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Treasure in adventure paths
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<blockquote data-quote="RangerWickett" data-source="post: 5559757" data-attributes="member: 63"><p>We assume as a baseline that your characters in the ZEITGEIST adventure path will work for the Royal Homeland Constabulary, a Risuri organization created by King Aodhan to monitor threats to his nation, both home-grown and from foreign lands.</p><p></p><p>Today, I wanted to present an excerpt on how we'll be handling treasure. Please, let us know your thoughts.</p><p></p><p> </p><p><span style="font-size: 18px"><strong>Treasure, Salary, and Requisitions</strong></span></p><p>As constables of Risur, your characters have a slightly different relationship with treasure than typical <strong>Dungeons & Dragons</strong> adventurers. </p><p></p><p>In heroic tier you receive a combination of salary and official stipend to fulfill your duties, and the Constabulary’s resources and connections let you easily purchase or requisition the tools you need for your missions. Likewise, you can easily trade in items you no longer need, which can be used by other constables or local police. When you recover rare magic, treasure, or other valuables, you are expected to hand it over to higher authorities, who will make proper use of it. If desired, you can use your salary or stipend to acquire these items for yourself, assuming you file the proper paperwork and your request is deemed warranted.</p><p></p><p>In paragon tier, your actual salary becomes relatively inconsequential compared to the contacts and allies available in most major cities, who can help you procure whatever you need. You will be entrusted with great wealth, and given leeway to retain and exploit items you recover in your missions. If deemed worthy, you might even be granted access to precious relics held in the Risuri royal vaults.</p><p></p><p>In epic tier you will have at your disposal the wealth of entire cities or nations, to buy things any sane person would consider priceless: weapons forged from the essence of whole demi-planes, rituals that harness the collective will of a thousand state mages, long-forgotten artifacts unearthed by the concerted efforts of an entire nation’s adventurers, all toiling to aid you, their god-like champions. Of course as the campaign begins, affairs of this grandeur are nigh-unthinkable, for no mortal has gained such power in a thousand years or more.</p><p></p><p> </p><p><span style="font-size: 12px"><strong>Working for a Living</strong></span></p><p>Each adventure in heroic tier will include guidelines for the DM to provide money to you and your fellow PCs at regular intervals, usually once per level. You can use this money to equip your character, though getting uncommon and rare items is not guaranteed.</p><p></p><p>Whenever you’re in a suitable place to shop, you can buy common items without restriction. Uncommon and rare items cost their normal amount, but whether you can get them and how long it takes depends on your Prestige. (See “Prestige,” page xx.) This abstraction represents what would realistically be a complex system of salary, stipend, and very large quantities of paperwork. </p><p></p><p> </p><p><span style="font-size: 12px"><strong>Upgrades, Loot, and Skimming Off the Top</strong></span></p><p>You can turn in any functioning item to the RHC for its full value. This allows you to keep yourself equipped with the best material available, or at least the best that government bureaucracy thinks you can be trusted with.</p><p></p><p>Whenever the party acquires any sort of treasure in the course of a mission, you will be expected to hand it over to your superiors, which should keep you at the expected power for your level. If you recover something you want for yourself, you can spend money to requisition it, though that may take some time.</p><p></p><p>There is always some leeway, and constables are allowed to hold onto loot for a reasonable period of time. If you defeat a foe with a magic sword, and his weapon would aid you in your immediate investigation, you can hold onto it for a few days, but you’re expected to turn it in. </p><p></p><p>An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal. Such pecuniary misdeeds are expected of common police, but the RHC is held to higher standards. If you attempt to sell such an item, you cannot take advantage of the RHC’s favorable rates, and must use the normal values (20% base cost for common items, 50% for uncommon, 100% for rare). Be careful, though, because prison is not kind to former law officers who turn to crime.</p><p> </p><p></p><p><span style="font-size: 12px"><strong>Exceptions and Variants</strong></span></p><p>If you receive a gift, you can keep it, though the RHC might factor it into how much of a stipend they need to provide for your next mission.</p><p></p><p>If the DM prefers, you could alter the setting so that magic items are rarer. The PCs could use the inherent bonuses rule, and they would be provided a much smaller stipend (about one-fourth the suggested amount), which could be used to purchase expendable items and ritual components.