interesting treasure/rewards for a low-magic campaign

GlassJaw

Hero
I'm hoping to run a Freeport campaign using the Grim Tales. The thing I like about Freeport in general is that it already has a lower-magic feel than standard D&D. I'm looking to reduce the level of magic a little bit more. There will still be casters and some magic items (permanently enchanted magic items will be very rare; potions, scrolls, are wands will be available, although more expensive) but I'm definitely toning them down.

However, I still want to reward the players will some cool and interesting loot. Any ideas/thoughts?
 

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How about masterwork items that give bonuses to specific uses? So for example you could have a masterwork rapier that has a really funky basket hilt that gives +2 to disarm attempts, etc.

There was a supplement with a bunch of these masterwork properties, but I can't remember who published it.
 

Green Ronin's Black Company campaign sourcebook had a number of 'masterwork' qualities added to items such as 'viscious', 'well-balanced', 'sturdy' and the like. It would probably help.
 

How about training? Bonus skill points, extra feats, etc. Free skill tricks from Complete Scoundrel? Inherent bonus to stats?

I dont see a reasy why someone cant craft a masterwork weapon that gives +2 to hit and damage, or a particularly well designed suit of armor that gives a better bonus. Or an expertly tempered blade that duplicates the keen property, etc.

Non-material? Favors would work well - you could call them in and duplicate rolling a 20 on any social or knowledge skill or something to that effect. Blackmail material in order to twist people's arms or get out of jail free! Give everyone without the leadership feat a score of 0, and let their fame garner them a few loyal flunkies or crewman.

How about metagame rewards? Plot points that let the player describe part of a scene. Being chased by the guards? Spend one, and oh, look... a bucket of soapy water just where you need it the most, or a convenient rope to swing on. The players are stumped and have blown a number of roles needed to gain access to a forbidden cult? Spend one, and blammo, in comes Dirk the Disillusioned, who is willing to drop a few bits of information in the hopes the PC's can get him out now that he's in too deep.
 


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