If it helps, they are going to be exploring the sunken ruins of a palace.
How about things like, after they clear it out, now it can be their base. Or maybe the find some old heirloom from the previous ruling family who lived in the palace. It's not worth much to try to sell it, but if they return it to the family, or whoever is in charge now, the party will gain the gratitude of said family. That can manifest in any number of ways. Maybe they get discounts in the region from local shop owners. Maybe the family gives them a plot of land they can call their own. Or a title. Or a letter of introduction that can get them an audience with other similar rank individuals. Or they will owe the party a favor (within reason).
I've ran into this same problem multiple times!
I tend to try to give them "non magical items" but all-in-all they are mostly just a gold-value they can either look into for some lore drop or sell to the vendor if they don't care much about it
Not a massive change but it does make a big difference :)
I have various proposals from the bestsellers I wrote:
advanced technology, maybe from a previous fallen civilization: Cannith Catalogue - An Eberron Equipment Supplement - Dungeon Masters Guild | Dungeon Masters Guild or EBERRON: Phiarlan Catalogue - Dungeon Masters Guild | Dungeon Masters Guild or Cannith Catalogue 2 - An Eberron Equipment Supplement - Dungeon Masters Guild | Dungeon Masters Guild
exotic food: Ghallanda Menu - An Eberron Food Supplement - Dungeon Masters Guild | Dungeon Masters Guild
works of art, leading to other adventures: Eberron - The Xen’drik collection at Dezina Museum - Dungeon Masters Guild | Dungeon Masters Guild
secret documents, leading to other adventures: RAVNICA: Secrets of the City of Guilds - Dungeon Masters Guild | Dungeon Masters Guild
secret fighting styles: RAVNICA: Guilds' Fighting Styles - Dungeon Masters Guild | Dungeon Masters Guild
access to secret chivalric orders: In Barovia #1 - Dungeon Masters Guild | Dungeon Masters Guild
access to secret arcane traditions: Exotic Traditions 2: Alkali Mage & Teratonomy - Dungeon Masters Guild | Dungeon Masters Guild or Exotic Traditions: Energosophy & Toxinology - Dungeon Masters Guild | Dungeon Masters Guild
How about bonus points, that can advance them faster.
Maybe like a map, a side quest, an interesting NPC that travels along with them for awhile or a pet of some kind for one of the characters?
Gems
Precious Metal
Artwork
Land Title
Tools
Poison
Antitoxin
Alchemist Fire
Acid
Book
Magnifying Glass
Perfume
Spyglass
Holy Water
Spell Components
Spellcasting Focus
Unique armor such as Bucker (+1 AC, hand free), Tower Shield (+3 AC)
Unique weapon such as Broadsword (1d10 S, Heavy) or Greatbow (1d10 P, Ammunition, Range 300/900, Finesse, Heavy, Two-Handed), Great Scimitar (1d12 S, Finesse, Two-Handed)
All of this is great and I agree, but add a twistb based on your world and the players.
Artwork, waterproofed documents and tomes can be important to a PC or NPC for collecting, proving something or discovering that they're the rightful heir to a still existing land or kingdom.
Consumables can do max of their rolled effects because ancient techniques or bare an important symbol for a PC or beloved NPC.
Gems and gold can matter, since they tend to be kept on protect places their location can give clues and hint to things both in and out of dungeon. Ex; a dairy with a hint about the beef or information on a long standing institution or an outsider(fiend, celestial, fey, etc) the party has met.
I love the spell component mention, when I play and level in dungeon finding the hundreds of gold worth component to my new spell is the best feeling.
The only new thing I have to add is formulas, many rule sources describe the need for formulas to craft magic items. Sunken palace screams forgotten knowledge, if they were known for golden knights then they have in they're ruins the formula for an armor more powerful than the armor magic items you already generated. Gives the players something to shoot for in the future.
Hope this is helpful.
And thanks for the great let plaguescarred!