What is West Marches About?
● 1 - Explore
● 2 - Earn XP, Treasure, Special?
● 3 - Advance: World / Character
[Link]
Exit States:
● Death
● World Change
● Character Change
How Does 5e Help?
● It’s D&D
● Straightforward, branching character progression
● Relatively detailed, straightforward combat system
How Does 5e Hinder?
● Entirely focused on combat
● Backgrounds aren’t flavored correctly, have problematic mechanical features
● Traits / Ideals / Bonds / Flaws don’t support discovering character in play
● Alignment doesn’t exist!
What Are Players Rewarded For?
● Combat -> XP
● Roleplaying -> Inspiration (mushy)
● Luck -> Treasure
What Can Be Cut?
● Traits / Ideals / Bonds / Flaws
What Do We Need to Add?
● Add interest to time tracking / downtime
● Granularity to Exploration
● Greater emphasis on creative problem solving rather than combat
● Alternate reward structure
●
What Can Stay But Needs To Be Edited?
● Inspiration
● Backgrounds
● XP
○ For accomplishing a session goal
○ Discovery and Exploration
■ First time?
■ Clearing a location?
■ Marking it on the map?
■ Exploring an entire Hex?
■ PLAYER STORY: We found a trio of sleeping serpents. We woke
them, and negotiated a boon from them.
● First Discovery
● Investigation
○ Information Discovery: “Countdown Checklists” for
enc’s
○ Names of Serpents
○ Desires of Serpents
○ etc
○ Investigation HP - “attack” the investigation by using
skills
○ Role Playing Advancement
■ PLAYER STORY: Kellan and his Father
● Everyone gets XP when you see a “character moment”?
● Define X “Character Moments” and let’s see them at the table
● When you take a (Short | Long) Rest, anyone can choose to
set a refresh scene. When you do and you share a character
moment, everyone gains Inspiration.
○ Does only one person gain Inspiration? Everyone?
○ One per player per session?
○ Level Scaling
■ Reduce XP for carrying the party with a high level character?
○ Killing Monsters
■ Reduce XP rewards? Build into other things?
● Treasure
● Special Rewards
What Should We Think More About?
● Alignment (?)
Inspiration
- what is the purpose of Inspiration?
- according to the PHB: “Inspiration is a rule the Dungeon Master can use to
reward you for playing your character in a way that’s true to his or her
personality traits, ideal, bond, and flaw.”
- really though the purpose is to give you control over when you have
advantage / mitigate disadvantage
- how do you get it, stock-game?
- “DMs award it when you play out your personality traits, give in to the
drawbacks presented by a flaw or bond, and otherwise portray your character
in a compelling way. Your DM will tell you how you can earn inspiration in the
game.”
- the game doesn’t actually tell the GM how or when to do this as-written
- how do we want to change the purpose and reward? why? what will this change in
player behaviour? what do we lose when we change this?
- how do our changes modify the pacing of the game?
Backgrounds
- what are they for, now?
- what do they do?
- can we change them to better fit the structure of character generation and play for
West Marches?
- Which ones go?
- Can we just declare these all past tense?
- Find the Features that don’t work for West Marches and adjust them?
- How much do you want backgrounds to matter after you’ve made your character?
Experience Rewards
- what are we rewarding players for?
- how do they earn this reward actively?
- how can they earn it passively?
- what do characters get in exchange for this reward? what does the economic cycle
look like in our new version of D&D?
- scale? how much XP is an appropriate amount for each reward?
- how often should characters level? why? how much control should players have over
this? can they “grind” in some way to prepare for bigger challenges?
- how does XP make the characters better at their job?
- are the characters equipped, mechanically, to obtain these rewards?
Variant Rule #1: Inspiration
Before the start of the session, think about your character. What’s something you don’t
know about them? Write down a question you’d like to learn the answer to. Choose
something small, that you could learn in a single scene.
When the group takes a Long Rest, you can choose to offer your Character Moment. This
can take the form of a flashback (roleplay this out!) or a story your character tells the others,
around the campfire, as it were.
At the end of this scene, tell the group the question you wrote down. If everyone agrees it’s
been answered (or your understanding of it has changed significantly), everyone at the table
gains Inspiration.
- Should the question players write be about another character?
- Can I share my question with others? Can I metagame this?
- Is this the same amount of inspiration the designers intended players to have?
- Will it take too much time? How long will scenes take? How long are scenes?
- If I’ve done this once, why would I explore my character any more?
