DM Guidelines
Experience
Each four-hour game session is worth 1000 experience points for each character. Dungeon Masters also receive
1000 experience points to apply to their character.
The flat rate of experience means that leveling will slow over time. To compensate for this, certain adventures
may be worth bonus experience in the future (sometime after the group reaches 5th level). These special adventures
will involve a main plotline overseen by the campaign coordinator.
Treasure
Treasure is awarded normally for published adventures (such as Shadows of the Last War and Whisper
of the Vampire's Blade). For home-brewed adventures, the following restrictions are placed on treasure:
- Monetary rewards given by NPCs should be roughly 1/10th of the amount listed in the Character Wealth By Level
table (page 135 DMG) for the average level of the party. Thus, an appropriate reward given to each PC at the end
of a 2nd level module would be no more than 250 to 300 gold.
- The maximum gold and valuables (excluding magic
items) in an adventure should not exceed one-half of the amount listed
in the Character Wealth By Level table (page 135 DMG) for the average
level of the party, multiplied by the number of characters in the
adventure. As an example, a group of four 2nd level characters should
not gain more than 5400 gold in nonmagical treasure from a single
adventure.
DMs receive a reward equal to the average monetary
value gained by each party member in the adventure. However, they
may choose this reward to be in any form, subject to the approval of the
rest of the group. This includes gaining magic items that would
normally be unable to be bought or created by the party. Any
discounts the PCs can utilize at the end of the adventure can also be used
for the DMs character. Thus, if the party artificer has sufficient
Craft Reserve to create items at half value, the DMs character can also
benefit from this discount when choosing a reward.
Magic Items
Magic items are awarded normally for published adventures. For home-brewed adventures, the following restrictions
are placed on magic items:
- Magic items given out in an adventure should
not be worth more than the amount listed in the Character Wealth By Level table (page 135 DMG) for the average level of the party. Thus, in
an adventure for 2nd level characters, no single item can be worth more than 2700 gold pieces. Certain unique items
that forward the plot of the adventure can be an exception.
- The maximum value of magic items discovered in an adventure should not exceed the amount listed
in the Character Wealth By Level table (page 135 DMG) for the average level of the party, multiplied by the number
of characters in the adventure. As an example, a group of four 2nd level characters should not gain magic items
with a total value of more than 10800 gold.
- At lower levels, magic weapons and armor should be rare. Instead of using magic items, consider giving out
masterwork weapons and armor as treasure. As a rough guideline, masterwork quality items are a good reward from
1st to 3rd level. +1 items are an appropriate reward starting at 4th level, with an addition +1 per four additional
levels. More powerful items should be unique, and often the focus of an entire adventure to obtain.
- Remember, characters can always choose to
purchase magic items in Sharn, or create them if they have the
appropriate feats. When in doubt, give out lower-powered items that
characters can sell if they wish. Items with charges are preferable to
permanent magic items - potions and scrolls are good ways to give the
party magic without making them too powerful.
Travel
Any adventures that take place outside of Sharn will require a considerable amount of travel. Unless the journey
to the adventure site is part of the challenge, consider providing the characters with free transport courtesy
of the person that hires them. Many dragonmarked houses have arrangements with House Orion to allow their members
and employees use of the lightning rail, and House Lyrandar for transport via elemental-powered airships and galleons.
In extreme situations, a member of House Orion with the greater or siberys dragonmark can even teleport
the party to a familiar destination.
Remember, each adventure is assumed to take no more than a month of game time. Try to make your adventure last
no more than two to three weeks, to allow the party members at least a week of downtime before the next adventure.
Adventure Locations
For exploration or dungeon adventures, the natural destination is Xen'drik, reachable via airship or galleon.
Xen'drik is mysterious and mostly uncharted, making it an ideal location for ancient tombs and ruins.
For murder-mysteries and political adventures, consider keeping the party in Sharn. As a cosmopolitan city that
receives a lot of traffic in and out of its boundaries, Sharn is the ideal location for intrigue and investigation.
For adventures involving the escort of an individual or item, pick any major city reachable by lightning rail or
galleon as a destination. For a further challenge, make the destination more remote, requiring the party to first
journey by lightning rail, then travel overland on foot or horseback.
© 2004-2006 Casey McGirt

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