Appendix C: Set XP Rewards Dae Empire CRD

These rules are experimental

To make treasure a bit more interesting to find and collect, there are XP rewards for collecting Sets of items.

"Set collecting as a game mechanic is neither thematic or interesting on its own. It’s only interesting when there’s hidden knowledge (poker), competition for similar resources with a penalty for not getting them (rummy) or a cost to collecting the set (ticket to ride)"

Rules

  1. The public list contains the bonuses for acquiring a complete set.
  2. Individual items may be sold to merchants and experience gained for the amount they sold for (as usual).
  3. Individual items may be sold to other players and experience gained for the amount they sold for. Extortion allowed. Only the original owner of the item (the person who picked it at treasure distribution) may gain experience points for items sold this way. There is no benefit to cyclically selling the item back and forth within the group.
  4. Any incomplete set can be completed by a character by turning it into the GM. They keep the items and the set is marked as completed.
  5. When a set is turned-in, the collector receives experience equal to their total value, plus the bonus multiplier, plus any bonus effects for as long as they keep the set.
  6. The experience granted for the set item is subtracted from the other players experience point totals. This does not cause a loss of levels, but does increase the experience point required to reach the next level.
  7. If a set is completed and experience received, and it is then sold or lost, the character loses the experience gained from the set (though if sold, they do receive the base gold piece value, without the multiplier value). The set becomes incomplete again.
  8. Personalized set lists exist for different classes, locations, or rumors.

Example:

Eda collects five different gems worth 100gp, 200gp, 300gp, 400gp, and 500gp. They decide to "turn-in" the set "Any 5 gems of the same type and quality: 2x" and gain 3,000xp (1,500gp value x 2 set bonus). Eda's three other party members lose 1,000xp each.

Eda later decides so sell the gems for cash. They lose the set's 3,000xp but gain 1,500gp for the gem sale (and thus 1,500xp). They end up with the same 1,500gp and 1,500xp they would have had in the first place.

Sets

Basic Sets

  1. 5 different gems, worth over 100 gp each: 1.5x
  2. Any 5 gems of the same type and quality: 2x
  3. 3 different gems, worth over 1,000 gp each: 2x and jewel-cutter contact.
  4. Any 20 gems: 1.2x
  5. Any 5 pieces of jewelry with multiple gems: 1.2x
  6. Any 5 pieces of jewelry with single gems: 1.2x
  7. Dae's Dawn. Any 3 pieces of jewelry with red or orange gems: 1.5x
  8. Dae's Evening. Any 3 pieces of jewelry with blue or purple gems: 1.5x
  9. Any 10 pieces of jewelry, worth over 500gp each: 2x
  10. Any 5 pieces of jewelry, worth over 3,000gp each: 2.5x
  11. Any 3 pieces of jewelry, worth over 10,000gp each: 2.5x
  12. 5 fabric art items, made from different kinds of fabric: 2.5x
  13. Any 3 items using the same type of gem as decoration: 2x
  14. Any 3 pieces of "treasure" clothing: 2.5x
  15. Any 5 pieces of arms and armaments (fine or higher quality): 2.5x
  16. Any 5 pieces of armor (fine or higher quality): 2.5x
  17. Any 5 ancient Dae empire items: 2x
  18. Any 5 ancient Druwyrd items: 2.5x
  19. Any 5 silver or gold idols: 1.5x
  20. Sweet tooth. Any 10 delicacies: 2x
  21. Wine collection. Any 10 wines: 1.5x
  22. Big game furs. 5 each of 3 different big animals: 1.2x
  23. Any 5 carvings of bone or ivory: 1.2x
  24. Carving collection. 2 each of decorative, fine, fine decorative, masterful: 2x
  25. Ready for winter. 20 bottles of drink, 20 preserved foods: 1.5x
  26. Spice road. Any 10 spices of any type (cheap, uncommon, rare, exotic): 2x
  27. Warms me belly. 5 each tea, coffee, and mead: 1.5x
  28. Tea time. Tea set, 3 types of tea (exotic, rare, common), and 2 different delicacies: 2.5x
  29. Any 5 paintings: 1.2x
  30. Smoking. 2 sets of pipeweed, common, and exotic: 1.5x
  31. Any 3 sets of regal clothing: 2x
  32. Dinner time. Ancient Dining Table, any 6 chairs, and 3 drink: 5x
  33. 3 Statues of person-sized: 2x
  34. 10 statues of any size: 1.5x
  35. Worship. Any 3 statues, shrines, or altars of religious figures or events: 5x
  36. Otherworldly bane. 5x Ingots or bars of cold iron, adamantine, mithral, orichalcum: 5x
  37. Fur collection. 2 each of exotic, fine, and regular: 1.2x
  38. 3 different exotic furs: 1.5x
  39. Smells good. Any 2 perfumes, 2 different delicacies: 2x

Unique sets

All Hail Dae

  • Statue of Dae, worth 1,000gp or more
  • Altar to Dae, worth 1,000gp or more
  • Royal Robes, worth 500gp or more
  • Effect: 1.25x
    • Cleric of Dae: Turn undead as 1 level higher and can cast Protection From Evil once per day.
    • Emon: Gain a +1 bonus to saves.