- Frame a scene for yourself and another player character. Set the circumstances and
the stakes, and play out the scene.
A character has a solo scene that reveals something about their character. They gain
inspiration for it. Call out another character and ask that player how the character was
involved in the scene. That player also gains inspiration… and they have ownership of the
next scene.
- Pacing? How? Every time?
- Flashback? Flash-side?
- This should be a question from a PLAYER to a CHARACTER
- Adam asks Varani… “Hey, tell me more about this thing!”
Example: Zeke has been exploring his character, Kellan’s, history with his parents. He
knows he had a meeting with his father, and wants to know more about it. He writes down
the question “How can I earn my father’s respect?”
That night, the group camps in the Udrin Foothills. Kellan says “Oh! I wrote a question…
can we see a flashback where Kellan meets his father?” Over the course of the scene, Zeke
plays out Kellan’s conversation with his father, run by the GM. At the end, the group earns
Inspiration for gaining insight into Kellan’s character story.
Variant Experience
GOAL: To reward players for behaviour that
a. we want to encourage
b. the game provides challenges to
c. fits the creative direction of West Marches
Experience Rewarded for:
1. Exploration of the greater environment
2. Exploration of specific locations
3. Interaction with NPCs / Monsters
4. Investment in the town
Exploration of the Greater Environment
- reward adding items to the map for future reference
- reward the passing-along of information to the other players
- reward discovering new locations for the first time
Exploration of Specific Locations
- Locations have a “Codex Sēcrētus” that contains X amounts of hidden things, each
more difficult to discover than the thing above it in the list.
- Discovery of a specific thing from the list is awarded the same way monster combat
is rewarded in stock D&D - a pool of XP given and split among the members of the
part present when the discovery is “unearthed”
- special bonuses unlocked when certain milestones are reached (bonus to evade
monsters in the location, unlocking an NPC, etc)
par exemple;
THE KEEP OF THE WINTER WARLOCK
1) The Keep resides in HEX 101
2) The outer wall can be breached by a hidden gate in the dry moat
3) The keep was built by an enslaved clan of goblinoids
4) The Winter Warlock’s seclusium is hidden in the 3rd sub-basement behind the
fireplace in the throne hall
5) The keep’s magical barriers are powered by the crystal in the seclusium
6) The crystal can be destroyed by the light of the sun and a hammer of cold-forged iron
7) The Warlock’s beloved is kept alive by necromancy
8) The crypt of the beloved is cursed by foul magic
9) The curse can be broken by true love’s sacrifice
10) The Winter Warlock can be banished by the revival of his beloved
Interaction with NPCs / Monsters
- like locations, monsters and NPCs have a list of secrets and knowledge that can be
unlocked and added to the “Codex Animalus”
- each item unlocked grants XP as per above
- certain unlocks can grant bonuses to interacting with those creatures or NPCs.
par exemple;
GOBLINS
- goblins exist
- goblins are human children stolen at birth
- goblins live exclusively in the Barren Swamps
- the goblin queen is the only one who has magic to make more goblins
- goblins wither at the touch of fresh human milk
Investment in the Town
1gp spent on a town building or NPC upgrade = 1xp
Challenges and Concerns
Combat is an experience that should generally be undertaken in only one of three
circumstances;
1) desperation / no other option
2) once the party has an edge via special knowledge
3) under overwhelming advantage
Stock D&D says that combat should be undertaken on the regular and without necessarily
acquiring information first.
Characters improve at combat primarily.
What mechanical challenges need to be overcome to earn this XP? What are the dangers
inherent in exploration? Do we need to make some things more dangerous or difficult to
reflect the new structure?
West Marches Backgrounds
The West Marches are a fairy-tale frontier. Villages dot the wilderness, each with their own
legends and rumors. Magic, as a controlled thing, is rare, but known. Most people live
sheltered lives, never venturing outside their hold. Some, a rare few, leave behind the life of
civilization and journey to Viriskali to try their luck as an adventurer.
Backgrounds should generally feel historically Medieval in nature.
Acolyte
You served some parish church as a low level assistant. You attended the simpler
needs of the congregation and performed clerical work for the parish priest. Perhaps
you were studying for a higher calling, or perhaps it was the only option available to
you.
Skill Proficiencies (a) Religion and (b) one of Insight, Arcana, or Deception
Languages Two of your choice from; Dwarvish, Elvish, Gnomish, Celestial, Draconic
Equipment A holy symbol, a prayer book or prayer wheel, 5 sticks of incense, a set
of vestments, a set of common clothes, and a belt pouch with 15gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● How did the parish priest behave? How did you feel about him or her?
