by Larry Granato Players in AD&D(R) game campaigns usually think of rewards in terms of money and magic because that's what they get experience points for. They use them to defeat monsters. Defeat ing more monsters gives them more magic and more money, which is used to defeat more monsters, ad nauseum. However, in a well developed cam paign there are many ways a creative Dungeon Master (DM) can reward PCs without shoveling out the platinum 8 and +3 swords. For instance, the DMG, on page 80, mentions other valuable treasures including lands and titles. Social status, land, property, busi nesses, titles, and special privileges are beneficial to all player characters (PCs). It gets them more involved in the campaign setting and can lead to exciting political adventures, such as those in Jan Berrien Berends' article "The Greatest and Most Honorable Adventure" in DRAGONS Magazine issue #196. These rewards also require the ad venturers to be more careful in deal ing with nonplayer characters (NPCs), and thus pay attention to their role playing. The DM also must take care to develop NPCs as more than stock caricatures who stand around with their hands out. Some players disdain cultivating NPC contacts, thinking they can just bribe their way out of any problem. Money can't buy everything. So, the DM should have NPCs react negatively when PCs put everything in terms of "How many gold pieces?" As an example, the party could visit a royal official in hopes of gaining information. While waiting endlessly in anterooms and corridors, paying off lackeys and being shuffled from one underling to another, they see NPCs ushered right through to the official. When they ask why, they can be told that the others have the right contacts at court or belong to prestigious orga nizations. They worked their way up the social ladder and have earned certain rights and privileges, and the PCs can, too. The exquisitely dressed Lord Bri'on Chumley looked on as the group of adventurers stood before his noble Duke. "Indeed," the Duke said approv ingly from his throne, "as you have proved your mettle by defeating the evil sorcerer who has been plaguing my realm, it is in my mind to grant you a boon." He gazed at the company before him, just a hint of a smile on his face. "Well," said a brawny but not too- smart looking fighter, "We could sure use 50,000 gold pieces. And, uh, do you have any magic wands . . .?" Chumley snorted as he watched the Duke's face grow hard. The rudeness and greed of the party was even more distasteful when Chumley thought of the many richer rewards that were available to them-such as member ship in the Duke's elite Order of the Lion; his own membership had served Chumley very well for he had been able to meet so many accomplished wizards, priests, and warriors . . . Although the party may have had some fabulous adventures, if no one has heard about them or they don't have irrefutable proof, their claims are likely to be met with skepticism. ("So you defeated the giants of South Dorking Woods?" the doorman said dryly. "Sorry, I never heard of them. Please be on your way.") When dealing with NPCs who don't know the party, an undeserved reputation for coward ice because of a single unfortunate encounter can hamper the party for months or years in game time. Rewards in social advancement should be made useful in adventuring, rather than just another rating to keep track of, so the players will want to gain these types of rewards. Being able to meet important NPCs who can help the party, not with gold or magic, but with information and influence, is very worthwhile. But, beware who you befriend! NPCs are often mem bers of cliques who have enemies who will criticize the party's association with them. Powerful NPCs have influence they can use on behalf of PCs. PCs also can acquire influence by becoming well known. In game terms, influence gives favorable reaction roll modifiers. The more influence, the greater the modi fier or important the NPC who can be swayed. It doesn't take much influ ence to impress a butler, but a Duke would require a great deal. The DM should modify influence by such things as the PC's social status, titles, offices, organizations he belongs to, reputation, gifts, bribes, his relation ship with the NPC, and, most impor tantly, how well the situation is role played. Influence is used to get favors. When an NPC shows a positive reac tion, he may grant the PCs a favor. Naturally, the NPC only can grant a favor that is his to give; the stable sweeper can't get the PC an audience with the king no matter how good his reaction roll is. Favors come in many forms. A favor can be used to have something done in