![]() ![]() These things are really fun and immersive, but can take a long time to craft. If your group is the type that likes lore, have them find journals, scrolls, letters, books, and other items that explain what’s going on in the wider sense of the world. This may not work for every group, so make sure you read the room before giving your players a story instead of some cold hard gold. When you have players that really like your setting and your story, lore itself can be a reward. When your players crack of the third chest in a row that has fire related items in it, it sends a message that perhaps they should be prepared for fire related encounters later on. Another great way to spice up loot and drop hints to your players can be in the type of items you see in a dungeon. The dead adventurer is just one way to do this. Furthermore, the way that adventurer died may give the players clues to what type of monsters lay ahead and how to best deal with them. This would be very useful if your players are not prepared, and it indicates to them that they may need to do some climbing. If the players find that corpse we mentioned earlier in a cavern that the adventures have to climb vertically down, maybe the corpse has a climbers kit on them. This adds a great deal to your session by increasing the overall cohesion of the adventure. If your team enters a random dungeon and is insufficiently prepared you can use treasure to drop hints or prepare them for what lies ahead. Treasure is an Opportunity to Give Your Players Hints Your players will get a nice little stack of loot that they can use and some more information about their location. While it could take awhile to kit out a whole adventuring gear set for this fallen hero, it is worth it. If you want to go really deep into your lore, you can give them a journal with entries talking about the dungeon, have several empty bottles strewn around the course talking about how their potions of healing did nothing to stop their fatal wounds, maybe even drop a partially filled map for the players to use with interesting items and locations marked on it. Rather than rolling on a loot table, load that corpse up with a ton of mundane adventuring supplies! Another great example is when your players explore a dungeon or a cave, they may come across a dead adventurer. When you design loot that makes sense it keeps the players immersed and it gives you a chance to build your world. You could argue that this treasure is worse, and while that might be true in a materialistic sense, it is more appropriate. Quaffing that ancient potion might make your player sick. ![]() ![]() The book likely can’t be read and has no intrinsic value immediately. The old coins would need to be sold or converted into modern currency. These can be less immediately exciting to the players, because they have to figure out what to do with them. Why would there be modern currency in an ancient dungeon? Do potions keep forever? The treasure might be exactly what your players want to find, but it is not what they should find.Ī more realistic set of similar loot might be ancient tarnished coins, a book or scroll written in an ancient language, and a bottle of liquid that has a faint magical aura to it. When your players are exploring an ancient dungeon deep underground and open a chest, what would you expect them to find? If you roll on loot tables they might find some gold, a magic item, or a potion of some kind, but that does not make for compelling story telling. Great DnD loot makes more sense than what comes out of a random table and we’re about to show you why. While there is nothing wrong with rolling treasure from a table, really good treasure is more specific and helps tell your story. If you’re simply looking for a table to roll on or a treasure generator, check out our resources page for treasure generators. Great DnD loot starts with careful planning. ![]()
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