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REWARDS Threat Standard Minion Elite Solo 1 100 25 200 500 2 125 31 250 625 3 150 38 300 750 4 175 44 350 875 5 200 50 400 1,000 6 250 63 500 1,250 7 300 75 600 1,500 8 350 88 700 1,750 9 400 100 800 2,000 10 500 125 1,000 2,500 11 600 150 1,200 3,000 12 700 175 1,400 3,500 13 800 200 1,600 4,000 14 1,000 250 2,000 5,000 15 1,200 300 2,400 6,000 16 1,400 350 2,800 7,000 17 1,600 400 3,200 8,000 18 2,000 500 4,000 10,000 19 2,400 600 4,800 12,000 20 2,800 700 5,600 14,000 21 3,200 800 6,400 16,000 22 4,150 1,038 8,300 20,750 23 5,100 1,275 10,200 25,500 24 6,050 1,513 12,100 30,250 25 7,000 1,750 14,000 35,000 26 9,000 2,250 18,000 45,000 27 11,000 2,750 22,000 55,000 28 13,000 3,250 26,000 65,000 29 15,000 3,750 30,000 75,000 30 19,000 4,750 38,000 95,000 31 23,000 5,750 46,000 115,000 32 27,000 6,750 54,000 135,000 33 31,000 7,750 62,000 155,000 34 39,000 9,750 78,000 195,000 35 47,000 11,750 94,000 235,000 36 55,000 13,750 110,000 275,000 37 63,000 15,750 126,000 315,000 38 79,000 19,750 158,000 395,000 39 95,000 23,750 190,000 475,000 40 111,000 27,750 222,000 555,000

292 APPENDIX 2 | Rewards Monster XP Rewards Each time the adventurers overcome an enemy monster, the group gains experi- ence points for that foe. A monster’s stat block indicates the XP reward the monster is worth. That number comes from the Experience Point Rewards table. A standard monster counts as a single threat of its level. As shown in the table, a minion is worth one-quarter of the XP of a standard monster of its level. An elite monster is worth twice as much XP, and a solo monster is worth five times as much XP. What counts as overcoming a monster? Killing, routing, or capturing an enemy in a combat encounter certainly counts. Adventurers don’t get XP for over- coming creatures that aren’t threats, such as harmless shopkeepers or innocent bystanders. Adventurers also usually don’t get XP for overcoming monsters that don’t represent a challenge, even if those monsters are enemies. Remember that XP rewards come only from encounters that feature risk. For instance, the adventurers avoid encountering a hydra before getting into the treasure vault it guards. Do they get XP for overcoming the hydra? No. If the treasure was the object of a , they get the reward for completing the quest, which should include XP as well as the treasure. But because they didn’t have an encounter with the hydra, they didn’t overcome the challenge. In contrast, if they engage in a skill challenge to sneak past or trick the hydra, they should earn XP for succeeding on that skill challenge. Trap/Hazard XP Rewards Traps and hazards that serve as combat complications have levels just as mon- sters do. If the adventurers encounter a trap or a hazard that presents a threat, they get XP for the trap or hazard, whether they disable it, neutralize it in some other way, avoid it altogether, or suffer its effects. Overcoming a trap or hazard earns the same amount of XP as overcoming a monster of the same level, so use the Experience Point Rewards table. Unless oth- erwise noted, a trap or a hazard counts as a single threat of its level. Minion, elite, and solo traps are very rare. Skill Challenge XP Rewards Skill challenges and other noncombat encounters that carry risk also carry reward. A skill challenge has a level and a complexity that combine to determine the XP the adventurers earn for successfully completing the challenge. A skill challenge counts as a number of threats of its level equal to its complexity. For instance, a 7th-level challenge that has a complexity of 3 counts as three 7th-level threats, for a reward of 900 XP. The Skill Challenge XP Rewards table summarizes the XP values of skill chal- lenges of various levels and complexities.

