Suitable Rewards for Successfully Saving the World?

pukunui

Legend
Hi all,

Last night my group successfully completed Tomb of Annihilation, destroying the Soulmonger and ending the death curse. Two of the PCs died but only temporarily, so they are all now able to enjoy the fruits of their labors.

This is the party as it stands at 11th level:

1) An Illuskan human paladin (vengeance) / sorcerer (white dragon), who is a disgraced noble
2) A Chultan human barbarian (ancestral guardians) who's been cursed with goat-like features
3) A half-drow cleric (life) of Eilistraee, who is actually a clone of the original character
4) A moon elf rogue (swashbuckler) / fighter (champion), who is an archaeologist
5) A moon elf wizard (evoker), who just completed his life's quest by finding the hidden library in the Tomb of the Nine Gods
6) An eladrin fighter (champion) who spent several centuries trapped in a magical mural


The book talks about having the wealthy and influential from around Faerûn grant the PCs special favors and parcels of land and the like. That said, I'm not sure how widespread knowledge of the death curse would have been. It mostly would have affected the wealthy and influential (those who can afford to be raised from the dead), and I imagine they would have wanted to keep it quiet for the most part, lest the common folks get any ideas. I can see some wealthy and influential types wanting to reward the PCs handsomely, both in thanks for their help and to buy their silence, as it were. These same wealthy and influential types might also come to expect more great things from the PCs, which leads to further adventures.


Here's what I'm thinking so far in terms of suitable rewards:

PC #1: She could be given a parcel of land by her family in an attempt to get her back on the straight and narrow. As I am going to run Against the Giants next, this parcel of land could come with the caveat that it is currently under threat by hill giants ...

This PC's player did a fantastic job roleplaying her being inhabited by Kubazan, complete with radical personality change from cautious defender-type to bold, fearless striker. It paid off in spades, and my player actually thanked me for helping him realize his character's full potential. As directed by the adventure, I said Kubazan's bracers of archery didn't crumble into dust as a result ... however, the bracers aren't all that useful to the character (or anyone else in the party really), so I'm thinking of maybe having Kubazan give her a supernatural gift instead.

Since he's not technically a god, I'm not sure if a blessing would be appropriate, but I'm not sure a charm would be either. So I'm not too sure how to proceed here.

PC #2: This PC's player also did a fantastic job roleplaying a radical personality shift. The bold and fearless barbarian almost paralyzed by fear induced by the super-cautious and OSH-sensitive Obo'laka. However, a different PC was using Obo'laka's ring of protection. Perhaps I should have Obo'laka give the barbarian a Blessing of Protection instead.

PC #3: This PC is a clone, brought in after the original was petrified in the tomb. In the later stages of the tomb, she was inhabited by Papazotl's spirit, which made her even more bossy than she had been before. She is wearing Papazotl's amulet of health, so I suppose I could let her keep it. I am also thinking of having her deity, Eilistraee, give her a Blessing of Understanding.

PC #4: This PC finished the tomb with Nangnang's spirit, which against just exaggerated traits his PC already had, rather than bringing about a radical personality shift. The player did have his PC hold on to Nangnang's pearl of power even though it was mostly useless for him (he can't cast spells but he could still benefit from the poison resistance property). Should I reward him for that or not? And what other reward might I give him?

PC #5: This PC's player missed a lot of the tomb sessions, so his PC spent a huge chunk of the mission just sitting in a corner studying his spellbook. He never got a trickster god of his own. I don't want to punish the player for not being able to make it to many of the sessions, though. At the very least, he should get something from the wealthy and influential people who are grateful for his assistance in preventing more of them from wasting away and dying. Perhaps I could say that he managed to steal something nice from under the arcanaloth's nose when he left Acererak's hidden library.

PC #6: This PC has very little connection to Faerûn, since he comes from the Feywild and was trapped in stasis in the tomb for several centuries. The PC was inhabited by multiple trickster gods (I'jin to start with and then Unkh later on), and the player did a good job roleplaying both. When he was inhabited by I'jin, he would wander off and do random things. When he was inhabited by Unkh, he became paralyzed by indecision. He missed out on the last session, but that's no reason not to reward this PC in some fashion as well.


I would now like to open the floor for comments, questions, and suggestions. As you can see, I have some good ideas for some of the PCs but others I'm not so sure about. I welcome your ideas!

Cheers,
Jonathan


p.s. I wonder if maybe offers of membership in various factions might be in order as well.
 
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3d10gp, a pair of ruby encrusted goblets worth 180gp and a roll on treasure table H.

:P

More seriously, I love how you're thinking of individual characters. I'll make some more generic recommendations (not familiar with ToA), but you're absolutely on the right track customizing them.

