- Ally gets turned in by Jaycoff the junk salesman and she outruns the guard out of the city.
- Ally and Felix sit in the bushes and drink till they pass out.
- Ally and Felic hide in a caravan to get back into the city.
- Ally and Felix steal a wagon and have to abandon it and nearly get caught.
- Riiver and Corrail visit Don as he his broken out and dressed as a woman to escape.
- Gnomes hide Don in Jaycoffs.
- Don learns that Lord's assets arebing liquidated so he can escape.
- Don tries to build a rune and fires a lightning bolt which draws attention of Corrail and River. They scare off gnomes and reunite with Don.
- Party gets back together.
- Visit to Max
- Trip to cellar in western ruins.
The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta
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