Skald Night.

  • 3x Mead
  • 5x Musical instruments
  • 3x manuscripts of heroism
  • Effect: 1.25x
    • Cleric: Gain +2 to any magical healing cast.
    • Bard: Gain a +2 bonus to Charming Fascinated Subjects.
    • Halfling: Heal +1 hp each night in a warm bed.
    • Sliyith: Heal +1 hp each night in the wilderness during good weather.

Hunter's rewards.

  • 10x furs of any type
  • 5 herbs of any type
  • Bow made from exotic or rare wood
  • Boots made from wyvern skin
  • Effect: 1.5x
    • Elf: Cannot be surprised in wooded wilderness.
    • Druid: Gain an additional spell slot of their highest level.
    • Fighter: Gain +1 to hit with ranged weapons.
    • Sliyith: Cannot be surprised in the wilderness of Sliyith.

Blacksmith's stock.

  • 10x Ingots or bars of cold iron
  • 10x Ingots or bars of iron
  • 10x Ingots or bars of silver
  • 10x Ingots or bars of steel
  • Effect: 1.5x
    • Dwarf: Gain a +1 to hit with melee weapons and +1 AC.
    • Fighter: Gain a +1 to hit with melee weapons and can hurt creatures immune to mundane weapons.

Barrels of Drunking.

  • 3x barrels of different drinks
  • 10x steins of precious metals
  • Effect: 1.1x
    • Bard: Can stay the night in any inn's cheap room for free.
    • Dwarf: Gain +2 to saves vs death/poison.
    • Fighter: Gain +1 to AC from melee attacks.
    • Halfling: Gain a +2 bonus to reaction rolls with People.

Study time.

  • Antique armchair
  • 20 collections of 5 different book topics
  • Effect: 1.1x
    • Spellcasters: Decrease the chance of failure by 10% when creating magic items.
    • Cleric: Can cast Light once per day.
    • Magic-User: Can cast Read Magic once per day.

Occultist Workshop

  • 2 sets of fine alchemical instruments
  • 5 different types of intoxicants
  • 5x delicacies (candies)
  • 10x preserved creatures
  • Effect: 1.25x
    • Elf: Can create a Homunculus.
    • Magic-User: Can prepare 2 doses of any crafted potion in the same time and cost.

Corsair of Coin

  • 1,000 ep
  • 1,000 pp
  • Large silk bag
  • Effect: 1.1x
    • Halfling: Reduce the chance of getting lost on water by 1-in-6 and a +2 bonus to reaction rolls when hiring.
    • Thief: Gain 2x 1-slot-sized hidden space that is unencumbering.

Shaman's frenzy

  • 5 sets of exotic furs
  • Headdress of a shaman
  • 5x exotic pipeweed
  • Effect: 1.25x
    • Cleric: Dispel magic once per day.
    • Druid: Can speak with any mundane animal.

Dragon's Downfall

  • Spear of adamantine
  • Dragon hide armor
  • Necklace of dragon teeth
  • Effect: 2x
    • Fighter: Double damage to any dragon-type monsters.
    • Dwarf: Gain +2 AC vs dragons, automatically save vs dragon breath.

Warchanter

  • Drums of boarskin
  • Battle standard of a fallen army
  • Beret with a rare feather
  • Effect: 1.1x
    • Bard: Gain an additional spell slot of their second highest level.
    • Dwarf: Gain an additional 2-in-6 chance of hearing noises.

Wayward Warrior

  • Gemmed ship in a bottle
  • 5x Exotic pipeweed
  • Statue or idol of homeland
  • Effect: 1.1x
    • Halfling: Gain +10% bonus to hide in woods/undergrowth and 2-in-6 month in dungeons.
    • Fighter: Gain +1 to hit unnatural creatures.
    • Dwarf: Don't suffer the effects of a forced march.

Moon Stalker

  • Fur coat of a werewolf
  • Pair of magical silver daggers
  • Ingot of adamantine
  • Effect: 2x
    • Thief: Move Silently as two levels higher at night, and infravision to 60' during moonlight.
    • Fighter: Gain +2 to hit any were-monster and their mundane weapons can hurt were-monsters.