the fastest and most efficient way rather than follow ing the usual bureaucratic routine. It also could be used in making special requests that normally would not be considered. Favors can get people jobs (or prevent someone else from getting the job), get the party out of trouble, get audiences, acquire privileged in formation, affect the outcome of trials, have legislation passed (or blocked), and help them deal with all the intrica cies of courts and government. To a certain extent, favors are transferable from one person to another. However, most NPCs expect that the PC asking for a favor will do them a favor in return. This is a matter of honor, and characters who do not reciprocate will find they quickly lose whatever influence they had. There are many cases in medieval legend and in history of people having to follow through on promises they made against their best interests, simply because they'd given their word, and to renege would be dishonorable. The following boons and benefits are arranged in order of increasing desirability. Although they are numbered, DM should not roll dice to see what kind of reward a PC gets, but should rather choose the most appropriate benefit, i.e., not only what the character deserves, but something his interests lie toward. For example, a barbarian would not be a good candidate for election to office, while membership in the "Fraternal Order of Mages" would be fitting for an up and-coming wizard. Some benefits are more applicable to fighters than priests or wizards. It also is important that PCs should earn their benefits. Some of the benefits that PCs may receive include nonweapon proficiencies (NWPs). The DM decides if the PC gets a "free" NWP slot or uses one that would be available at a higher level. It takes 1-12 months to learn the new proficiency. Table #1 "Honors," Table #5 "Employment" and Table #12 "Miscellaneous" are best used for low level characters. Moderate level PCs could receive Table #3 "Wealth," Table #4 "Real Estate," Table #2 "High Honors," or Table #7 "Business." High level types might receive "Titles" from Table #8, "Feudal Fiefs" from Table #9, or "Elite Employment" from Table #6. Honors, from Table #1, usually are given to a PC (or a party) who has distinguished himself for a particular deed, or for reliable service over a long period of time. In general, they are of local value only, and if the PC travels far from his home they will be of little use. Table #2's High Honors make the PC famous over a wider area. A favorable reaction modifier is very likely, and the DM should allow the PC a small amount of influence over the underlings and lackeys he must deal with. Table #3, #6, and #5, are typically bestowed by a ruler, noble, town, merchant, organization, or guild for some deed the PC's accomplished. It isn't always for killing monsters; writing an excellent poem, song, or book (especially one that praises the ruler), settling a difficult case, solving a perplexing mystery, or hosting a special event are all good reasons. Wealth is straightforward. Business benefits are more complex, and various types are listed in Table #6. Some, like shares in a ship, can lead to caravan adventures. However, in some lands, it is considered bad form for knights and nobles to engage in business, unless they act as a "silent partner." Employment is a tricky proposition since the fun in role playing is in adventuring, not holding down a regular job. Therefore, most jobs are presented as being part time or seasonal, and can be done between adventures. If this doesn't work, the PC can be appointed as a special assistant or consultant who sets his own hours. If the PC is high level, he can give the job to a follower. Real Estate (Table #4) can be given only by a great magnate or a king, typically for services rendered personally, rather than general adventuring. Table #8, #9, #SO, and #12 are benefits that can be granted only by a king or other great lord. These should be used sparingly. Elite Employment includes prestigious full time jobs. These are suitable for high level PCs involved in political campaigns. Otherwise, the PC can be a minister without portfolio" who works between adventures. The acquisition of a title ("ennoblement") is extremely rare for commoners, although they are sometimes granted to members of the knightly class. It is not unusual for members of the nobility to gain additional titles. The term "titled noble" suggests that there also are untitled nobles, who as a matter of courtesy, are referred to as "Lord" or "Lady," but have no specific title. There may be nations where titles can be bought, but the DM should consider that in those places