● What were your primary duties, and how did you feel about them?
● What caused you to leave this life behind?
Downtime Benefit
You gain Inspiration at the start of every session. This special Inspiration should be
marked separately from your regular Inspiration and does not prevent you from
gaining Inspiration normally, but also does not stack with itself.
Feature
You gain advantage on all Religion rolls relevant to your diety.
Languages:
Choose two from:
(common tongues and religious languages)
● Dwarvish
● Elvish
● Gnomish
● Celestial
● Draconic
Equipment:
● 1 holy symbol (5gp)
● 1 prayer book (null) or prayer wheel (null)
● 5 sticks of incense (null)
● 1 set of vestments (5gp - costume)
● 1 set of common clothes (5sp)
● 1 belt pouch (5sp)
● 15 gp
Total value: 26gp
Craftsperson / Trader
You know how to make things. Maybe you crafted weapons for the local guard, or
maps for a group of nobles. Or perhaps you brewed spirits for any who would pay
you for them.
Skill Proficiencies Insight, Persuasion
Tool Proficiencies One type of artisan's tools
Languages One of your choice from; Dwarvish, Elvish, Giant, Gnomish, Halfling
Equipment A set of artisan’s tools, a set of traveler’s clothes, and a belt pouch
containing 15 gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● Why did you specialize in your craft? Was it your choice, or something else?
● Were you successful in your craft? Did you have a primary client?
● What caused you to leave this life behind?
Example Crafts
d12 Craft d12 Craft
1 Brewer 7 Mason
2 Calligrapher 8 Painter
3 Carpenter 9 Potter
4 Cartographer 10 Smith
5 Cobbler 11 Weaver
6 Leatherworker 12 Woodcarver
Downtime Benefit
If a guild is established matching your skillset you can work there and automatically
pass your work saving throw.
Criminal
You made your way off of an endless string of petty crimes. Your survival was your
primary concern, but you made a few friends and enemies along the way. Maybe
you had dreams of wealth, or maybe you just didn’t have any prospects or anyone to
care for you.
Skill Proficiencies (a) Deception and (b) one of Stealth or Persuasion
Tool Proficiencies (a) Thieves' Tools and (b) one of Dice, Dragonchess, Playing
Cards, or Three-Dragon Ante
Equipment A crowbar, a set of dark common clothes including a hood, and a belt
pouch containing 15 gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● What was your go-to crime? What made you choose it?
● How often were you apprehended? What was your relationship with local law
enforcement like?
● What caused you to leave this life behind?
Example Crimes
d6 Crime d6 Crime
1 Blackmail 4 Highway Robbery
2 Burglery 5 Pickpocketing
3 Fencing 6 Smuggling
Downtime Benefit
If another character must pay gold due to their result on the lifestyle table, you get
the gold. If there are multiple criminals, split this amount evenly. Tell the group how
the gold ended up in your pockets.
Tool Proficiencies:
Thieves’ Tools and choose one from:
● Dice Set
● Dragonchess Set
● Playing card Set
● Three-Dragon Ante Set
Equipment:
● 1 Crowbar (null)
● 1 set of dark common clothes with hood (5sp)
● 1 belt pouch (5sp)
● 15 gp
Total value: 16gp
Entertainer
Some may call you a fool. Maybe you dance, or sing, or make jokes at your own
expense. Whatever it takes to get a laugh or smile.
Skill Proficiencies (a) Performance and (b) one of Acrobatics or Deception
Tool Proficiencies Disguise kit, one type of musical instrument
Equipment A musical instrument (one of your choice), the favor of an admirer (love
letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● What was your most popular routine? Was it your favorite, or just the
audience's?
● How successful were you as an entertainer?
● What caused you to leave this life behind?
Example Routines
d8 Routine d8 Routine
1 Actor 5 Instrumentalist
2 Dancer 6 Poet
3 Jester 7 Singer
4 Juggler 8 Storyteller
Downtime Benefit
At the start of each session roll a performance test. On a result of 10+ give one other
player character Inspiration. This special Inspiration should be marked separately
from regular Inspiration and does not prevent you from gaining Inspiration normally,
but also does not stack with itself.
If a 15+ is rolled, give a second other player character Inspiration in the same way.
Guard / Soldier
Maybe you were a town guard, or a member of a militia. Perhaps you were an
infantryman in an organized unit. You have basic military training, but you probably
haven't had to use it much.
