Rewards for PCs in Burnt Offerings - Spoilers


Rise of the Runelords


My PCs tend to be a rather greedy lot (one of the reasons I picked running ROTR), and they're already starting to wonder why they should be saving Sandpoint when there is nothing "in it" for them beyond good will, some discounts, and a free place to kick up their heels while the sherif is away after Ameiko was kidnapped.

Is there any kind of monetary reward that Ameiko might bestow upon the PCs for rescuing her? Is there any reward for defeating Thistletop?

Paizo Employee Creative Director

David Witanowski wrote:

My PCs tend to be a rather greedy lot (one of the reasons I picked running ROTR), and they're already starting to wonder why they should be saving Sandpoint when there is nothing "in it" for them beyond good will, some discounts, and a free place to kick up their heels while the sherif is away after Ameiko was kidnapped.

Is there any kind of monetary reward that Ameiko might bestow upon the PCs for rescuing her? Is there any reward for defeating Thistletop?

To a certain extent, Runelords assumes a certain level of self-starting and heroics from the PCs; there's not a lot of rewards built in. If you have a group that's more motivated by greed, you should absolutely throw in more rewards, but keep in mind that...

Spoiler:
one of the themes of the campaign are the seven deadly sins, one of which is greed. Might be cool if Karzoug's minions eventually start trying to grab the PCs to brand them with the Sihedron for sacrifice!

Brodert Quink (the town sage and expert in matters of ancient history) might be able to assist the PCs in locating and investigating Thassilonian ruins, translating for them, explaining ancient maps (given the change on geography since the earthfall, etc) and generally pointing out things ('side treks') worth potential cash rewards in exchange for being constantly updated on any information that they come across regarding Thassilon. Once Thistletop is completely secure, he might even request a tour of the place, in exchange for assisting explain his theories about anything unusual that they came across, which they didn't understand.
Even the most avid treasure hunters are better for having a friendly sage 'on call' to point them in the right direction, and assist with puzzles, instead of having a situation where they wander around the wilderness at random hoping to 'strike it lucky' and find a ruin by accident.

It may be an idea to advance Brodert's knowledge (and class levels) as they feed him more information, so he can keep up with the higher Knowledge checks likely to crop up.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Most of the PCs are supposed to have grown up here. That should be motivation enough.


Not for these guys.

I have a group that borders at times on CE behavior. They do a lot of crazy shit (Remember Ascension of the Drow - summoning the Terrasque? That was them.)

When I ran Mad God's Key from Dungeon magazine they got so frustrated by how many of them had been injured trying to find the locksmith's "family heirloom" that they gave up their quest, came back to the locksmith's shop, and stabbed him to death for giving them the mission in the first place and then forged a suicide note.

I shudder to think what they might have done to him if they'd gotten to the end of the quest and realized that they weren't going to be paid.

Despite the town's gratitude to them, my group doesn't really give a damn about Sandpoint. Greed, lust for power, and vengeance are the only sure things that motivate them, and frankly I think that if I don't dangle a carrot in front of their noses soon they'll start trying to figure out how to take over the Thistletop Goblins and take the town over for themselves... which isn't really the point of the Campaign.

The Kaijitsu's have to have some money, right? I'm planning on using Mayor Deverin to imply that Ameiko is going to be loaded and will certainly reward anyone who rescues her. How much do you think would be reasonable?


David Witanowski wrote:

Not for these guys.

I have a group that borders at times on CE behavior. They do a lot of crazy s&!% (Remember Ascension of the Drow - summoning the Terrasque? That was them.)

When I ran Mad God's Key from Dungeon magazine they got so frustrated by how many of them had been injured trying to find the locksmith's "family heirloom" that they gave up their quest, came back to the locksmith's shop, and stabbed him to death for giving them the mission in the first place and then forged a suicide note.

I shudder to think what they might have done to him if they'd gotten to the end of the quest and realized that they weren't going to be paid.

Despite the town's gratitude to them, my group doesn't really give a damn about Sandpoint. Greed, lust for power, and vengeance are the only sure things that motivate them, and frankly I think that if I don't dangle a carrot in front of their noses soon they'll start trying to figure out how to take over the Thistletop Goblins and take the town over for themselves... which isn't really the point of the Campaign.

The Kaijitsu's have to have some money, right? I'm planning on using Mayor Deverin to imply that Ameiko is going to be loaded and will certainly reward anyone who rescues her. How much do you think would be reasonable?

You should follow James Jacob's advice.