EXPERIENCE POINT REWARDS 293 SKILL CHALLENGE XP REWARDS Complexity Complexity Complexity Complexity Complexity Level 1 2 3 4 5 1 100 200 300 400 500 2 125 250 375 500 625 3 150 300 450 600 750 4 175 350 525 700 875 5 200 400 600 800 1,000 6 250 500 750 1,000 1,250 7 300 600 900 1,200 1,500 8 350 700 1,050 1,400 1,750 9 400 800 1,200 1,600 2,000 10 500 1,000 1,500 2,000 2,500 11 600 1,200 1,800 2,400 3,000 12 700 1,400 2,100 2,800 3,500 13 800 1,600 2,400 3,200 4,000 14 1,000 2,000 3,000 4,000 5,000 15 1,200 2,400 3,600 4,800 6,000 16 1,400 2,800 4,200 5,600 7,000 17 1,600 3,200 4,800 6,400 8,000 18 2,000 4,000 6,000 8,000 10,000 19 2,400 4,800 7,200 9,600 12,000 20 2,800 5,600 8,400 11,200 14,000 21 3,200 6,400 9,600 12,800 16,000 22 4,150 8,300 12,450 16,600 20,750 23 5,100 10,200 15,300 20,400 25,500 24 6,050 12,100 18,150 24,200 30,250 25 7,000 14,000 21,000 28,000 35,000 26 9,000 18,000 27,000 36,000 45,000 27 11,000 22,000 33,000 44,000 55,000 28 13,000 26,000 39,000 52,000 65,000 29 15,000 30,000 45,000 60,000 75,000 30 19,000 38,000 57,000 76,000 95,000 Quest XP Rewards When a group of adventurers completes a major quest, each character receives an XP reward equal to the value for a single threat of the quest’s level. This is an exception to the general rule that characters divide all XP rewards evenly among themselves. For instance, each adventurer receives 125 XP for completing a 2nd- level major quest. A minor quest typically counts as a single threat of the quest’s level, which is divided among the adventurers as normal. For instance, each adventurer in a group of five receives 20 XP for completing a 1st-level minor quest. If the DM wants a minor quest to carry more weight, he or she can award XP to each adventurer equal

294 APPENDIX 2 | Rewards to as much as one-half the value of a single threat of the quest’s level. Using this alternative awards 50 XP to each adventurer for that 1st-level minor quest. A quest’s level is typically equal to the level of the characters in the adventur- ing group when they complete the quest, but the DM can decide to adjust its level (and thus the XP reward characters gain for completing it) upward or downward to reflect its difficulty and significance. The Quest XP Rewards table summarizes the XP value of major quests. It also includes a range of XP values for minor quests.

QUEST XP REWARDS Character Major Minor Character Major Minor Level Quest Quest Level Quest Quest 1 100 20–50 16 1,400 280–700 2 125 25–60 17 1,600 320–800 3 150 30–75 18 2,000 400–1,000 4 175 35–85 19 2,400 480–1,200 5 200 40–100 20 2,800 560–1,400 6 250 50–125 21 3,200 640–1,600 7 300 60–150 22 4,150 830–2,075 8 350 70–175 23 5,100 1,020–2,550 9 400 80–200 24 6,050 1,210–3,025 10 500 100–250 25 7,000 1,400–3,500 11 600 120–300 26 9,000 1,800–4,500 12 700 140–350 27 11,000 2,200–5,500 13 800 160–400 28 13,000 2,600–6,500 14 1,000 200–500 29 15,000 3,000–7,500 15 1,200 240–600 30 19,000 3,800–9,500

TREASURE Treasure rewards come in two basic flavors: items and monetary treasure. Magic items include magic weapons, armor, clothing, jewelry, and wondrous items. Monetary treasure includes coins (silver pieces, gold pieces, and platinum pieces), precious gems, and valuable objects of art. Over the course of an adven- ture, characters might acquire treasure of many kinds. Monetary Treasure Monetary treasure doesn’t have a level, but it has a similar economy. Gold pieces are the standard coins of treasure hoards from 1st level through the paragon tier. At the lowest levels, characters might find silver pieces as well, but that mundane coinage disappears from hoards after about 5th level. In the mid-paragon tier, platinum pieces start appearing in treasures. One platinum piece (pp) is worth 100 gp and weighs the same as 1 gold piece, so it’s a much easier way to transport the quantities of wealth that high-level characters

TREASURE 295