This is a transcript of everything to be awarded to the players, and the conditions attached to those rewards, at the end of the adventure. Think of it as a sort of checklist to make sure everything was covered.
The following awards are highly fungible and up to how the DM wishes to design the journey. The enemies listed can be modded or altered as desired since they are just suggestions. Noncombat awards can be added but generally should follow some outline resembling below. The amount of xp awarded and CRs can be changed to suit player levels though the default here is for level one players.
|Name of Foe||XP per foe|
|NPC Adventurers||Generally no higher than CR 3 (700 xp each)|
|Task or Accomplishment||XP per Character|
|Discovered the balm early||150|
|Successfully defused the situation with the first suspect||300|
|Finding and defusing the conspirators early||700|
The minimum total award for each character participating in this adventure is 1500 experience points.
There is no maximum total award points. The DM generally does not want this quest to get too big but they can fluctuate anywhere from 2000 to 4000 points for level 1.
The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price.
Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.
Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.
|Item Name||Sale Venue|
|Potion of Healing||50 gp each|
|Rations||5 sp each|
|Arrows||5 cp each|
|Pirlgrim’s Gift||GM-fiat, no more than 300 gp worth|
If the players tick off the pilgrims whom they are supposed to protect and allow them to be harmed or killed along the quest, the pilgrims may curse them with the actual wrath of their god. The deity and its effects are up to the DM but it can range from bad luck, inescapable disaster or even detriments to mechanics, like penalties. this also happens if the players are perceived to be undermining the pilgrimage, for example, by stealing, and can reduce reward at the very least. If the pilgrimage fails but the characters survive, they will have gained some religious notoriety and possibly be scorned upon by the religious communities associated.
The NPC adventurers with the players also have chances of turning against the player as tensions build throughout the travel. Some may capitulate to become enemies during the trek just to murder them. If the players do not peacefully resolve the initial witch hunt against the woman with the balm, the entire party may be held accountable for her death, if it happens, upon conclusion.
Additionally, any distrust built throughout between the members of the traveling group may erupt at the climax or conclusion, resulting in possible infamy, wanted posters, and the like. This is also a high-profile event so when the players decide to help the pilgrims, this is known to the town and possibly any guilds in it. So if anything goes wrong, the player’s actions will not go entirely unheeded.
Upon completion of this quest, you gain renown among the religious followings that are associated in this pilgrimage. The religious bodies may welcome you to their places of worship or nurse you if needed. If the conspirator is of a religious nature, you gain enmity from their following respectively and can become a wanted target. Since this is a high profile event, you will be given so notice among other possible guilds connected in the starting town.
Each character receives 3 downtime days at the conclusion of this adventur