Skill Proficiencies (a) Athletics and (b) one of Perception, Intimidation, or Medicine
Tool Proficiencies (a) Vehicles (land) and (b) one of Dice, Dragonchess, Playing
Cards, or Three-Dragon Ante
Equipment An insignia of rank, a trophy taken from a fallen enemy (a dagger,
broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of
common clothes, and a belt pouch containing 10 gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● What were your primary duties? How did you feel about them?
● Who was your commanding officer?
● What caused you to leave this life behind?
Downtime Benefit
You have the option to spend your time training instead of working. The GM will
assign an appropriate save to make. If living poorly, you roll at disadvantage. On 10+
you gain 2% a medium encounter’s XP (see table below) per day, to a maximum of
the full encounter’s XP. If you fail the save, you gain half this amount. If living
wretchedly you cannot train in this way.
Medium Encounter XP
Level XP Level XP Level XP Level XP
1 200 6 2400 11 6400 16 12800
2 400 7 3000 12 8000 17 15600
3 600 8 3600 13 8800 18 16800
4 1000 9 4400 14 10000 19 19600
5 2000 10 4800 15 11200 20 22800
Hermit
A recluse on the edge of civilization. More description stuff goes here
Skill Proficiencies Two of Medicine, Religion, Nature, or Animal Handling
Tool Proficiencies Herbalism Kit
Languages One of your choice
Equipment A scroll case stuffed full of notes from your studies or prayers, a winter
blanket, a set of common clothes, an herbalism kit, and 5 gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● When (and if applicable, why) did you leave civilized life? How far from
civilization did you live? What did you do in your seclusion?
● How often did you interact with others? Did you welcome or shun company?
● What caused you to leave this life behind?
Example Reasons for Seclusion
d8 Seclusion
1 I was searching for spiritual enlightenment.
2 I was partaking of communal living in accordance with the dictates of a
religious order.
3 I was exiled for a crime I didn’t commit.
4 I retreated from society after a life-altering event.
5 I needed a quiet place to work on my art, literature, music, or manifesto.
6 I needed to commune with nature, far from civilization.
7 I was the caretaker of an ancient ruin or relic.
8 I was a pilgrim in search of a person, place, or relic of spiritual
significance.
Downtime Benefit
Much of your self-betterment is through reflection and knowledge. Reduce the cost
of leveling up by [old level]x5 gp.
Laborer
You worked, and you worked hard. Maybe because you had no choice, or maybe
because you had nothing else. Maybe you just believe in an honest day’s work for an
honest day’s pay.
Skill Proficiencies (a) Athletics and (b) one of Animal Handling or Survival
Tool Proficiencies Tools directly related to your labor.
Equipment A set of tools related to your labor, an iron pot, a set of common clothes,
and a belt pouch containing 10 gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● What were your primary duties? How did you feel about them?
● What were the conditions of your labor?
● What caused you to leave this life behind?
Example Labors
d8 Labor d8 Labor
1 Farmhand 5 Woodcutter
2 Stablehand 6 Grave Digger
3 Smith's Assistant 7 Groundskeeper
4 Road Worker 8 Miner
Downtime Benefit
You can always fall back on your labor to make a bit of money. You have advantage
on saving throws made when working.
Outlander or Hunter / Gatherer
Outlander
"The wild one." Maybe people called you that. Or maybe you just preferred to be
alone. Maybe you were still part of the community, living on your own in the nearby
forest and visiting from time to time. Or perhaps you didn’t see another person for
months on end.
Hunter / Gatherer
You spent much of your time away from home, gathering food and water. Your
people relied on you, and others like you, for their health and livelihood.
Skill Proficiencies (a) Survival and (b) one of Nature, Stealth, or Perception
Tool Proficiencies Hunting knives and implements, One type of musical instrument
Languages One of your choice
Equipment A staff, a fishing implement or hunting trap, a trophy from an animal you
killed, a set of traveler’s clothes, and a belt pouch containing 10 gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● Outlander: When (and if applicable, why) did you leave civilized life? How far
from civilization did you live? How often did you interact with others?
● Outlander: Did you make your home in one area, or travel through the
wilderness? When you encountered others, what kind of people did you
encounter most?
● Hunter / Gatherer: How many people did you find food for? How plentiful was
food and water near your home?
● Hunter / Gatherer: What was the most common thing to bring home to your
people? Were there times when food was scarce?
● Both: What caused you to leave this life behind?
Downtime Benefit
You are used to fending for yourself. You get +1 on all lifestyle rolls.
