These are Greengoat's proposed rules for intersession activities.
A character can do one of each of these three activities between game sessions. The game time assumed to pass between table sessions is one week.
Standard old school carousing to convert a character' treasure into XP by spending money on "fun" but inconsequential activities.
- The player spends the city or town's carouse amount of your PC's gold pieces in exchange for an equal amount of experience points. No mechanical benefit other than leveling faster.
- If your character rolls a carouse amount dire roll higher than their level, your character must make a saving roll determined by the DM (usually versus spells) or face a minor story or mechanical consequence that lasts for no more than a session as a result of spending beyond their means.
- The character gains only the XP amount equivalent to their GP spent and goes into debt for any excess amount rolled.
|City/Town||~ Carouse Amount|
|Small towns||1d6 x 100|
|Glantri City||1d8 x 150|
"Reverse Carouse" where the character tries to gain monetary reward from something that is typically unsalable.
- Exchange an item, knowledge, or service in exchange for the Carouse Amount of a city or town that the hustling is done in.
- The DM will assign a multiplier to the hustling depending on the riskiness of what being sold and tell the player this modifier before they attempt the roll.
- The character must make a saving throw or face a consequence when they hustle.
- The character can only hustle the same type of items, goods, or services once in each city or town.
- The character receives an amount of GP equal to the city's carouse amount multiplied as shown below.
|Low-risk, odd or mundane materials, minor services||x0.5||same as carousing consequences|
|Risky, scamming, forged items, slightly illegal||x1||wanted, services hindered in town|
|High-risk, sedition, treason, highly illegal||x1.5||bounty, loss of goods excluding magic items, exile|
The character spends money to research mechanical benefits for use in game, like learning a new wizard's spell, inventing a device, or learning a maneuver.
- The DM should decide on how the research's mechanical benefit relate to an equivalent magic user's spell level and tell the player the cost, time involved, and mechanical benefit.
- The research is successful if the player rolls 4D6 under the appropriate attribute.
- The player may pay half the total cost and rolls 3d6 under the appropriate attribute for the research if they have previously failed at the same research before or can learn the spell/invention/technique from an existing source.
|500 gp||Less effective or more limited than a lvl 1 spell|
|1000 gp||As effective as a level 1 spell|
|2000 gp||As effective as a level 1 spell but can be used more frequently|
|1000 gp/one week per level||standard spell research|