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Mundane treasures--what's the point?
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<blockquote data-quote="Maldin" data-source="post: 2428045" data-attributes="member: 27170"><p>I often use "mundane" treasures, but my players usually take them, because I don't like to give out large amounts of coins (what evil genius is gonna store thousands of coins for the sake of having coins, when the money can be spent on fixing up the lair?), and training is expensive! If they don't take the mundane treasures and sell them, they know there is no way they'll be able to afford the next level. Sometimes they will keep a particularly unique piece. Sometimes the point of the adventure is to retrieve a "mundane treasure" for some reason.</p><p></p><p>There is also a class of treasure that virtually no DM's think to make use of. Non-magical "wondrous materials" as I like to call them. They are non-magical substances or items that have potential uses in arcane processes, and can be found as part of a treasure (already harvested or collected, perhaps labelled, perhaps not!), or found in their natural "occurance" during the course of an adventure. I've got a selection of several original "wondrous materials" which DMs can either use directly or use as an idea for their own original "wondrous materials". Jump directly to that particular web page by going to my sitemap page from my main page <a href="http://melkot.com" target="_blank">http://melkot.com</a> and clicking on the map in the appropriate location.</p><p></p><p>Denis, aka "Maldin"</p><p>=============================</p><p>Maldin's Greyhawk <a href="http://melkot.com" target="_blank">http://melkot.com</a></p><p>Check out the ton of cool Edition-independent stuff on my website, New Spells, Magic Items, Notoriety, Artifacts, Kyuss, secrets of the Twin Cataclysms, the Codex of the Infinite Planes, the Dreadwood, the cities of Melkot, Greyhawk and Irongate, a Grand Unified Theory for all of D&D, magic and the Multiverse, and much, much more!!</p></blockquote><p></p>
[QUOTE="Maldin, post: 2428045, member: 27170"] I often use "mundane" treasures, but my players usually take them, because I don't like to give out large amounts of coins (what evil genius is gonna store thousands of coins for the sake of having coins, when the money can be spent on fixing up the lair?), and training is expensive! If they don't take the mundane treasures and sell them, they know there is no way they'll be able to afford the next level. Sometimes they will keep a particularly unique piece. Sometimes the point of the adventure is to retrieve a "mundane treasure" for some reason. There is also a class of treasure that virtually no DM's think to make use of. Non-magical "wondrous materials" as I like to call them. They are non-magical substances or items that have potential uses in arcane processes, and can be found as part of a treasure (already harvested or collected, perhaps labelled, perhaps not!), or found in their natural "occurance" during the course of an adventure. I've got a selection of several original "wondrous materials" which DMs can either use directly or use as an idea for their own original "wondrous materials". Jump directly to that particular web page by going to my sitemap page from my main page [url]http://melkot.com[/url] and clicking on the map in the appropriate location. Denis, aka "Maldin" ============================= Maldin's Greyhawk [url]http://melkot.com[/url] Check out the ton of cool Edition-independent stuff on my website, New Spells, Magic Items, Notoriety, Artifacts, Kyuss, secrets of the Twin Cataclysms, the Codex of the Infinite Planes, the Dreadwood, the cities of Melkot, Greyhawk and Irongate, a Grand Unified Theory for all of D&D, magic and the Multiverse, and much, much more!! [/QUOTE]
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