Spoiler:

These guys need to be marked for greed and targeted by the cult for sacrifice. That is a surefire way to provoke their concern. Even if they don't care about Sandpoint, they may want to save their own miserable souls.

You might start Skinsaw a bit early and put them on the list. Or just kidnap them, have them get away and spend some time trying to figure out why they are marked.

CJ


I think you can retool it following Jame's advice and changing the focus of the path.

Spoiler:

There are probably no bigger legendary stash of wealth on Golarion than the vaults of Karzoug the runelord of greed. Poke at them with the Sihedron cult attempts and maybe reveal a little more about the nature of the major villain earlier. If they are that greedy, just a whiff of being able to pillage Xin-Shalast should keep there eyes on the prize!

You may have to keep twitching the motivations of each chapters but it should work.

But frankly, I'd talk to the players and see if it's really how they want to go about it.

Paizo Employee Creative Director

All of the apostrophes sneaking into my name before the s at the end is starting to freak me out, btw...


I agree - I'll rune them up if I get a chance before they burn down Sandpoint.


How'd they react to that mirror on the edge of town, anyway. Did they say, "Lookin' good!"


James Jacobs wrote:
All of the apostrophes sneaking into my name before the s at the end is starting to freak me out, btw...

Why's that, J'ame's?

Silver Crusade

toyrobots wrote:
James Jacobs wrote:
All of the apostrophes sneaking into my name before the s at the end is starting to freak me out, btw...
Why's that, J'ame's?

Stop picking on 'J'a'm'e''''''''''s'.'

'

Spoiler:
'


James Jacobs wrote:
All of the apostrophes sneaking into my name before the s at the end is starting to freak me out, btw...

Sorry about that. Never got the writing reflex for the free standing ` after the final s. Blame it of my french, it just doesn't let the little ` play alone.


Having played most of the way through ROTRL, I think there's a point where PC improvement is sorely equipment-based. While the Heroics and Noble Self-Sacrifice is a part of it, needing equipment to back the Heroics is both a staple of the genre and a real motivating factor for PC's and players alike.

I'll be posting an overall thread on this, so I won't take up more space here.


Rottweiler wrote:

Having played most of the way through ROTRL, I think there's a point where PC improvement is sorely equipment-based. While the Heroics and Noble Self-Sacrifice is a part of it, needing equipment to back the Heroics is both a staple of the genre and a real motivating factor for PC's and players alike.

I'll be posting an overall thread on this, so I won't take up more space here.

Rottweiler:

I tred to reply on the thread you started, but the boards seem to be playing up at the moment, and I can't post to that thread.
Briefly though, I note that you seem to be playing the Beta version, where I think equipment costs may be higher. I'm unclear if your DM is taking this into account in treasure/rewards distributed.


David Witanowski wrote:
I agree - I'll rune them up if I get a chance before they burn down Sandpoint.

You could add all sorts of potential downsides to bearing a rune so that the players are compelled by self interest to follow the plot.

Brodert Quink could look at the rune and sort of make a "tsk tsk, you're screwed" noise. You wouldn't even have to define 100% of the penalties, just to keep them guessing.

As far as rewards go, you can always have the various potential patrons offer choice equipment for taking the job, with the understanding that the PCs can't keep the gear unless they finish the job. The mayor of Magnimar is the only person who comes to mind with major resources, but you could add others. The PCs will surpass the "level" of the folks in Sandpoint pretty quickly.

The equipment / rewards issue in my game was solved fairly easily. The players decided that all their characters would be from the same order of knighthood. The party functions like a small military unit with a command structure, etc. (It's funny when the other players force the player of the "commander" to tell them what to do. A real change from the normal "herding cats" table dynamic.)

They have to option of turning all the random loot they get in return for equipment provided by their order. Being knights from the same order, the mostly have similar "builds" (longsword and shield) and the order provides them with standardized equipment of uniform quality. No one is way ahead on equipment because they won the "loot lottery" and were the only person who could use some obscure but powerful piece of treasure.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I am using the slow track XP table.

Between Burnt Offerings and Skinshaw Murders, I had the players up in Turtleback Ferry, where they went thru Carnival of Tears.

Spoiler:
As a reward for saving the town, Lucrecia offered each one of the characters individually and in secret, membership at her casino/pleasure palace. They all accepted and now have the tattoo!!!! They all took advantage of the casino, credit, wins, companions, etc..

Evil GM grin.

Several of the players are a wee bit greedy.

Something like the above may encourage your players to finish the AP.

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