titles are probably rather common and not held in high regard, e.g., after spending thousands of gold to become a count, a PC finds out his coach driver is a prince. (A visitor to Czarist Russia early in this century found his taxi driver indeed was a prince!) Also, the old blood nobility know very well who the parvenus are, and have nothing but disdain for them. Feudal Fiefs are given by a king or overlord to vassals who swear fealty to them. Fiefs not only include land, but legal rights over the tenants who reside there. The PC is the judge and chief executive of his fief. He can impose taxes and duties. In return, he must protect the people with his military forces. A PC must be at least a gentleman or squire to receive fiefs #1 3, a knight for #4 5, a noble for #69, and a high ranking noble for #10 or higher. Most PCs will wish to create their own freeholds, and it would not be unusual for a ruler to grant them a fief along a border or wilderness area that is largely undeveloped. Fiefholders may gain additional fiefs because of service to the crown. Table #11 is to be used with those who have connections with the royal court or leaders in the government. Table #12 should be used only when the PC has developed a long term, close relationship with the monarch or an important nobleman. Finally, no examination of benefits would be complete without a list of misfortunes that accompany public life. Once a PC becomes well known, there always will be adversaries, jealous rivals, meddlers, and gossips who try to bring him down. Table #13 catalogs the possible tribulations the DM can inflict on a PC who blunders, tries to cover up something in his past, or runs afoul of the wrong people. DMs should take care to make these rewards an active part of the campaign. Court intrigue, favors owed, and reputations to be upheld have spawned many an adventure. As you read the lists below, consider what adventures could be built around each boon or benefit. These benefits also may be granted to entire adventuring parties where applicable. Table #1: Honors 1. Recognition or Mention: The PC's good deeds are acknowledged by a person of standing, or his name is printed in a bulletin or official publication. He gets a + 1 reaction modifier for 1 3 months. 2. Honorary appointment/ degree: the PC is appointed to an honorary position, such as "High Provost of the Harvest Festival," or gets a "Doctor of Humane Philosophy" degree. He gets a + 1 reaction modifier for 3 6 months. 3. Decoration/award: The PC receives a medal, trophy, ribbon, prize, testimonial, keys to the city, plaque, or certificate suitable for framing in an official ceremony. He gets a + 1 reaction modifier for 6-12 months. 4. Membership in civic organization: The PC is inducted into something like the "Most Loyal and Worshipful Guild of Fishmongers." He becomes known as "pillar of the community," and will be on good terms with local leaders and officials, getting a permanent + 2 reaction modifier when dealing with them. 5. Minor religious office: The PC is asked to serve in his temple as an usher, sacristan, secretary, bellringer, chorister, etc. (Priest class PCs are appointed assistants to the high priest). This puts him in good standing with others of the same faith (automatic favorable reaction). The work does not take much time and there is no salary. 6. Arbitrator/Advisor: The locals respect the PC's opinion so much that he is asked to settle disputes. People often come to him for help and advice. This situation may lead to adventures. 7. Squireage: The PC is allowed to add the title "esquire" after his name and display his coat of arms. People tip their hats to him in the street. He's invited into the social life of the local gentry and is considered a militia and community leader. Note that this is different from the type of squire who is a knight's assistant. Essentially, an esquire is a junior member of the knightly class, a gentleman who's not been officially knighted. 8. Knighthood: The PC is knighted in a special ceremony. Knighthood gives the recipient many advantages, but requires service as well. The PC should observe the code of chivalry. Knights often are asked to slay monsters, right wrongs, vanquish evildoers, disperse bandits, rescue damsels, and so on, without asking for a reward, as it is unchivalrous to quibble about money. Table #2: High Honors 1. Triumph/banquet/monument: The PC leads a triumphal parade, is esteemed at an impressive feast, or has a monument constructed in his honor. He gets a + 2 reaction modifier for 1 3 years. 