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Roger SG Sorolla EXPERIENCE POINTS

Trossley Campaign house-rules: EXPERIENCE

Experience points are an abstract measure of dangers faced while adventuring, and success in retrieving loot. All player characters start with zero experience points, and keep a running tally of points gained in the course of their adventures. Players gain extra levels depending on the experience points they have accumulated. Because the player characters have committed to a life of adventure, the powers of the universe show them greater favour the more dangers they confront and the more treasure they bring back. Non-player characters who are not adventurers usually gain experience in completely different ways by training, study, interacting with others in their profession and so on. Experience points are always split among all living characters with levels, even unconscious ones, who went on the expedition in the gaming session where they were earned. Henchmen and nonplayer character allies draw half a share. Hirelings (zero-level characters such as men-at-arms) draw no share; their only reward is their weekly pay. A zero-level man at arms or hireling does not ordinarily gain experience, but can be designated a protg by his employer to begin drawing a half-share of experience. When he gains 750 xp he will become a first level fighter (if man at arms), gaining 2 additional hit points as well as the skill points of a starting fighter; or a first level rogue (if hireling) gaining only the additional skill points. Experience points should be computed and awarded at the end of a session of adventuring, when the party returns to base, makes camp, or rests. They are gained on the basis of the sessions achievements, as follows: Killing, defeating, or otherwise overcoming monsters and hostile NPCs: 100 xp/ hit die, plus bonuses detailed below. If the partys defeat of the foe does not permanently remove it as a threat, half experience is gained now, and the other half cannot be gained until the monster is permanently defeated. Bonuses for minor powers: (such as Armor Class less than or equal to 3, non-combat spells, ranged attack): +50 xp Bonuses for major powers (poison, regeneration, breath weapon, Armor Class less than or equal to 0): +100xp Experience is not gained for killing beings that were not hostile, such as livestock or townsfolk. The DM should also withhold experience from attempts to farm experience points by seeking out much weaker opponents outside the context of a planned adventure. Such activities are a waste of time in a face-to-face adventure game, where the fun comes from facing novel challenges.

Treasure from adventuring brought to a place of safety: Coin: 1 xp per sp value. This does not include money made through business dealings, or fees or bounties paid to the party. Items sold on without being used: 1 xp per sp value, gained when sold or bartered according to the final price of sale. This includes special armor/weapons and magic items that are sold on without

Roger SG Sorolla

Trossley Campaign house-rules: EXPERIENCE

being used. As a rule of thumb, xp should not be awarded for sale of looted furniture and mundane equipment carried by defeated foes if it is not given a cash value in the adventure notes. Players should not feel they have to strip the dungeon bare unheroically in order to maximize their characters experience. Items used or tested: This includes magic items, special armor/weapons, and valuable items being used as adornment or decoration. These items give half their sp value in xp when first used or worn, split among the party members who found them, and half their selling price in xp if subsequently sold on. Spending money for experience Treasure earned in adventures gives two benefits: first, the initial award of experience, and second, its use to buy better equipment, hire followers, secure real estate, and so on. However, cash spent on other, less tangible things can give experience a second time. This reflects the adventuring characters motivations that are not covered by the previous ways of gaining experience among them sociality, intellectual curiosity, aesthetics, and pleasures of the flesh. Buying valuable items or adornment: Successful adventurers often like to live large, wearing foppish apparel, and bedecking their living quarters richly. Purchases of jewelry, expensive clothing, and fine furnishings with no function other than ostentatious display can gain experience points for the adventuring character. Half the sp spent is recouped in xp, up to a maximum of 100 xp/week; however, shopping for expensive goods in any given week means that the character cant gain experience from any of the other unprofitable activities that week (see below). Spending on unprofitable activity: Once per week, a character in one of the types of settlement listed below may spend an amount of silver pieces in one (and only one) of the unprofitable activities listed below. After completing the activity, and dealing with any side effect that may have been rolled on the table for that activity, the character gains xp equal to the amount spent. The table below gives the maximum sp that may be spent per week, the time taken up by the activity during that week, and the dice rolled on the appropriate side effect table (in secret by the DM). Some locations may be suitable for activity above their numbers; for example, a town that holds a famous wizard academy may count as a Metropolis for research. If in a larger location, a column of activity suitable to a smaller location may be chosen; this represents finding a quiet, out of the way place for ones doings. Philanthropy involves donating cash selflessly to the authorities or less well-off members of a social group you belong to be it your religion, your dwarven Clan, a thieves guild, or your wizardly alma mater. (The concept of giving to others just because they are needy does not really exist yet in this society or at least, it does not grant xp. People must be deserving of charity by virtue of being loyal members of the right social group.) The maximum sp that can be converted by philanthropy depends on the members of that group existing in the location; for example, a city of 10,000 with only 100 followers of your Fish God counts only as a village.

