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Notes from a Savage Worlds fantasy campaign (updated with 05/28/08 session notes!)...
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<blockquote data-quote="Flynn" data-source="post: 4146079" data-attributes="member: 1836"><p>Good Morning, Ragboy:</p><p></p><p>Truth be told, and my players will tell you, I've always been a little behind the curve on treasure. I just don't tend to give it out. With Savage Worlds, being a new system to me, I have erred on the side of even slower treasure rewards. I use a silver standard and tend to give handfuls of silver coin with each humanoid encounter. For magic, as you can see, I either tend to give potions or the occasional story-based magic item. Here's what I've given them in regards to permanent magic items, as a recap:</p><p></p><p>* <strong>The Blood of Meritus/Blood of Demon Lord</strong>: This relic was the mechanism which I used to give them an extra advance in Vigor in the second session as part of the world's story line. They know it's a component in the Rite of the Orichalcum Key, but haven't researched any other properties of it.</p><p></p><p>* <strong>The Onyx Skull</strong>: This item teaches two rituals (I use rituals as a separate magic system for those effects that don't make for good powers, such as Raise the Dead and that kind of thing.) In addition, it serves as a Talisman for creating hellfire Bolts, provided that the bearer has the Dark Arts skill.</p><p></p><p>* <strong>Hand/Guantlet of Joven</strong>: This item allows the bearer to Heal (one wound, disease or similar use) and Succor (one level of fatigue, remove Shaken condition, or restore an Incapacitated person to wakefulness) once every 24 hours.</p><p></p><p>* <strong>Tiwazbrandr</strong>: The Sword of Dwarven Kings is only a +1 greatsword in the hands of a non-dwarf, but in the hands of a dwarf, it's a +2 weapon with the Giant Killer and Demon Slayer edges (i.e. grants a +1d6 damage when fighting giants or demons).</p><p></p><p>The players have requested a "loot run" and so the next adventure will be a response to that. I intend to include a few magic items for them. I'll post details on those items after the adventure, in case my players are reading these posts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Really, I'm just taking it slow, exploring the core system, and since Mages and Priests are rare in the game world, I don't have the "magic shop" or "christmas tree" magic item issues in the current game. I figure if I give them an item every rank or so, starting at Seasoned, then it's all good.</p><p></p><p>Does that answer your questions?</p><p></p><p>With Regards,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 4146079, member: 1836"] Good Morning, Ragboy: Truth be told, and my players will tell you, I've always been a little behind the curve on treasure. I just don't tend to give it out. With Savage Worlds, being a new system to me, I have erred on the side of even slower treasure rewards. I use a silver standard and tend to give handfuls of silver coin with each humanoid encounter. For magic, as you can see, I either tend to give potions or the occasional story-based magic item. Here's what I've given them in regards to permanent magic items, as a recap: * [b]The Blood of Meritus/Blood of Demon Lord[/b]: This relic was the mechanism which I used to give them an extra advance in Vigor in the second session as part of the world's story line. They know it's a component in the Rite of the Orichalcum Key, but haven't researched any other properties of it. * [b]The Onyx Skull[/b]: This item teaches two rituals (I use rituals as a separate magic system for those effects that don't make for good powers, such as Raise the Dead and that kind of thing.) In addition, it serves as a Talisman for creating hellfire Bolts, provided that the bearer has the Dark Arts skill. * [b]Hand/Guantlet of Joven[/b]: This item allows the bearer to Heal (one wound, disease or similar use) and Succor (one level of fatigue, remove Shaken condition, or restore an Incapacitated person to wakefulness) once every 24 hours. * [b]Tiwazbrandr[/b]: The Sword of Dwarven Kings is only a +1 greatsword in the hands of a non-dwarf, but in the hands of a dwarf, it's a +2 weapon with the Giant Killer and Demon Slayer edges (i.e. grants a +1d6 damage when fighting giants or demons). The players have requested a "loot run" and so the next adventure will be a response to that. I intend to include a few magic items for them. I'll post details on those items after the adventure, in case my players are reading these posts. :) Really, I'm just taking it slow, exploring the core system, and since Mages and Priests are rare in the game world, I don't have the "magic shop" or "christmas tree" magic item issues in the current game. I figure if I give them an item every rank or so, starting at Seasoned, then it's all good. Does that answer your questions? With Regards, Flynn [/QUOTE]
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