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Why is there treasure?
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<blockquote data-quote="Owen K.C. Stephens" data-source="post: 3161645" data-attributes="member: 3190"><p>Treasure tends to fall into 3 categories in my games. The most common source of big bucks are the tools and budgets of sapient foes defeated in battle. Dragons don't just have piles of gold to sleep on, they have magic items they use, monies they intend to buy influence or guards with, and items of aesthetic value they like looking at. Thinking foes of a certain power level accumulate weapons, funds and art for the same reason PCs do -- to grow in power and comfort.</p><p></p><p>Second are leave-around treasures. This is either stuff from other adventurers (even NPC travelers can end up with quite a bit of coin as they gain levels, and a wyvern preying on a merchant passage may have a lot built up it just couldn't digest), or lost vaults too dangerous for most recovery operations. If a city is buried under ash from a volcano, or a dwarven mine abandoned because they dug deep enough to unearth a demon, there's still silverware on the table.</p><p></p><p>Third are power rewards you get just for accomplishing something, or by performing rituals over fallen foes. You kill a full dragon in my game, you may gain power just from being bathed in its blood. A weapon that keeps destroying powerful undead may spontaineously become bane vs undead. Also, I use the levin rules from the Advanced Gamemaster Guide, so there's a way to collect the magic essence of many foes, whgich can later be used to pay the exp cost of making items and casting spells.</p></blockquote><p></p>
[QUOTE="Owen K.C. Stephens, post: 3161645, member: 3190"] Treasure tends to fall into 3 categories in my games. The most common source of big bucks are the tools and budgets of sapient foes defeated in battle. Dragons don't just have piles of gold to sleep on, they have magic items they use, monies they intend to buy influence or guards with, and items of aesthetic value they like looking at. Thinking foes of a certain power level accumulate weapons, funds and art for the same reason PCs do -- to grow in power and comfort. Second are leave-around treasures. This is either stuff from other adventurers (even NPC travelers can end up with quite a bit of coin as they gain levels, and a wyvern preying on a merchant passage may have a lot built up it just couldn't digest), or lost vaults too dangerous for most recovery operations. If a city is buried under ash from a volcano, or a dwarven mine abandoned because they dug deep enough to unearth a demon, there's still silverware on the table. Third are power rewards you get just for accomplishing something, or by performing rituals over fallen foes. You kill a full dragon in my game, you may gain power just from being bathed in its blood. A weapon that keeps destroying powerful undead may spontaineously become bane vs undead. Also, I use the levin rules from the Advanced Gamemaster Guide, so there's a way to collect the magic essence of many foes, whgich can later be used to pay the exp cost of making items and casting spells. [/QUOTE]
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