2. Appointment to the royal house: The character receives an honorary job at court, such as "The Superintendent of the Royal Soup Spoon," with a yearly salary of 50 200 gold pieces (gp). He must present himself at court annually. 3. Elite decoration, honor, or epithet: The PC gets a fancy medal like "the grand cherub with triple oak leaf clusters." He can hobnob with other recipients of the decoration, and has a + 1 reaction modifier for life. Alternatively, he is permitted to add an impressive style to his name such as "Sir Coroman Gramel, Crusher of the Hill Giants, Hero of Dimbar, and Drow buster." 4. Name commemorated: A street, building, town, organization, or geographic feature is named after the PC. He doesn't get a reaction modifier, but everyone knows who he is, and he can smugly say, "That's my mountain." 5. Renowned hero: The PC becomes known far and wide for his exploits and gets a + 2 reaction modifier for life, in addition to regular invitations for speaking engagements, parties, openings, etc. 6. Select knighthood: The character is admitted into an order of powerful and wealthy knights, like those described by Mike Easterday in DRAGON issue #125's "Code of Chivalry" or issue #195's "To All a Good Knight" by Tom Griffith. He must follow the rules of the order. The knights can help him hire followers, establish a freehold, meet important people, etc., but they also are involved in political intrigues and military ventures. Alternatively, the PC is made a banneret, a senior knight in charge of 5 20 other knights. Table #3: Wealth 1. Gift: Jewelry, fancy clothes, expensive furniture, a work of art, a fine horse, ceremonial arms, etc., is given to the PC. If the stuff is sold, the giver will be insulted. 2. Cash grant: The amount (1,0004,000 coins of appropriate denomination) should not be excessive. 3. Pension: A yearly stipend of 1,000 6,000 gp, as long as the ruler lives and the PC serves him. When a change of ruler takes place, the benefit lapses. 4. Benefice: This benefit usually is given to priests who have a supervisory responsibility in their church. The PC is given fiscal control over the extra revenue generated by a religious establishment. How the PC spends the money is up to him, but it will be noticed if it's not used for charitable purposes. 5. Property guardian: The PC becomes a trustee for a piece of property, whether a business, real estate, or valuable item. He may not sell the property, but any revenue it provides is his to keep. 6. Loan: A low or no interest loan of up to 20,000 gp is granted to the character. Table #4: Real Estate 1. Rural land: Unimproved fields and meadows suitable for agricultural purposes are given to the character. 2. Country estate: Essentially a large farm with workers is granted to the PC. 3. Townhouse: The PC receives a good sized ordinary building in a town. 4. Mansion: The PC receives a large, fancy house. 5. Tower: A small fortified building that can be located almost anywhere is given to the PC. 6. Palace: An opulent structure in a city, requiring some 300 600 gp per month upkeep is granted to the PC. Table #5: Employment 1. Job: As a clerk, overseer, bailiff, guard, justice of the peace, tax collector, etc. It's part to full time. Pay is 5 20 gp per month. 2. Sinecure: A job requiring little or no work. Pay is 10 60 gp a month. The PC can hire a lackey to take care of everything. 3. Promotion: If the PC already has a job, he gets a promotion to management at double salary. If not, he gets a plum of a job that pays 75 gp per month and requires little or no work at all. 4. Minor government office: Such as a mayor, guild leader, village council member, etc. The work is part-time and the salary is 25 100 gp per month. 5. Junket: The government will pay the PC's expenses for one journey, during which time he is expected to do some nominal work. 6. Spy/Informer: The PC is asked to snoop, either while he's out adventuring or just around town. The amount he'll be paid is based on the information he ferrets out. Table #6: Elite employment 1. Committee: The character is appointed to a royal committee which, for example, is investigating the snuff shortage or examining proposed regulations on the length of men's pointy shoes. The committee meets 1 4 times a year for 1 8 days at a time. For each meeting attended the character gets 10 100 gp. 2. Stewardship: The PC is placed in charge of a royal town, forest, or manor. the salary is 100 400 gp/month. The actual operation of the property can be left to someone else, but the PC will be held accountable for anything that happens. 3. Castellany/Constableship: The PC is placed in control of a castle and the surrounding lands. His salary starts at several hundred gp per month (DMs decide exact amount), plus whatever funds are allocated for upkeep and pay for the garrison. He may appoint a seneschal to manage the place in his stead, but he is ultimately responsible. 