Differences on Loot Rules
==== General Principles ====
* **Thematic Relevance:** Loot Guidelines ====
**DM Discretion**
should reflect the harsh tundra environment, Abyssal influences, and the unique cultures of Frostbound Legacy.
* **Narrative Integration:** Loot should be tied to the story, providing rewards for player actions and advancing the narrative.
* **Fair Distribution:** Loot should be distributed fairly among the party, considering each player's role and contributions.
==== Types of Loot ====
Gold & Currency: Used for purchasing goods, services, and upgrades.
---- Equipment ----
* **Weapons & Armor:** Froststeel, ice-forged, Abyssal-resistant gear.
* **Tools & Supplies:** Climbing gear, survival kits, alchemical ingredients.
* **Clothing & Gear:** Warm clothing, frost-resistant gear, and other survival necessities.
---- Magical Items ----
* **Common:** Potions, scrolls, minor enchantments.
* **Rare:** Powerful artifacts, unique weapons, and legendary items.
* **Resources:** Crafting Materials: Froststeel, mithril, rare gems, enchanted crystals.
* **Trade Goods:** Furs, pelts, exotic materials for trade.
==== Loot Acquisition ====
* **Combat:** Defeating enemies yields loot.
* **Exploration:** Discover hidden caches, ancient ruins, and valuable resources.
* **Quests:** Rewards for completing quests and fulfilling objectives.
* **Crafting:** Players can craft items using looted materials.
* **Trading:** Trade with NPCs, other factions, or other players.
==== Loot Distribution ====
* Party Consensus: Discuss and agree on how to divide loot.
* Role-Based Distribution: Prioritize items that benefit specific roles (e.g., a healer receives healing potions).
* **GM Discretion:** The DM determines the nature and valuemay intervene in cases of dispute or to ensure fair distribution.
==== Special Loot Considerations ====
* **Abyssal Artifacts:** May offer powerful bonuses but carry curses or negative side effects.
* **Relics of the Tundra:** Ancient artifacts with unique properties and potential story hooks.
==== Froststeel ====
Basic Froststeel Ingot: 20-30 gold pieces
High-Quality Froststeel Ingot: 40-60 gold pieces
Enchanted Froststeel Ingot: 80-120 gold pieces
Froststeel Weapon: 100-200 gold pieces (depending on the type and quality)
Froststeel Armor: 200-400 gold pieces (depending on the type and quality)
**Example Pricing**
Froststeel Dagger: 120 gold pieces
Froststeel Sword: 180 gold pieces
Froststeel Breastplate: 300 gold pieces
Froststeel Shield: 150 gold pieces
==== Important Notes ====
* **Currency:** Gold is the primary currency, but barter and trade are also common.
* **Identification:** Magical items may require identification (Identify spell, Arcana check, consultation with an expert).
* **Consequences of Greed:** Hoarding loot found in the world. This includes gold, items, magical artifacts, and unique treasures.
**Story-Driven Rewards**
Loot is tailored to fit the narrative and setting. Discoveries in Frostbound Legacy may include frostforged weapons, ancient relics, Abyss-touched artifacts, and valuable materials like frostglass or mithril.
**Thematic Loot**
Loot is often tied to the tundra’s harsh environment.
For example:
* Survival gear: Cold-resistant clothing, enchanted cloaks.
* Resources: Rare ores, magical crystals, frost-enhanced potions.
* Unique Items: Weapons and armor with frost or cold-related enchantments.
==== Loot Distribution ====
**Party Consensus**
Theacting selfishly can have negative consequences for party collectively decides how to divide loot found during their adventures. Decisions should prioritize fairness and utility to the group.
Example: A frost-resistant cloak might go to the front-line fighter, while a frostglass wand goes to the spellcaster.
**Individual Rewards**
Some items, such as quest-related rewards or gifts from NPCs, may be given to specific characters.
**Unclaimed or Shared Loot**
Items with no immediate use can be stored in the party’s shared inventory or sold later for gold.
**Large Hoards:**
For significant discoveries (e.g., a dragon’s hoard or a major quest reward), the DM may allow downtime or in-game discussion to divide the treasure fairly.
==== Coin and Gems ====
**Group Fund:**
Gold, silver, and other currency are considered part of the party’s collective fund unless specifically allocated to an individual.
Gems and other valuables should also be recorded as group property until sold or traded.
**Tracking Wealth:**
A designated player (or the DM) tracks the party’s group wealth to avoid discrepancies.
==== Magical Items ====
**Identifying Magic Items**
Magical items require identification before use. This can be done with the Identify spell, an Arcana check, or by consulting an NPC expert.
Unidentified items may have unexpected effects if used.
**Equipping Magic Items**
Players may equip magical items based on their class, skills, or role in the party.
Consideration should be given to distributing items to maximize their utility.
**Limits on Magic**
Powerful or rare magical items may come with restrictions, side effects, or story-driven conditions (e.g., requiring attunement or a quest to unlock their full potential).
==== Quest and Story-Driven Loot ====
**Key Items**
Loot tied to quests (e.g., a relic required to unlock a dungeon) must remain with the party until its purpose is fulfilled.
Such items are typically not sellable or usable for personal gain.
==== Faction Rewards ====
Rewards from factions or NPCs may include specific items tailored to the recipient’s abilities or role in the quest.
==== Selling and Trading Loot ====
**Merchants and Markets**
Non-magical items can be sold at standard rates in towns or settlements.
Magical or rare items require specialized merchants, often found in locations like the Brass Bazaar or the Frostspire Academy.
**Bartering**
In Frostbound Legacy, barter systems are common, especially in remote areas. Players may trade items or services instead of using currency.
**Value of Rare Items:**
The DM sets the value of rare and unique items based on the campaign’s economy.
==== Special Loot Rules ====
**Abyss-Touched Artifacts**
Loot with Abyssal corruption may provide powerful benefits but comes with risks, such as curses or negative effects.
Players may need to cleanse or stabilize these items before using them.
**Relics of the Tundra**
Unique treasures tied to the Frostbound Tundra’s history may have hidden properties or unlock secrets about the world.
**Crafting Materials**
Resources like froststeel, mithril, or enchanted crystals can be looted and used to craft or upgrade weapons, armor, or tools.
==== Conflict Resolution ====
**Disputes Over Loot**
If players cannot agree on loot distribution, the DM may mediate or decide based on IC actions or needs.
Rolling dice (e.g., a d20) may be used as a last-resort method to resolve disputes.
**Greed and Consequences**
If a player’s character attempts to hoard loot or steal from the party, this should be handled IC and may lead to in-character consequences, such as mistrust or faction disapproval.
==== Thematic Loot Opportunities ====
**Cold-Resistant Gear**
Enchanted cloaks, boots, or potions to survive the harsh tundra.
**Ancient Relics**
Frostspires’ ancient artifacts with unknown powers or hidden dangers.
**Unique Treasure**
Items like Abyss-resistant armor, frostglass weapons, or maps leading to deeper mysteriedynamics and relationships.