Feature
You have an excellent memory for geography. When backtracking you automatically
pass your Survival roll. You also have advantage when foraging for food or water.
Sage
A student of esotera and arcanery, you couldn’t keep your nose out of books or your
mind out of the clouds. Without formal schooling, you read whatever you could get
your hands on. Whether you made your living trading tomes and scrolls, or simply as
a scribe, information was never far from your reach.
Skill Proficiencies (a) Arcana and (b) one of History or Insight
Languages Two of your choice from; Abyssal, Celestial, Draconic, Deep Speech,
Infernal, Primordial, Sylvan, Undercommon
Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague
posing a question you have not yet been able to answer, a set of common clothes,
and a belt pouch containing 10 gp
Consider the Following Questions
You don’t necessarily need to answer them now. Maybe you will discover more as
you adventure.
● What was your main area of interest? What drew you to it?
● Was there anyone who supplied your thirst for knowledge?
● What caused you to leave this life behind?
Downtime Benefit
At the end of each session determine with the GM whether or not you learned
something meaningful about the world. This could include history, religion, or
otherwise.
If you agree that something meaningful was learned or discovered, you gain your
share of a medium encounter's XP (see table below).
Level XP Level XP Level XP Level XP
1 200 6 2400 11 6400 16 12800
2 400 7 3000 12 8000 17 15600
3 600 8 3600 13 8800 18 16800
4 1000 9 4400 14 10000 19 19600
5 2000 10 4800 15 11200 20 22800
Equipment:
● 1 bottle of black ink (10gp)
● 1 quill (2cp)
● 1 small knife (null)
● 1 letter from a dead colleague posing you a question you have not yet been able to
answer (null)
● 1 set of common clothes (5sp)
● 1 belt pouch (5sp)
● 10 gp
Total value: 21.02gp
Others To Consider
Blacksmith
Slave
Downtime Goals:
● “Catch up” / Find out what the character has been up to (within constraints)
○ No adventuring during downtime
● Give players something to spend money on
○ Can’t buy magic items
○ Get massive amounts of gold
● Inject fun story events into play
● Simulate narrative references (thematic verisimilitude)
Treasure Horde Rewards
“You can hand out as much or as little treasure as you want.”
Treasure No. of Average Gold per 4 way split Average Gold per Party
Hoard CR Hordes Horde Member over campaign
0-4 7 375.85 93.9625 657.7375
5-10 18 4575.75 1143.9375 20590.875
11-16 12 36500 9125 109500
17+ 8 336375 84093.75 672750
*Plus magic items!
**Cumulative gold earned!
Lifestyle: Cost: d20 Mod:
Wretched 0/day -10
Squalid 1sp/day -5
Poor 2sp/day -3
Modest 1gp/day 0
Comfortable 2gp/day 3
Rich 4gp/day 5
Aristocratic 10gp/day 10
-9 That Was a Bad Idea Tell the group about lifting an object you didn't quite
understand. Choose a Spell from the Player's Handbook
that a Druid or Sorcerer of your level could cast, and gain
a single-use item for that Spell. It's probably cursed.
-8 They Won't Miss It A target had deep pockets. Choose a piece of equipment
from the Player's Handbook of up to 50gp, and also roll on
the Trinkets table (160). Tell the group about lifting these
items off an out-of-towner.
-7 IOU Tell the group about getting in over your head. You owe a
debt of [3xLevel]d10 gp. Maybe they'll take an exchange of
services...
-6 Beneath Notice You managed to lift some cash from someone. Tell the
group about your heist, and gain [3xLevel]d10 gp.
-5 Like the Plague Tell the group why everyone hates you now. Gain
disadvantage on Charisma rolls for 1d3 days.
-4 The Company You You contracted Sewer Plague. Pay [Level]d10 gp or start
Keep play with this disease. Tell us how you got it.
-3 Highway Robbery Tell the group about someone approaching you in a
darkened alley. Pay [Level]x10 gp, or “pay” [Level]d4 hit
points.
-2 Word on the Streets Tell the group about overhearing what you shouldn't have.
Ask the GM for a clue for either your personal goal or this
session's group goal.
-1 Malnourished You haven't eaten well. Tell the group about scrounging
for food. Lose 3 hit points per level for 1d3 days.
0 The Good Life Times were good. Tell the group about it. Cut your
Lifestyle Cost by 50%.
1 Unforeseen Expenses Times were hard. Tell the group about it. Increase your
Lifestyle Cost by 50%.