4. Envoy: An ambassadorship to a foreign land. Salary is 200 600 gp a month plus expenses. A train of servants and assistants are provided. Permanent embassies are rare; the work lasts 1 12 months. 5. Religious hierarchy: The PC gets a prestigious job in his church. Non priestly characters can be appointed as church elders, advisors, or even to religious offices that don't require them to cast priest spells. Priests get special positions like supervising several small temples, assisting at a big cathedral, or serving a leader in the upper hierarchy. The work is part to full time and the salary ranges from none to substantial. 6. Business leader: A position on a guild council or company board of directors paying 50 300 gp/month. A few meetings must be attended each year. 7. Important office: Such as county sheriff, magistrate, governor, general, captain of the royal guard, etc. The job's full time and pays several hundred gp/month. 8. High office of the realm: Lord Marshal, Grand Constable, Royal Steward, Lord Chamberlain, Chancellor, High Justice, Warden of the Marches, etc. Salary is 1,000 gp month, but the job is full time. Table #7: Business 1. Business opportunity: The PC has a chance to "get in on the ground floor" of a new venture. He may invest up to 20,000 gold. Many businesses lose money in the first years. After that, typical profits are 1 20%. 2. Commission/Partnership: The PC gets a percentage or fee from a business. For example, an innkeeper might pay him for steering customers to his inn. Alternatively, he can invest up to 10,000 gp as a "silent partner" in a company that's profitable. 3. Business holdings: Shares in a company. If it is profitable, the PC will receive yearly dividends of 1,000 4,000 gp. The shares also could be worthless, of course. 4. Share of ship: The PC gets cargo space on a merchant ship. He may rent out the space for 500 3,000 gp per voyage or invest up to 30,000 gp in merchandise to be traded. Profits on regular trips of 2 8 months are 5 40% with a small possibility of the ship being lost. Profits on voyages of 1 3 years can range up to several times the amount invested, but there is a good chance of the ship not returning. 5. Franchise/Merchant factor: A merchant group gives the PC the right to market their products or services in a particular area, as a semi-independent representative running his own business. The merchants provide know how and materials at a discount. They are well organized and their wares are in demand. 6. Subsidy: The PC gets a sum from the government to operate an enterprise that it deems essential, such as mail delivery or arms making. This guarantees profits of 20% as long as the business is operated competently. 7. Monopoly: A highly lucrative benefit granted by the king. Profits from monopolies (such as salt, spices, or silk) start at 50%. If the PC abuses his monopoly he will become a despised figure among the common folk, as well as encouraging smuggling and a black market. 8. Hold fair: The PC has the right to hold an annual merchant fair and receives a small (1%) tax on all merchandise sold at the fair in addition to a fee (10 100 gp) for each vendor. The PC must make arrangements for a large open area for booths to be set up, provide police, judicial, sanitary, secure storage, accounting, water, food, and other needs. The profitability of the fair will depend on the merchandise, number of vendors and buyers, transportation net, weather conditions, etc. Table #8: Titles 1. Baronet/Vavasour/Thane/Lord: Titles appropriate for the most minor of the nobility. Sometimes, there is no actual title at all, just a noble ranking. 2. Baron/Seigneur/Burgrave/Peer. 3. Count/Earl/Graf/Captal/Magnificio. 4. Viscount. 5. Marquis/Margrave/Landgrave/Palsgrave/Count Palatine. 6. Prince: The title of prince is granted to rulers of great lands in their own right, but is different from a royal prince (a close relation of the monarch). 7. Duke 8. Grand Duke/Grandee. Table #9: Feudal fiefs 1. Manor: The smallest of feudal holdings, essentially a farm with workers. The manor house is nothing more than a larger than average building. 2. Village: A village of some 1 400 peasants attached to a manor. 3. Knight's holding: A typical knight's allotment, with lands, a village, and castlet or fortified manor house. 4. Honour: A combination of several manors. 5. Lordship/Seignory: A large holding with a castle. 6. Freehold/Barony/Demense: The freehold as described in the DMG. 7. Regional holding: A large barony. 