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Non-standard rewards for DMs to use
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<blockquote data-quote="Razjah" data-source="post: 6071479" data-attributes="member: 98806"><p>I once gave my players a door knob. When you held it at roughly doorknob height and turned it, the knob created a magic door opening the door lead to an extra dimensional mansion complete with an "seen" servant named with a terrible Jamaican accent. The party had a set amount of sq feet they could use to create the mansion and modify it as they saw fit. They put a stable inside to protect their horses and a fountain of liquid gold that couldn't burn them, I don't have the notes from that game but they used the mansion for many different purposes, baths rooms, food, training room, library, etc. The best part was that you could take the knob inside and close the door. The door would vanish and the party was completely safe to rest.</p><p></p><p>Boons are always beloved by players from what I have seen, any time an NPC owes the party a favor they treasure that more than a dragon's hoard. </p><p></p><p>An enchanted rock that functioned like a radio was something that the cleric received in a war campaign I played in. The cleric was our squad leader so he got the radio for orders and reporting back to command. We even had the static noises. </p><p></p><p>I once turned a PC wizard into an Eldritch Knight, he got a full BAB, lost a spell per level, got more hit points and a bonus to his Fort save. He loved it, since his wizard was an awesome Str score, but no real way to use it. The first thing he did after acquiring these powers was go hunt a bear with the party ranger. The ranger had the wizard squeeze the bears bladder around their camp the night to keep the other bears away. Using bladders after defeating monsters became a running gag for the party.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6071479, member: 98806"] I once gave my players a door knob. When you held it at roughly doorknob height and turned it, the knob created a magic door opening the door lead to an extra dimensional mansion complete with an "seen" servant named with a terrible Jamaican accent. The party had a set amount of sq feet they could use to create the mansion and modify it as they saw fit. They put a stable inside to protect their horses and a fountain of liquid gold that couldn't burn them, I don't have the notes from that game but they used the mansion for many different purposes, baths rooms, food, training room, library, etc. The best part was that you could take the knob inside and close the door. The door would vanish and the party was completely safe to rest. Boons are always beloved by players from what I have seen, any time an NPC owes the party a favor they treasure that more than a dragon's hoard. An enchanted rock that functioned like a radio was something that the cleric received in a war campaign I played in. The cleric was our squad leader so he got the radio for orders and reporting back to command. We even had the static noises. I once turned a PC wizard into an Eldritch Knight, he got a full BAB, lost a spell per level, got more hit points and a bonus to his Fort save. He loved it, since his wizard was an awesome Str score, but no real way to use it. The first thing he did after acquiring these powers was go hunt a bear with the party ranger. The ranger had the wizard squeeze the bears bladder around their camp the night to keep the other bears away. Using bladders after defeating monsters became a running gag for the party. [/QUOTE]
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