1. Hooks to other adventures. Have them given a title with a plot of land and the rights to tax - that are monster infested. Wizards towers that need to be reclaimed from the previous owner, now a lich. The first part of the Rod of Seven Parts.

2. Titles and rights. Easily given out. A church aware of it might name them Defenders of Life and give them at-cost healing (free) and raise spells for the rest of their adventuring career (as long as they can get to an appropriate temple). Various sinecure posts and other titles to pad out their fame. Offers to induct into a high ranking knighthood - that comes with it's own set of responsibilities. Promises of favors owed that can help in later adventures.

3. Boons. I'm using this in the 4e sense of inherent magic. Things granted directly by the gods that are now innate within the character. Think of it as a magic item that can't be taken away for balance perspective. Cool things that fit who they are and what they did.
 

[MENTION=20564]Blue[/MENTION]:

Thanks for the suggestions. As I mentioned in my OP, I am planning on giving one PC some land that is being threatened by giants, which will be the hook to lead them into Against the Giants.

I am also planning on giving at least some of them supernatural gifts, either from their gods or the trickster spirits (which aren't really gods).

As for rights and titles, yes, I'll give them some of those too. As mentioned, one is a cleric of Eilistraee. The paladin/sorcerer also follows Kelemvor. I am thinking of having the Order of the Gauntlet offer the latter membership in their faction. Some of the others might get offers from the Lords' Alliance and/or the Harpers. I might even offer the rogue membership in the Zhentarim.
 

Here's the rule of thumb: NPCs are likely to gift stuff that they think will benefit those NPCs. Eg senior membership in a knightly order or merchant coster or assassin's guild etc, the princess's hand in marriage, a struggling frontier barony, a military command. If PCs have shown themselves smart, honourable and dependable, then these things benefit the NPC rulers/leaders at least as much as they benefit the recipient. They also can provide loads of plot hooks to future adventures.

You can combine these - eg a Paladin or Fighter PC might be granted princess's hand in marriage (with a decent cash dowry), plus a frontier barony (with no monetary tax obligation, but an obligation to support & defend his liege-lord) plus membership in a knightly order.
 

[MENTION=20564]Blue[/MENTION]:

Thanks for the suggestions. As I mentioned in my OP, I am planning on giving one PC some land that is being threatened by giants, which will be the hook to lead them into Against the Giants.

I am also planning on giving at least some of them supernatural gifts, either from their gods or the trickster spirits (which aren't really gods).

As for rights and titles, yes, I'll give them some of those too. As mentioned, one is a cleric of Eilistraee. The paladin/sorcerer also follows Kelemvor. I am thinking of having the Order of the Gauntlet offer the latter membership in their faction. Some of the others might get offers from the Lords' Alliance and/or the Harpers. I might even offer the rogue membership in the Zhentarim.

This all sounds good to me. A northern barony that could be threatened by giants, seems perfect for Against the Giants. The Illuskan noble-born Paladin seems perfect as a ruler, but the other PCs can have senior roles too, like temple high priest, guildmaster of thieves & such.

Hmm... Would it be too much to have the Lords of Waterdeep grant the PCs title to the whole city of Neverwinter and its demesne? I think that would be (a) suitably impressive and (b) get you deep into the action with whatever war, politics etc you wanted to do.

I would then start the giant threat slowly, with small frontier raids on Neverwinter territory; Luskan could be attacked more severely. The PCs could work with NPCs on building their forces and developing military-political alliances vs the threat while also scouting out the giant lairs, leading into Steading of the Hill Giant Chief - or even start with the Glacial Rift of the Frost Giant Jarl.
 

Hmm... Would it be too much to have the Lords of Waterdeep grant the PCs title to the whole city of Neverwinter and its demesne? I think that would be (a) suitably impressive and (b) get you deep into the action with whatever war, politics etc you wanted to do.
Lord Neverember might object! It's an intriguing idea, though.

... leading into Steading of the Hill Giant Chief - or even start with the Glacial Rift of the Frost Giant Jarl.
Although the PCs are 11th level, it is somewhat tempting to skip the hill giants part of the adventure. It is the least appealing for a variety of reasons.


Lots to think about! Thanks!
 

Ale and Whores always worked back in the day:)

You can always throw in a favor from a high powered person, it keeps it vague but leaves an interesting plot point to explore in the future.
 

Although the PCs are 11th level, it is somewhat tempting to skip the hill giants part of the adventure. It is the least appealing for a variety of reasons.

I disagree. If your PCs go in with a hack & slash mentality, they should get their arses kicked.
 

If the campaign is being continued, then powerful third parties would likely offer new quests or responsibilities for capable heroes. The PCs might even get caught up in the politics of the Realms or even the Planes.
 


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