8. County/March/District/Forest: An extensive area composed of several baronies. 9. Town/Port: Population: 1,000-10,000. 10. Duchy/Province: An area composed of numerous baronies, counties, and towns. 11. City: Population 10,000+. 12. Duchy or County Palatine: As #8 or #10 above, except that the PC holds the land in direct place of the sovereign, and has all the powers that the ruler would normally enjoy. Table #10: Court benefits 1. License for castle or other stronghold: Permission to build a castle. This avoids the normal delays and fees. Most kings limit castle construction to prevent individuals from becoming too powerful. Alternatively, a license is granted for some other enterprise. 2. Special privilege: The PC is given leave to do something that no one else can do, like wearing his hat at court, having armed bodyguards, or getting to hold the king's coat. These privileges are highly sought after and give the PC a + 2 reaction modifier when dealing with courtiers. 3. Royal charter: The PC is granted a charter allowing him to carry out some specific deed for the benefit of himself and the crown; such as developing a freehold, founding a new town, opening up a trade route, or exploring new lands. 4. Tax exemption: The PC is released from paying certain taxes. This is usually done when the PC promises to invest his money for the benefit of the community. If he starts to acquire too much money, the DM always can impose "new" taxes not covered by the exemption. 5. Favorable legal judgement: If the PC is involved in a legal case, he gets a verdict in his favor. 6. Given command of troops: A military force, provided by the King, is placed under the PC's control. The King will provide pay and food for the men; the PC must provide living arrangements. 7. Arranged marriage: The PC has an advantageous marriage arranged, in that he can marry into a wealthy and powerful family. There is no guarantee the intended spouse will be young, attractive, or good-natured; arranged marriages are often the opposite. 8. Exchange/Ransom: If the PC is taken prisoner, the king will see to it that he is returned by paying the necessary price. 9. Hostage/Ward guardian: The PC is given charge of an important hostage or underage noble heir. The hostage must be treated with the utmost respect and allowed freedom within a certain area, but must not escape. The PC controls the ward's estates and fortune until he comes of age. There undoubtedly are other relatives of the heir who would benefit greatly if he died prematurely. 10. Patronage: An important person will back the PC by providing money, influence, equipment, followers, etc. He also will expect the PC to do his bidding whenever he desires. Alternatively, the PC may acquire a court type NWP such etiquette, heraldry, dancing, musical instrument, animal handling (falconry), hunting, riding, singing, or artistry. Table #11: Special benefits 1. Royal intervention: If possible, the king will bail the PC out of any trouble he's in, once and only once. 2. Alliance with noble family: A clan of aristocrats sees an opportunity in joining itself with the PC. While they can provide much help, they have their own interests in mind, and will treat the PC accordingly. 3. Court influence: The PC is welcome at court and can get small favors from courtiers and servitors without the usual waiting and bribery. In addition, each year the PC may propose one idea which will be considered by the king for action. 4. Adoption: The PC is adopted into a noble family (who may not have an heir) and receives all the benefits thereof, including titles, estates, servants, eccentric relatives, pressure to conform to family traditions, feud enemies, etc. 5. Royal pardon: The monarch pardons the PC for crimes he has committed. 6. Entrusted with secrets: The PC is taken into the monarch's confidence. The king won't be pleased if the information leaks or is used for the PC's personal advantage (see Disfavor, on Table #13 below). The benefit is double edged, as enemies of the king may try to get the secrets from the PC in unpleasant ways. 7. The king's ear: The king will take suggestions from the PC. However, if the advice is bad, the PC will suffer the monarch's wrath (see Disfavor, below). 8. Royal favor: The PC can do no wrong in the king's eyes. This makes him an enemy of everyone opposed to the king, his policies, or who's just jealous. Royal favor is often capricious, and can be withdrawn as quickly as was is bestowed. Table #12: Miscellaneous benefits 1. A pat on the back: Sometimes there are no tangible rewards for achievement. 2. Contacts: The PC acquires contacts for mostly reliable rumors and other information (a favorable modifier on die rolls for these types of encounters). 