7. Aftermath
You come back to town with newly acquired riches, and wonder: where do I spend this gold? This phase is dedicated for that.
Map: Settlement/Point-crawl
- Settlement map containing places where you can go.
Time-tracking: Daily/Weekly
- Typically PCs will take a dedicated amount of time (at least a week, usually) to spend their gold after an adventure. Could be a few days as well.
Main Actions
- Sharing the loot, getting XP and levelling up.
- 1g = 1xp.
- Pay retainers.
- Storing
- Money-Changers.
- Availability
- Always available in towns and cities.
- Small town: 50% chance (rolled on the 24th monthly).
- Village: never.
- Services:
- Money-changing: cp to sp to gp to pp. 3% fee.
- Storage: they will give you a vouch for money stored. Must be kept for one month or 10% fee to have it.
- Availability
- Strongholds.
- Available in higher levels.
- Inn.
- Money-Changers.
- Magic items.
- Identifying: likely, from a small town onwards.
- Buying: availability depending on town size (generated every month on the 24th).
- Magic research: create and copy spells.
- Rules.
- Must be allowed by class.
- Carousing.
- Based on DaD rules.
- Turns 1d8 * 100 gold into XP. Takes 1 week to complete.
- Mishaps rolls:
- Philanthropy: WIS roll.
- Drinking/Orgies: STR roll or Save vs Poison/Death.
- Study/Research: INT roll.
- Gourmandising: CON roll.
- If fail, check our custom Carousing Table.
- Training.
- Weapon proficiency
- Must find master.
- Once per bump in Attack Scores.
- 1,000g * LVL.
- 1 month.
- Weapon proficiency
- And much more...