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  1. Notes

[OLD] Guidelines: Quest Rewards

Guidelines

>>>This file is only here for archive reasons<<<

 

Life is the finest, when a carrot is hanging comfortably in the distance - a reward to be precise.
First of all, to the set-up: We will differentiate between 'Contract Reward', 'Difficulty Reward', 'Highest Magic Item' and 'Potential Loot Reward'

 

Contract Reward:
The Contract Reward will be taken from this table: unknown-1.png

 

Difficulty Reward:
The Difficulty Reward determines, whether the Player/DM will get Hazard Pay or Hazard Reduction, depending on what type of difficulty the game will be set on.

 

Easy

+ Base Contract (Gold adjusted to Level per Quest)
-20% of the Base Contract

Medium

+ Base Contract (Gold adjusted to Level per Quest)

Hard

+ Base Contract (Gold adjusted to Level per Quest)
+20% of the Base Contract

Deadly

+ Base Contract (Gold adjusted to Level per Quest)
+40% of the Base Contract

Highest Magic Item:
Let's say the group of players were able to find an uncommon item as Tier 2 adventurers - will this item be included in the calculation? Or will it 'disappear' at the end?
I believe, we can determine the potential Treasure Reward with Tiers! Highest Magic Item = Should only be rarely distributed.

 

Tier 1 (4-7)

Highest Magic Item: Uncommon

Tier 2 (8-10)

Highest Magic Item: Rare

Tier 3 (11-15)

Highest Magic Item: Very Rare

Tier 4 (16-18)

Highest Magic Item: Legendary

Tier 5 (19-20)

Highest Magic Item: Artifcact

Potential Loot Reward:
So how can we determine the exact amount of potential loot? Or what loot to be precise? Of course with the list below!
Onto the topic of materials for crafting - they are added on top of the 'base contract in loot'
For example: Loot = 800gp, Material = 200gp (Medium Quest)

 


Easy

1.0x the base contract in loot

Medium

1.5x the base contract in loot and materials for crafting (1/4)

Hard

2.0x the base contract in loot and materials for crafting (2/4)

Deadly

2.5x the base contract in loot and a magic item.