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  • Uh Oh! The Party Missed the Treasure!

    Advice/Tools, Dungeon Masters

    Here’s the dilemma, the party missed a key piece of treasure.  They to in a hurry and didn’t search the bad guys, or just rushed from one room to the next.  You can substitute “clue” here for treasure.  But any item or object that you think they will need later on.

     

    • A powerful magic item they will need for a tough fight coming up.
    • Any magic item that will throw off their treasure levels and make them weaker.
    • The artifact that is the object of their quest.
    • The message that has the secret pass-phrase to get past the magic mouth on level 4.

     You have a coupe of options here.

     

    1. Ignore it.
    2. Move it.
    3. Replace it.

     Ignore it

    In some situations this is the best option.  If the object can be safely removed from the campaign without impacting what happens later on then just ignore it.  Many times DM’s who have created complex puzzles struggle with this idea.  If all they missed as the blue gem to place on the blue pedestal in the final puzzle room, then get rid of the blue pedestal.  Problem solved.  They still have the pink gem and the yellow gem and the green gem, they will still be able to fulfill your puzzle.

     

    Move it.

    This is the most common, and probably the easiest.  Just give the treasure to the next monster.  “But it was a unique artifact specific to that boss,” you say.  “So what,” I reply.  The players don’t know that it was a unique artifact specific to that boss until you tell them.  So don’t tell them.

     

    In situations where you are trying to balance treasure or get them ready for the big fight there is no rule that says you can’t just give it to them.  Ok, so the players didn’t search under the bed or they failed their perception check, that doesn’t mean you should Party Wipe them in the next room because the dice hate them.  Just say, “Ragnish, while you are resting you notice glimmer of gold from under the bed.”  They’ll investigate.

     

    What if they’ve already moved on?  It is never too late.  If the combat begins and you realize they are going to get slaughtered without it, just say, “Ragnish, you notice a super-powerful glowing sword over to your left, it seems like a good idea to pick it up.”  Of course you can be more or less creative that this, but the idea is pretty straight forward.  If they need it, give it to them.  Otherwise you’re being more than a little unfair.  Your being a jerk and a bully.

     

    Replace it

    So you don’t think they should have super-item A because the missed it.  Well, you can always give them an equivalent GP value (just add extra GP) after the next fight.  When they loot the bodies just add it to the list of what they find.  Nobody will know the difference and you can balance the power levels of the game.

     

    Hey, have fun with your game!

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    4 Responses

    1. Czar  •  September 24, 2008 @6:44 am

      I’d probably consider having/suggesting the PCs go back for the item. It may teach them the importance of being thorough in their adventuring.

    2. jamused  •  September 24, 2008 @7:56 am

      “Doctor, Doctor, it hurts when I do this.”
      “So don’t do that.”

      If you’ve got a scenario where things will go all pear-shaped if the party didn’t notice X (whether X is treasure, a clue, or whatever) it’s a cardinal mistake to hide it in the first place. If they need the blue gem, then put it in plain sight on the altar, not hidden behind a secret panel on the third pew unless you’re perfectly fine with them never finding it and being screwed. That is a legitimate way to game, if the players are in agreement. So really there’s another choice:

      4) Make Them Suck It Up
      If they need the pass phrase to get past the magic mouth and they skipped the room that had it, they have to figure out they missed something and go back. Or they remember they have a pass-wall scroll and use it, or any of a thousand things that the GM might not of thought of when designing the scenario. One thing that you should never do though (IMO), is invent some reason on the spot that the pass-wall scroll won’t work just to force them to go find the pass phrase that you planted there; if they think of another way around an obstacle, good for them.

    3. admin  •  September 24, 2008 @12:34 pm

      I think the key is that people really to need to be in agreement about playing the puzzle game. Part of the issue is that the players will never realize the problem until it is too late and they they often develop the attitude of “The DM is just trying to screw us over!”

      The DM really has to judge the impact that it has on the overall fun. If your players know that this kind of risk exists and enjoy it, then cool. If all they really want to do is bash face and grab loot, you may end up making them mad and in turn they may actively attempt to frustrate you.

    4. Credit Bum  •  November 6, 2008 @4:53 pm

      If they missed the treasure then they missed it. Move on. They don’t need to explore every little detail of the world to have fun.

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