Rewards

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Red Age > Rules > Rewards

Expedition XP

  • An expedition ends when you return to relatively-safe civilization (or in an urban adventure, after you're clear of immediate repercussions).
  • All XP is tallied for the expedition, then divided among the PCs (1 share each) and NPC companions (1/2 share each).
    • Companions are those who face danger on a roughly equal footing to the PCs. Camp guards, porters, and other hirelings don't get a share.
  • The monetary value of any treasure can be divided as desired, items may be kept as trophies instead of selling them, etc, without affecting the XP awarded.

Treasure

  • As a base, gain 1 XP per 1 GP of treasure retrieved during your expedition.
  • A site's danger level provides a risk multiplier, which is applied to all treasured gained on that expedition (XP = GP x risk multiplier).
    • Treasure means loot gained from facing monsters, traps, and other dangers or hardships, including heist loot and rewards paid for facing danger in pursuit of some goal.
    • Some rewards may be inflated with "non-XP-bearing wealth" (such as from haggling up the base price).
  • Mundane arms, armor, and other gear does not count as treasure for XP, but can be sold for money. Ornate gear (jeweled daggers, inlaid armor, etc) does count as treasure.
  • Magic items, if sold promptly rather than used, count toward the XP total. If used / held and sold later, they grant money but not XP.

Defeating Enemies

  • Defeated enemies can be slain, captured, or comprehensively driven off. Their XP is added to the expedition pot and divided at the end (it is not affected by the risk multiplier).
  • Each individual monster defeated grants an XP amount based on its level and presence of special abilities (base XP + XP per significant ability).
    • <1) 5 + 1
    • 1) 10 + 3
    • 1+) 15 + 6
    • 2) 20 + 9
    • 2+) 35 + 12
    • 3) 50 + 15
    • 3+) 65 + 35
    • 4) 80 + 55
    • 4+) 140 + 75
    • 5) 200 + 150
    • 5+) 260 + 200
    • 6) 320 + 250
    • 6+) 380 + 300
    • 7) 440 + 350
    • 7+) 500 + 400
    • 8) 600 + 500
    • 9) 700 + 600
    • 10) 850 + 700
    • 11) 1,000 + 800
    • 12) 1,200 + 900
    • 13) 1,400 + 1,000
    • 14) 1,600 + 1,100
    • 15) 1,800 + 1,200
    • 16) 2,000 + 1,300
    • 17) 2,200 + 1,400
    • 18) 2,400 + 1,500
    • 19) 2,600 + 1,600
    • 20) 2,800 + 1,800
    • 21) 3,000 + 2,000
    • +250 + 250 per level beyond 21



- Discoveries: treasure-like blocks of xp divided among the party for making big discoveries / solving puzzles / solving mysteries.


After a significant expedition has returned to relative safety, party-members can perform either or both of these options once.

Carousing

You can "waste" money on a variety of activities, gaining 1 XP per 1 GP spent. The settlement must be large / significant enough to provide the resources for your carousing. You must spend at least 100 gp carousing for it to be worthy of your stature, and can spend up to (level x 500 gp). Roll 2d6... 6-: Bane: trouble or complications arise from your carousing. You get no XP and the DM rolls an event. If a Bane forces you to spend additional money, and you can't cover it, roll an additional Bane. 7-9: All's Well: you get your XP and everything goes smoothly. On a double 4: you get both a Boon and a Bane instead, but still get your XP. 10+: Boon: you get your XP and the DM rolls a positive event. Forms of Carousing (each has its own possibilities for Boons and Banes, as well as RP) Indulging: you make it rain, enjoying sex, drugs, gambling, feasting, and/or rock-and-roll. Flaunting: you deck yourself out in finery, eat the choicest delicacies, and consume conspicuously. Schmoozing: you rub-elbows with the highest status folk you can access, attending or hosting events. Donation: giving to religion, ideology, affiliation, or charity.

- Carousing: 1 xp per gp spent on carousing after a victorious return to town (min 100 gp, max 500 x level), roll 2d6 for chance of a boon (10+) or bane (6-) event, or one of each (double 4). Lose gp and no xp on a 6- bane. Apply your expedition risk multiplier to the XP gained.


Funeral Rites

If a party-member or favored companion dies and their body is returned to civilization and laid to rest, add 1 XP per GP spent on the funerary rites, wake, etc, to the expedition's pool of XP to be divided among the survivors, up to the amount they would have earned if they had survived. More elaborate rites, wakes, monuments, etc can be paid for, treating this as a form of Carousing, using the deceased's level to determine cost and adding +1 to your die roll. - Funerals: if you bring the body of a fallen PC back and give them a proper burial, pay funerary costs as if the dead PC was carousing (including chance of boon/bane, but no chance of not getting the xp). Split this xp among party participants. If you use the funeral as a forum for individual carousing, roll 3d6 and keep the best 2 for the boon / bane roll. The funeral fills the need for a victory, for both the deceased and the survivors, in case the expedition was otherwise a bust.


Experiences

- Experiences: xp awards for just seeing / learning / experiencing things (encountering unknown monsters, climbing notable mountains, sticking your noses into dream bubbles, licking the frog-god, rescuing / doing favors for NPCs, etc). If there's no real danger involved, just time, you earn 1% of your current level's base xp (e.g. if you're 4th level, the min xp for 4th level is 8000, so a basic experience is worth 80 xp; each character earns their own award, it's not divided). If there's danger or greater significance, you might earn a multiple (2%, 3%, 5%, etc). Just a trickle to help make poking around off the critical treasure-path feel like less of an opportunity cost.


Faction Defeat XP

- Factions: factions (cults, bandit gangs, noble houses, etc) will have a character level. Winning them as allies or thoroughly trouncing them awards the base xp value of a character of that level, divided among the characters. E.g a 4th level bandit gang would be worth 8000 xp if defeated in detail or you won their full allegiance. Less complete defeats / alliances are worth a smaller portion of the total. You earn monster xp from individual kills as usual, but the faction xp is awarded when they are dispersed as a group or their big scheme is thwarted, which doesn't have to include killing everyone involved. Some factions may have sub-factions for my own ease of book-keeping, so a big cult might be level 8, but the local branch you're fighting is level 4, and can be dealt with independently).