Roger SG Sorolla

Trossley Campaign house-rules: EXPERIENCE

Research involves seeking esoteric knowledge in old books and scrolls, conducting strange experiments with costly materials, and paying wise people to tell what they know. Gourmandising involves wangling invitations to feasts, seeking out obscure cooks and exotic restaurants, and indulging moderately in expensive alcohol as a connoisseur. It is a less productive activity than the others, but by the same token relatively safe from complications. Carousing involves drinking, casual sex, and other vices taken to excess. It is the most likely to have complications for good or bad. Village (100500 people) 50sp, 2 hrs, roll 3d6 50sp, 1 night, roll 3d6 Town (5005000 people) 200sp, 4 hrs, roll 3d6 200sp, 2 nights, roll 2d10

Activity Philanthropy

Carousing

City (5000+ people) 500sp, 8 hrs, roll 2d10 500sp, 3 nights, roll 1d20

Metropolis (50,000+ people) 1000sp, 12 hrs, roll 2d10 1000sp, 4 nights, roll 1d20

Research

Not 200sp, 1 available day, roll 3d6 Gourmandising 25sp, 2 100sp, 4 hrs, roll hrs, roll 4d4 3d6

500sp, 2 days, roll 3d6 250sp, 6 hrs, roll 3d6

1000sp, 3 days, roll 2d10 500sp, 12 hrs, roll 3d6

Requirements Settlement size based only on # of members of ones faith, social group, or nonhuman race Militants and Priests may not carouse; Dwarves get 10% xp bonus, and may declare that they avoid any sexual side effect, good or bad, before rolling. Cleric, Elf, or Wizard only

Halflings get 10% xp bonus

Roger SG Sorolla

Trossley Campaign house-rules: EXPERIENCE

Dice roll 2 3 4 5 6-7 8-13 14 15 16 17 18 19 20

Philanthropy side effects Recipients of your charity are a front for a sinister organization. You are their dupe. Your donations attract the interest of thieves. Your donations arouse envy. Gain an enemy of good standing. Your donations arouse envy. Gain an enemy of modest standing. Your generosity irks the pride of the receiving group. Your gift is accepted but you may not practice Philanthropy in this location again. No effect. You gain some information that could be useful in the current adventure (or a future one if between adventures). You gain an excellent reputation in the location; +1 to reactions with anyone from the location. You gain an ally; a local resident of modest standing. You gain an ally; a local resident of good standing. You gain an ally; a local resident of high standing. A local institution honors you and becomes your ally. Your name as a philanthropist is known throughout the whole realm. Previous result, plus +1 to reactions with any member of your group from the local realm.

Dice roll 1 2 3 4 5 6-8 9-13 14 15 16

17 18

19 20

Carousing side effects Blind Tiger. The place of your carousing is a front for robbing and kidnapping victims when at their weakest. Your sexual revelry has an undesirable consequence; venereal disease, pregnancy or getting someone pregnant. Your sexual revelry leaves you with a clingy and possessive follower the next day. Thieves or swindlers take advantage of you in your drunkenness. You get into a fight. Massive hangover. Make a Body save or incapacitated for 1 full day. If fumbled, save again or permanent -1 Constitution. No effect. You gain some information that could be useful in the current adventure (or a future one if between adventures). You gain an NPC as a drinking buddy. You are dared to do something outrageously brave or funny. If you succeed, you become a legend; +1 on reactions with anyone from the location and get the money you spent on carousing back. Your sexual partner for the evening is an NPC who will become your ally if you continue the relationship (this may involve giving up carousing in that location.). Feeling sentimental, a profoundly drunk NPC presses something into your hands. If you test charisma successfully, it is a valuable item worth d6 x 500 sp (on a 6, roll again, add the result and it is magical) Chance to rescue a powerful NPC from a predicament. If you succeed, he/she becomes your sworn ally. As result 16, but your legend applies to the whole realm, you get double the money from carousing back, and you gain +1 Charisma permanently.

Roger SG Sorolla Dice roll 2 3 4 5 6-8 9-13 14 15 16 17 18 19 20

Trossley Campaign house-rules: EXPERIENCE

Research side effects You have a sanity-shattering revelation. Lose the amount of xp you would have instead gained, but you now know of a terrible peril. Your researches attract the attention of those who would rather keep the truth hidden. Your curiosity arouses suspicion, and you gain a local NPC enemy. You gain some false information that leads you the wrong way in the current adventure or local intrigue. Dead end. You may not gain xp from research in this location again. No effect. You gain some information that could be useful in the current adventure (or a future one if between adventures). You gain some information that gives you an advantage in a local intrigue. You gain a language or +2 in any Lore skill. You gain a wise and knowledgeable local NPC as an ally. Treasure map! You learn something of real value: a spell, a prayer, a recipe for a potion, or some other piece of magic. As 19, but your find is something completely new (or lost to the ages) that nobody else knows.

Dice roll 3 4 5 6-8 9-13 14 15 16 17

18

Gourmandising side effects An enemy poisons you! Make a Body save or take 1d6 damage per level you have. Bad food hygiene. Make a Body save or take 1d6 damage for every 2 levels (round down) you have. You have sharp words with a dining companion. Make an NPC enemy. The wages of gluttony. Make a Body save or incapacitated for 1 full day. No effect. You gain some information from a dining companion that gives you an advantage in a local intrigue. You gain an NPC ally of modest standing over dinner. You gain some information that is relevant to the current adventure or to a new one. You have a really unique culinary encounter with a most unusual food, and learn something from the experience. Roll d6: on 1-2 you gain +1 Constitution permanently; 3-4 its Wisdom and 5-6 its Charisma. You save a powerful NPC from choking and have his or her eternal gratitude.

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