Played it in my S&W campaign and, to make a follow-up on my earlier comment here, I don't remember the XP... I do remember that R1 and R2 had more magic item and monster XP than I thought. But anyways, my players were starting to be serious in the domain game at that point and in the end, they did not care at all about the loot and didn't get much.
They were just really excited by the premise! And to get to see many big dinosaurs (with which to make polymorph shenanigans, as S&W has vague spells and our ruling of Polymorph Other makes it really strong if you can capture strong HD but kinda passive creatures). Then, after the adventure, when they realized the time warp, they just got crazy about it. They love it. Had to put a limit saying its magic was fading (either due to the gem breaking the barrier or the Dinosaur Lord death because yeah that happened too).
Anyways... The lesson is, loot don't matter that much when you creative players and a creative adventure to break the routine. Thanks for the fun it brought to our table. Cheers!
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