The start and the beginning of an adventure. Usually happens in a town/settlement. The preparation before embarking in a journey. The means to spend newly acquired riches. This phase is dedicated for that.
Map
- Settlement map containing places where you can go to.
Time-tracking
- Typically it takes one hour to visit a certain place and interact with NPCs there.
- If longer activities are performed, it could take days or weeks.
Main Actions
Players tell the GM what activities they wish to perform, or establishment they would like to go to. The GM describes interactions with NPCs, gives out quests, rumours, price of items and explains what happens.
Activities are tied to the size of the settlement and availability (ask the GM). Quests are often found when interacting with the NPCs in different establishments.
Lodging
- Inn.
- Strongholds.
- Available in higher levels.
Services and Activities (1h per action)
- Sharing the loot, getting XP and levelling up.
- 1g = 1xp.
- Pay retainers.
- Acquiring rumours.
- Inn/Town Square.
- Just ask the GM for rumours. You can gather 2 per day.
- Buying equipment/items.
- Dealing with magic items.
- Identifying: likely, from a small town onwards.
- Buying: availability depending on town size (generated every month on the 24th).
- Selling
- Magic item: not possible, perhaps an auction with a noble or something (philanthropy might get you to know someone like that)
- Cursed item: some people who deal with arcane magic will dispose a magic item for you for a price.
- 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
Downtime (Over days/weeks per action)
- Hiring Retainers.
- Rules: Player's Tome and Hiring retainers
- Frequenting drinking establishments: Spending a night buying rounds and greasing palms in taverns costs 50gp. Per night, there is a 3-in-6 chance of success- fully locating applicants (see Applicants in the pdf).
- Posting notices of help wanted: Spending a day posting notices in public places costs 25gp. Per day, there is a 2-in-6 chance of successfully locating applicants (see Applicants), who will apply at the specified location 1d4 days later.
- Repeated searches: Each method of locating applicants may only be used with a certain maximum frequency, depending on the size of settlement: in villages, each method may be used once a month; in small towns, once a week; in large towns, twice a week; in cities, once a day.
- Retainer generator.
- Rules: Player's Tome and Hiring retainers
- Carousing.
- Based on DaD rules.
- Turns 1d8 * 100 gold into XP. Takes 1 week to complete.
- 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.
- Hit dice increase.
- 5,000g * LVL.
- 1 month.
- Critical effects.
- Magic research: create and copy spells.
- Rules.
- Must be allowed by class.
- Weapon proficiency
- And much more...