Professional Documents
Culture Documents
March, 2014
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The AD&D rules grant experience points for wealth found and taken with you back to civilization. These supplemental house rules allow
you to earn even more XP from that same wealth by spending it once you do get it back to civilization. Each week you can spend wealth
in pursuit of one or more personal interests while you are in a civilized location. These areas of interest are:
Living the Good Life
Youve got money in your belt pouch and spending it generously makes you feel good. You custom-order and wear the latest fashions
while youre in town. You hire a carriage whenever you need to go somewhere. You employ porters to carry your purchases as you travel
around town. You hire a linkboy to light your way if youre out after dark. You tip freely, you buy rounds of drinks and you pick up other
peoples tabs when you go out to eat. You drop coins in the beggars cup and you anonymously pay an old widows past-due rent. This
pursuit is the safest because there are no potential side-effects but it gives only half the XP value of the money spent. Engaging in this
pursuit leaves you no time to follow any other interests for that week.
Carousing
You love a good party and you spend freely to throw one. You surround yourself with drinking buddies and they invite their friends too.
You hire entertainment of all sorts to make your carousing even more lively. Food and drink are served up in abundance, theres music
and debauchery, and its all on your dime. This pursuit has guaranteed side effects (many risky) but it also grants the most XP.
Gourmandising
You spend your money on the finest food and drink you can find. The menu is never good enough, you pay extra to have something
made special. You hire a gourmet chef to prepare your meals. You throw elaborate dinner parties featuring several courses of exotic
dishes, imported wines and rich desserts. You bribe your way into being invited to banquets hosted by others with similarly rich tastes.
Philanthropy
You donate freely to a cause or group with which you are somehow associated. You fund a public works project in your childhood hometown or that of your current residence. You pay for renovations on a church dedicated to your religion. You start a scholarship to the wizard school you attended. You send money back home to assist the needy members of your clan. This pursuit is not simply donating money
to the anonymous poor, you must have a personal interest or affiliation with the recipients of your largess.
Research
You pay money to gain access to private libraries and spend your time browsing through dusty old books, tomes and scrolls. You rent a
laboratory so you can conduct experiments which also require costly components. You pay learned sages to share their knowledge with
you. While not very glamorous, this pursuit has a higher potential to unlock game-altering side effects.
How It Works
Consult the table below to see which pursuit(s) your character can follow each week and how much time and gold must be spent on them.
The gold must be paid up-front and the time must be consecutive. Any interruption in the schedule results in no experience earned but the
gold is still spent. You must also spend the full amount for each population tier, no partial payments. Except for Living the Good Life,
you earn one Experience Point for each gp spent. Each time you engage in a pursuit the GM secretly rolls the dice called for and consults
the appropriate Side Effects table.* Your character may not immediately become aware of any side effects resulting from his pursuits.
Hamlet
Pop. 100-400
Village
Pop. 401-900
Town
Pop. 901-12,000
City
Pop. 12,001+
Restrictions &
Other Notes
Living the
Good Life
50 gp
1 week
200 gp
1 week
500 gp
1 week
1000 gp
1 week
Grants only half XP for the gp spent. No sideeffects but you cannot pursue any other interests for the week.
Carousing
100 gp
1 night
Roll 3d6
300 gp
2 nights
Roll 2d10
750 gp
3 nights
Roll 1d20
1250 gp
4 nights
Roll 1d20
Gourmandising
50 gp
2 hours
Roll 4d4
200 gp
4 hours
Roll 4d4
500 gp
6 hours
Roll 3d6
1000 gp
12 hours
Roll 3d6
Philanthropy
50 gp
2 hours
Roll 4d4
200 gp
4 hours
Roll 4d4
500 gp
8 hours
Roll 3d6
1000 gp
12 hours
Roll 3d6
Research
50 gp
1 day
Roll 4d4
200 gp
2 days
Roll 4d4
500 gp
3 days
Roll 3d6
1000 gp
4 days
Roll 3d6
*Alternately, let the player roll. The GM and the player may still wish to keep the results secret from other players.
6-7
8-13
No side effects
6-7
The player believes he has rolled a result of 14-15 but in fact the
information he acquires is inaccurate to one degree or another.
14-15
A grateful recipient of your generosity provides you with information that is useful in your current (or a future) quest.
8-13
No side effects
14-15
You identify an unknown magic item currently in your possession or will recognize one you acquire in the future.
16
17
18
16
17
You impress the sages with your superior intellect. The money
you spent on this research is refunded and you receive the
same benefits as the dice roll result of 16.
18
A bar bet gone wrong sets the tavern on fire. Roll 1d6: 1-4 Heavy
damage, 5-6 Burnt to the ground. Roll 1d6: 1-3 Nobody knows it
was you, 4-5 One person knows it was you, 6 Everyone knows
You step outside to relieve yourself and are beaten and robbed.
Lose d20x10 gp and you are reduced to half your hit points.
Drunk & disorderly. Authorities haul you off to jail, bail is set at
d10x10 gp. If you cant pay, spend 7 days on the chain gang.
6-7
You spend the night gambling and lose d10x100 gp. If you cant
pay you are soon visited by a couple of menacing enforcers.
8-13
No side effects
14-15
16
10
17
11
12
18
13
14
15
You win a bar bet. Gain a hireling* for 1 month for free.
16
You gamble all night and your luck runs hot, win d10x100 gp.
There is a 25% chance the loser(s) cannot actually pay.
17
18
19
20
Additional Notes
Broad discretion is necessarily left to the GM in deciding how
these side effects are to be implemented, especially if the results
interfere with your ongoing campaign. On the other hand, a particularly interesting result could introduce a new plot hook. At the
very least, these supplemental rules give your players a new and
(usually) profitable way to spend their money. They also provide
every character with something to do while in town. As an example, while one character is off training for his next level or confined to bed while healing, the rest of the party can engage in one
or more of these pursuits. Thus, in-game time that would normally
be spent accruing XP through adventuring is not entirely lost.
These supplemental rules were inspired by the following:
Pickens, Jon. D&D Option: Orgies, Inc. The Dragon #10 Oct. 1977: 5-6. Print.
Rients, Jeff. Party like its 999. Jeffs Gameblog http://jrients.blogspot.com/
Sorolla, Roger. Experience House Rules. Roles, Rules and Rolls. http://rolesrules.blogspot.com/