2 Equipment Upkeep You had some unforeseen expenses. Lose [Level]d4 gp.
3 Equipment Upkeep You had some unforeseen expenses. Lose [Level]d4 gp.
4 Equipment Upkeep You had some unforeseen expenses. Lose [Level]d4 gp.
5 Normal Life Nothing strange occurred.
6 Normal Life Nothing strange occurred.
7 Normal Life Nothing strange occurred.
8 Normal Life Nothing strange occurred.
9 Normal Life Nothing strange occurred.
10 Normal Life Nothing strange occurred.
11 Normal Life Nothing strange occurred.
12 Normal Life Nothing strange occurred.
13 Normal Life Nothing strange occurred.
14 Normal Life Nothing strange occurred.
15 Normal Life Nothing strange occurred.
16 Normal Life Nothing strange occurred.
17 Fiscal Responsibility You managed to put aside an emergency fund. Gain
[Level]d4 gp
18 Fiscal Responsibility You managed to put aside an emergency fund. Gain
[Level]d4 gp
19 Fiscal Responsibility You managed to put aside an emergency fund. Gain
[Level]d4 gp
20 The Good Life Times were good. Tell the group about it. Cut your
Lifestyle Cost by 50%.
21 Unforeseen Expenses Times were hard. Tell the group about it. Increase your
Lifestyle Cost by 50%.
22 Eating Well Tell the group about your fine dining. Gain +3 temporary
hit points per level for 1d3 days.
23 Town Gossip Tell the group about meeting someone chatty. Ask the GM
for a clue for either your personal goal or this session's
group goal.
24 Easy Mark Someone stole some valuables from you. Tell the group
how it happened, and lose [Level]d10 gp.
25 Everyone's Friend Tell the group why everyone likes you now. Gain
advantage on Charisma rolls for 1d3 days.
26 Cost of Doing You had to bribe a contact. Tell the group what happened,
Business and lose [3xLevel]d10 gp
27 Owed a Favor Someone needed something from you. Tell the group how
you agreed on the price, and gain [3xLevel]d10 gp.
28 Popularity Contest Tell the group about the annoying hanger-on who's been
following you around lately. Gain a Hireling for the session.
29 A Gift Between Someone gave you a valuable heirloom. Choose a piece
Friends of equipment from the Player's Handbook of up to 100gp-
tell the group about receiving it as a gift.
30 Keep it Secret... Keep Tell the group about receiving a puissant object. Choose a
it Safe Spell from the Player's Handbook that a Wizard or Cleric
of your level could cast, and gain a single-use item for that
Spell.
Thoughts for other things to buy:
● Pets?
● Mounts?
● Forge minimally-magic attributes onto weapons/armor?
● Consumables (Potions / Scrolls?)
Weapon Embers
Reforging
1 - Expand the capabilities of the players
2 - Defer costs (training, healing, lower downtime costs)
3 - Enhance abilities (advantage, bonuses, one-use powers)
4 - Ascendency Economy
Portals
Equipment Embers
Town Improvements
Defensive Structures (Ablative? Prevent damage to town.)
Alchemist (Potion every X days? Spend gold to increase chances?) + levels
Blacksmith (Reforge Equipment, gold cost + shard cost) + levels
Portal + levels (portal stability? shard cost + gold cost)
Player Housing + levels (defer cost of living, roll on “bum out at home table”)
Library + levels (research information)
Cemetary + levels (powers from dead characters)
Class Training Facilities + levels (defer the cost of leveling, add bonus to XP gain)
Monument of Heroes (raise level floor)
Town Bank (gain xp for donation) + levels (more xp per gold donated, more gold stored)
Oracle + levels (less reliable but more powerful)
Hirelings + levels
Farms (generate resource - gold to the bank? random discovery roll)
Mines (generate resource - gold to the bank? chance for a shard?)
Trading Post (sell items for more money)
Master Workers (make better versions of mundane gear)
Arena (roll on the table to gain xp? choose the CR of the encounter?)
Safe Wilderness Areas
One-time Player Improvements
Choose one action:
● Build a new structure
● Pray to a God (gives you a bonus against certain tasks?)
● Level
● Activate a Structure Power
● Carouse Roll
● Research Roll
● Develop a Contact with a Faction
● Create a new Faction Asset
● Bum out at home
● Resistance to damage
● Dealing a damage type
● Advantage on skills
● SITUATIONAL ADVANTAGES - think ahead to tackle the adventure you’ve chosen
REFERENCES
Transylvanian Adventures
Torchbearer