Giving Players What They Want

When we started playing B1: In Search of the Unknown, I told the players some rumours their characters had heard about the dungeon: goblin slaves, magic mortal man was not meant to mess with, a magic stone that gives you power if you eat it, stuff like that. One of the rumours was that the two guys who built the dungeon had left a giant diamond there. It was worth 100,000gp!

Nobody believed that one, of course.

When we ended one session, Dalamyr the cleric was 25xp away from leveling up. Plus, I was reading some rules in the Moldvay rulebook. And I had a thought. I decided to not be boring.

The next session, I told the players that there really was a diamond worth 100,000xp in the dungeon, for this session only. If they found it tonight, they got it. If they couldn’t, it wouldn’t be there next session.

So, they found a few big black iron doors. Instead of picking the lock, they removed one from it’s frame, and were immediately attacked by the zombie king! Amusingly, the trapped chest killed more characters than the king did, but they found the diamond he was guarding.

Pretty thrilling, right? They can all go home and retire now right?

Well, you can only go up one level per adventure. It’s still kind of like two levels, because you’re 1xp away from leveling up twice, but still. Even with I think six PCs and about the same number of retainers, there was excess experience points lost for everybody. And I didn’t have to do any accounting! Yay!

And then they couldn’t sell it either, so they didn’t get any money out of it. The town of Threshold probably doesn’t see a hundred thousand gold pieces pass through it in a week, nevermind anybody having that much and wanting to buy a diamond with it. So Marrieth the Elf ended up carrying it around and who knows what happened to her.

I mean, I thought it was pretty funny.


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