</p><p></p><p>Finally, if the DM decides to run a campaign where you are not part of the RHC, or if the party decides to spontaneously become pirates out of frustration with the bureaucracy they have to deal with, you can use traditional treasure parcels. The adventures will provide suggestions for what the PCs find and where.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5559757, member: 63"] We assume as a baseline that your characters in the ZEITGEIST adventure path will work for the Royal Homeland Constabulary, a Risuri organization created by King Aodhan to monitor threats to his nation, both home-grown and from foreign lands. Today, I wanted to present an excerpt on how we'll be handling treasure. Please, let us know your thoughts. [SIZE=5][B]Treasure, Salary, and Requisitions[/B][/SIZE] As constables of Risur, your characters have a slightly different relationship with treasure than typical [B]Dungeons & Dragons[/B] adventurers. In heroic tier you receive a combination of salary and official stipend to fulfill your duties, and the Constabulary’s resources and connections let you easily purchase or requisition the tools you need for your missions. Likewise, you can easily trade in items you no longer need, which can be used by other constables or local police. When you recover rare magic, treasure, or other valuables, you are expected to hand it over to higher authorities, who will make proper use of it. If desired, you can use your salary or stipend to acquire these items for yourself, assuming you file the proper paperwork and your request is deemed warranted. In paragon tier, your actual salary becomes relatively inconsequential compared to the contacts and allies available in most major cities, who can help you procure whatever you need. You will be entrusted with great wealth, and given leeway to retain and exploit items you recover in your missions. If deemed worthy, you might even be granted access to precious relics held in the Risuri royal vaults. In epic tier you will have at your disposal the wealth of entire cities or nations, to buy things any sane person would consider priceless: weapons forged from the essence of whole demi-planes, rituals that harness the collective will of a thousand state mages, long-forgotten artifacts unearthed by the concerted efforts of an entire nation’s adventurers, all toiling to aid you, their god-like champions. Of course as the campaign begins, affairs of this grandeur are nigh-unthinkable, for no mortal has gained such power in a thousand years or more. [size=3][B]Working for a Living[/B][/size] Each adventure in heroic tier will include guidelines for the DM to provide money to you and your fellow PCs at regular intervals, usually once per level. You can use this money to equip your character, though getting uncommon and rare items is not guaranteed. Whenever you’re in a suitable place to shop, you can buy common items without restriction. Uncommon and rare items cost their normal amount, but whether you can get them and how long it takes depends on your Prestige. (See “Prestige,” page xx.) This abstraction represents what would realistically be a complex system of salary, stipend, and very large quantities of paperwork. [size=3][B]Upgrades, Loot, and Skimming Off the Top[/B][/size] You can turn in any functioning item to the RHC for its full value. This allows you to keep yourself equipped with the best material available, or at least the best that government bureaucracy thinks you can be trusted with. Whenever the party acquires any sort of treasure in the course of a mission, you will be expected to hand it over to your superiors, which should keep you at the expected power for your level. If you recover something you want for yourself, you can spend money to requisition it, though that may take some time. There is always some leeway, and constables are allowed to hold onto loot for a reasonable period of time. If you defeat a foe with a magic sword, and his weapon would aid you in your immediate investigation, you can hold onto it for a few days, but you’re expected to turn it in. An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal. Such pecuniary misdeeds are expected of common police, but the RHC is held to higher standards. If you attempt to sell such an item, you cannot take advantage of the RHC’s favorable rates, and must use the normal values (20% base cost for common items, 50% for uncommon, 100% for rare). Be careful, though, because prison is not kind to former law officers who turn to crime. [size=3][B]Exceptions and Variants[/B][/size] If you receive a gift, you can keep it, though the RHC might factor it into how much of a stipend they need to provide for your next mission. If the DM prefers, you could alter the setting so that magic items are rarer. The PCs could use the inherent bonuses rule, and they would be provided a much smaller stipend (about one-fourth the suggested amount), which could be used to purchase expendable items and ritual components. Finally, if the DM decides to run a campaign where you are not part of the RHC, or if the party decides to spontaneously become pirates out of frustration with the bureaucracy they have to deal with, you can use traditional treasure parcels. The adventures will provide suggestions for what the PCs find and where. [/QUOTE]
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