Hey all, I'm running a level 20 one shot with a twist. The adventure takes place in a shopping-mall like dungeon and every item in the game, regardless of rarity, is for sale. The characters, being level 20 and therefore having been around the block a few times, will start with a fairly substantial amount of gold if they feel like buying things to help them get through, and there are some traps that can drain their money as well. Their goal is to get out with an extremely valuable item to gift to a rival kingdom to prevent a war, so the players will have to be careful not to spend so much that they can't afford the gift, or else they have to steal it.
My question is:
1) what would you say a reasonable amount of starting gold would be? Im thinking maybe (1d100*10)*(int/wis/or character modifier), ensuring that different characters will have different amounts, so either some players might find themselves needing to share, or some might actually find their money running out for interesting consequences.
2) Some items don't have prices listed, like most legendary artifacts. How would you price them? Should we just pull numbers from thin air to fit the starting gold economy, or is there an actual a rule for this.
3) What should the gift be? I thought maybe an Orb of Dragonkind, but I'm also tempted to just set them loose and have to pick something themselves and see if it appeases the king.
I'd say let them pick the item they choose to purchase for the king. Make a bit of a game out of it... the more expensive the item is the better, but also if they use the item at any point during the adventure then the King won't accept it. So they could end up with something like a Vorpal sword, but find themselves in a clutch moment and deciding to use the item they purchased to be the gift, and thus have to either go back and get something else or settle for a less valuable gift.
Also, I would pay good money to see this one-shot played out on an actual Mall Madness board with minis and everything.
To answer question #3: I think there should be a variety of gifts for your players to choose from, but depending on what they get will determine the outcome. Maybe some items are cursed, maybe others don't cost as much but are more useful to the kingdom, others still may just be outrageously expensive and just for show.
For example, what might a kingdom of dwarves want? Something shiny and full of gold and gems? A finely crafted weapon or tool? A set of mugs that endlessly produce the world's finest ale? How does that change from a kingdom of elves? Humans? Halflings? (Just imagine halflings threatening to go to war!)
Basically figure what the lords/kingdom value more than others, and what might repulse them. Of course this information would have to be known to the players at some point.
Hey all, I'm running a level 20 one shot with a twist. The adventure takes place in a shopping-mall like dungeon and every item in the game, regardless of rarity, is for sale. The characters, being level 20 and therefore having been around the block a few times, will start with a fairly substantial amount of gold if they feel like buying things to help them get through, and there are some traps that can drain their money as well. Their goal is to get out with an extremely valuable item to gift to a rival kingdom to prevent a war, so the players will have to be careful not to spend so much that they can't afford the gift, or else they have to steal it.
My question is:
1) what would you say a reasonable amount of starting gold would be? Im thinking maybe (1d100*10)*(int/wis/or character modifier), ensuring that different characters will have different amounts, so either some players might find themselves needing to share, or some might actually find their money running out for interesting consequences.
2) Some items don't have prices listed, like most legendary artifacts. How would you price them? Should we just pull numbers from thin air to fit the starting gold economy, or is there an actual a rule for this.
3) What should the gift be? I thought maybe an Orb of Dragonkind, but I'm also tempted to just set them loose and have to pick something themselves and see if it appeases the king.
What do you think?
Magic Item Price Common - (1d6+1) x 10gp Uncommon - 1d6 x 100gp Rare - 2d10 x 1,000gp Very Rare - (1d4+1) x 10,000gp
starting gold:
20,000 gold plus 1d10 x 250. Start with choice of three uncommon, two rare, one very rare plus normal start equipment.
this was the set-up for a level 20 one shot I was in before. For any and all “not start” items you wanted to buy. You’d roll the price per the above metrics. And if you wanted/could afford, you bought.
Just did the one shot and settled on just 10k*(int/wis/cha mod) and that seemed to be enough to allow for shenanigans while still presenting a possibility that they might run out.
Just did the one shot and settled on just 10k*(int/wis/cha mod) and that seemed to be enough to allow for shenanigans while still presenting a possibility that they might run out.
Hey all, I'm running a level 20 one shot with a twist. The adventure takes place in a shopping-mall like dungeon and every item in the game, regardless of rarity, is for sale. The characters, being level 20 and therefore having been around the block a few times, will start with a fairly substantial amount of gold if they feel like buying things to help them get through, and there are some traps that can drain their money as well. Their goal is to get out with an extremely valuable item to gift to a rival kingdom to prevent a war, so the players will have to be careful not to spend so much that they can't afford the gift, or else they have to steal it.
My question is:
1) what would you say a reasonable amount of starting gold would be? Im thinking maybe (1d100*10)*(int/wis/or character modifier), ensuring that different characters will have different amounts, so either some players might find themselves needing to share, or some might actually find their money running out for interesting consequences.
2) Some items don't have prices listed, like most legendary artifacts. How would you price them? Should we just pull numbers from thin air to fit the starting gold economy, or is there an actual a rule for this.
3) What should the gift be? I thought maybe an Orb of Dragonkind, but I'm also tempted to just set them loose and have to pick something themselves and see if it appeases the king.
What do you think?
I'd say let them pick the item they choose to purchase for the king. Make a bit of a game out of it... the more expensive the item is the better, but also if they use the item at any point during the adventure then the King won't accept it. So they could end up with something like a Vorpal sword, but find themselves in a clutch moment and deciding to use the item they purchased to be the gift, and thus have to either go back and get something else or settle for a less valuable gift.
Also, I would pay good money to see this one-shot played out on an actual Mall Madness board with minis and everything.
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For question #2 above, search for 'sane magic item prices for dnd 5e'. That may assist you in setting the prices.
To answer question #3: I think there should be a variety of gifts for your players to choose from, but depending on what they get will determine the outcome. Maybe some items are cursed, maybe others don't cost as much but are more useful to the kingdom, others still may just be outrageously expensive and just for show.
For example, what might a kingdom of dwarves want? Something shiny and full of gold and gems? A finely crafted weapon or tool? A set of mugs that endlessly produce the world's finest ale? How does that change from a kingdom of elves? Humans? Halflings? (Just imagine halflings threatening to go to war!)
Basically figure what the lords/kingdom value more than others, and what might repulse them. Of course this information would have to be known to the players at some point.
Oh wow that's exactly the kind of thing I needed, thanks!
Magic Item Price
Common - (1d6+1) x 10gp
Uncommon - 1d6 x 100gp
Rare - 2d10 x 1,000gp
Very Rare - (1d4+1) x 10,000gp
starting gold:
20,000 gold plus 1d10 x 250. Start with choice of three uncommon, two rare, one very rare plus normal start equipment.
this was the set-up for a level 20 one shot I was in before. For any and all “not start” items you wanted to buy. You’d roll the price per the above metrics. And if you wanted/could afford, you bought.
edit:
consumables same rules... and scrolls,
A scroll's rarity depends on the spell's level:
Cantrip-1: Common
2-3: Uncommon
4-5: Rare
6-8: Very rare
9: Legendary
Just did the one shot and settled on just 10k*(int/wis/cha mod) and that seemed to be enough to allow for shenanigans while still presenting a possibility that they might run out.
How did it go?
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