Suitable Rewards for Successfully Saving the World?

hawkeyefan

Legend
1) I think you have this one well worked out with the granted lands and the lead in to Against The Giants.

2) A cure for his curse? As a native Chultan, perhaps Mwaxanare takes an interest in him as a potential suitor to establish a new Omuan dynasty?

3) A vision from Elistrae or perhaps a visit from one of her servants urging the cleric to establish a temple to Elistrae in a toreign land.

4) I think the Zhentarim would reach out to the rogue. So would other groups. Perhaps some order of archaeologists (maybe affiliated with Candlekeep or someplace similar) requests that he join. Then they could ask him for help with any number of quests or expeditions.

5) I’d probably do something similar to the archaeologists. The great library seems a vast source of info, so there would be those who want to learn whatever they can from it.

6) Depending on what the character wants, perhaps a way back to the feywild? Or a way to visit the feywild regularly? If that’s not suitable, then perhaps elder eladrin from the feywild seek to make the character their diplomat to the prime material plane. A position of high honor, but many responsibilities.

Just some ideas that came to mind looking at the PC descriptions.
 

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As a general note, you usually have more leverage to negotiate rewards before saving the world than after you've saved it. It also helps to have a convincing plan for how you're going to pull it off.
 

Gardens & Goblins

First Post
Ale and Whores always worked back in the day:)

You can always throw in a favor from a high powered person, it keeps it vague but leaves an interesting plot point to explore in the future.

Building on this - the reward for saving the world is...

..the world.

It's a very important place for many people. Beyond/as well as monetary rewards, the world-savers could enjoy world-wide renown and the benefits that come with that, such as:

- free drinks!
- free lodging in the best beds/rooms available!
- invitations to all manner of fancy shindigs, especially when they rock up to a new settlment
- free medical attention and healing services
- free transportation/passage!

...and so on.

Of course, they can also 'enjoy' the downside of world wide renown, such as:

- rascals posing as our plucky heroes to cash in on all of the above
- the attention of other people seeking to be associated with them (which also ties into the invitations to various shindigs)
- endless questions about what happened, who did what, what was it like and what is their favourite camping accessory!
- fools seeking to prove themselves by besting/bedding members of the party
- shadowy figures seeking to remove the party before they can meddle with shadowy plans

and so on. Fame baby, it is one heck of a ride!
 

aco175

Legend
It seems that only some influential people will know what happened and the farther away from the center, the less people will know. Maybe in Chult merchants and nobles know and offer all sorts of things from free drinks to their daughters and sons for marriage. In Waterdeep, maybe only some masked lords, and high level NPCs like clerics affected, know. They may only know that the curse was lifted and not who cured the problem.

Don't forget that everyone will want a piece of their action, most for themselves. It would be funny for the PCs to travel all the way to Waterdeep and find some other party getting rewards for saving the world and nobody believing the PCs since the real 'heroes' are already here.
 

Eltab

Lord of the Hidden Layer
re #6
Clue in this character, who seems to need roots, to the adamantine supply in that dwarven fortress. He can then buy himself whatever he wants to start a new life.

All the characters who were possessed by the Trickster Gods should gain a permanent ability from the experience. A magic item, or an innate power*. Oh, and an extra Flaw related to the trickster-god-in-question's personality.
It's your call if the trickster gods can now die indeed and go wherever primal spirits go, or come back to full life without Acererak's influence overshadowing them, or remain in their current condition.

* As an example, my Ashes of Athas character gained the innate ability to run on top of the Sea of Silt 1/day. Cool, flavorful, fun … and completely useless if there are no silt traps around to fall into.
 

pukunui

Legend
Thanks all. Lots to ponder.

I'm leaning towards running something other than Against the Giants now. Those adventures are really showing their age, in my opinion. I'm thinking instead of setting them up as the lords of the Gray Vale (east of Loudwater). Their first mission will be to solve the stone giant problem (I will run the Deadstone Cleft section of Storm King's Thunder as a standalone module). Then there might be other things they need to do in order to stabilize the region and attract settlers to come back and all that.

In the meantime, I have given the following rewards:

Human Paladin/Sorcerer
*Kubazan's Boon: +2 Strength)
*offers of membership from Lords' Alliance and Order of the Gauntlet
*free resurrection from deity (Kelemvor)

Human Barbarian
*Obo'laka's Boon: gets to keep the ability to attune to a fourth magic item
*offer of a (partial) cure for the goat features from the cursed staff of striking
*offer of membership from Emerald Enclave

Elf Rogue/Fighter
*Nangnang's Boon: resistance to poison dmg / adv on saves vs being poisoned
*offers of membership from Harpers and Zhentarim (player accepted the latter)

Half-Drow Cleric
*Papazotl's Boon: +2 Wisdom
*offers of membership from Lords' Alliance and Order of the Gauntlet
*deity (Eilistraee) transformed clone PC into original PC; also "upgraded" sword to a moon-touched sword (XGE)

Elf Wizard
*offers of membership from Lords' Alliance and Harpers (player accepted the latter)
*loan of a cloak of resistance or ring of protection from Harpers

Eladrin Fighter
*Unkh's Boon: +2 Constitution
*Not sure what else ...
 
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