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#1
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Rewards
Three Rivers Crawl has some unique, and somewhat controversial, rules regarding prizes. First, the treasure is divided into three types: Sponsored Prizes, Treasure, and Spectacular Swag, Sponsored Prizes encompasses treasure donated to the crawl by a sponsor--such as a year's free fuel, airline tickets, or a new car. At the end of the crawl, the team keeps this treasure no matter what. Treasure is hard currency, gems, jewlery, etc. in the crawl. Treasure can either be kept or used to purchase Spectacular Swag. Spectacular Swag consists of magic items, armor, weapons, potions, or anything a team can use during the crawl. When the crawl ends, the team receives a choice of buying those items at a 40% discount or turning them in for 50% of their GP value. Swag must be purchased with treasure earned during the crawl. Victory Conditions Standard victory conditions apply for all rooms in the Three Rivers Crawl. This means enemies must be defeated (surrendered or killed) before rewards are presented. Creatures that are hiding, invisible, charmed, sleeping, temporarily paralyzed, etc. do not count as defeated. Once monsters are defeated, treasure is revealed in the originating room. |
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#2
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Grandstanding/Mugging
XCrawl base rules have these Perform skills split into two. I think that's a bit on the absurd side. I've rolled them into one, just calling it Mugging. The idea is to sway the crowd to your side, and it shouldn't matter if you're playing to a crowded room or just the camera. The way it's done is the same. There are variable DCs set by me (the DM) based on factors such as the crowd's support level, how well the party is doing in the crawl, previous successful Mugging checks, and situational bonuses/penalties based on timing or maneuvers. Crowds have 7 support levels: Hometown Friendly Good Natured Decent Average Riled Hostile When crowds really like a party, that party gets endorsements, Fame, and discounts on equipment and gear. |
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