Differences on Loot Rules
==== General Loot Guidelines ====
**DM Discretion**
The DM determines the nature and value of 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**
The 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.
==== Shared Storage ====
**Party Housing**
Items not immediately needed can be stored in party housing (e.g., a vault in Frosthaven or Ironhearth).
**Transport Solutions**
Heavier loot may require wagons, mounts, or constructs for safe transport back to a settlement.
==== 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 mysteries.