Campaign Activities

Between adventures, characters can spend their time (and money!) in many ways beyond resting and recovering from wounds. High-level options include:

  • Selling Treasure — turning recovered coin, gems, jewelry, and goods into ready money, after the landowner’s share (see Taxes on Treasure).
  • Mercantile Ventures — buying trade goods where they’re cheap and hauling them to where they’re dear.
  • Hijinks — roguish operations: carousing, smuggling, spying, stealing, and other underworld work.
  • Magical Research — spell research, item creation, and stranger workings.
  • Domains — claiming, ruling, and developing territory.
  • Congregations — gathering and ministering to the faithful.

Taxes on Treasure

This page is still in progress.

By default, half of any treasure recovered belongs to whoever owns the land it was found on, and half to the finder. Count Varnel claimed his half of the Dome’s treasure on just these grounds in Session 15 - Ding Dong the Dome is Done. Other tax rates will be added here as they come up.


Stub — to expand: the full menu of activities with high-level descriptions, plus links to detailed rules pages for each.