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)
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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)