3. Popular acclaim: The PC is hailed by the commoners and earns their gratitude. He gets free meals, discounts on merchandise, and is generally well liked by regular folks. The nobility, however, does not share in this admiration. 4. Introduction: The PC is introduced to an NPC of his choice. This is a good way to meet someone important without the usual red tape or bribes. 5. Favor: A VIP owes the PC a one-time favor. The VIP will resent it if the PC asks for too much, but usually will keep his word. If the PC is greedy, word will get around and he won't get any more favors. 6. Transport: A horse, coach ride, ship passage, or even a magical steed or transport, is available for a onetime, one way trip when the PC needs it. This can be more useful than it sounds. Remember "My kingdom for a horse"? 7. Letters of introduction: Official documents which introduce the bearer as a person of good character. Useful at nobles' castles and foreign courts. 8. Included in will: The PC stands to inherit money and property, but only while he stays in favor with the NPC who's making the will (usually a relative). He must wait for him to die, of course. 9. Good word: An influential NPC will put in a good word for the PC if needed. This may not solve the problem, but could help considerably. 10. Club: The PC becomes a member of an exclusive club. Influential people can be met there, where business and political deals are made. However, the club rules are strict and the PC will be ejected if he causes a disruption. 11. Education: A scholarship to an institution of higher learning. The PC (or a follower) can acquire an academic NWP such as history, languages, or religion. 12. Sponsorship/Apprenticeship: An NPC will sponsor the PC in either proposing him for membership in some organization the PC wants to join, or by teaching him a craftsmen NWP such as blacksmithing, gem cutting, or pottery in his spare time. 13. Religious initiate: The PC is initiated into a special religious group, generally a branch of his own faith. He becomes a lay member of the order (or if already a priest, becomes a member of an "inner circle"). Members of the sect will hold him in high regard. The DM might allow a nonpriest PC to learn a minor bit of priestly magic, or a priest PC to acquire a special spell. 14. Safe conduct pass: A guarantee of passage safely through areas of conflict. Evil persons often fail to recognize the validity of such documents. 15. Letter of marque: Permission to fit out an armed ship as a privateer, attacking enemy shipping during wartime. The king gets a cut of any loot, usually 25-50%. 16. Train of servants: A retinue of 4-16 well trained grooms, butlers, maids, or coachmen, costing 20-80 gp per month. Room and board must be provided. 17. Secret society: The PC is admitted into a secret society which has a code of conduct, secret handshakes, funny hats, and so on. Some important people are also members. It costs 50-300 gp a year for dues and regalia and at least two meetings a year must be attended. Society members always help each other if possible. (Historical note: Santa Anna avoided a firing squad after being captured at the Battle of San Jacinto by flashing a secret Masonic distress sign, which was recognized by General Sam Houston, who also was a Mason. 18. Priestly or magical assistance/Mentor: The PC can call on a high level priest or wizard for one time help with spells or information. Alternatively, a mentor will teach him a NWP of the PC's choice. 19. Candidate for election: A political faction backs the PC as a candidate, by providing funds, campaign workers, and publicity. The PC may spend his own money as well. Whether he gets elected will depend on the PC's actions, but he will be beholden to his backers in any event. Most local level elected positions are part time jobs that pay 50-200 gp/ month. 20. Refuge: A noble, a temple, or foreign ruler will provide political asylum and a hiding place for the PC if he gets in deep trouble. Table #13: Misfortunes 1. Object of ridicule: The PC becomes a figure of fun to the locals. Any idea he proposes is met with riotous laughter. It is impossible for him to recruit NPCs. 2. Bad reputation: The PC acquires a bad name. Reaction rolls have a -2 penalty. Insulting rumors about him are constantly circulated. In addition, the gentry are offended, and no person of the noble class will have anything to do with him. 3. Mandatory host: At the King's command, the PC must play host to 2-8 arrogant nobles who make excessive demands for gourmet food, servants, entertainment, and so on. They stay 1-6 months and incur expenses of 100-400 gp/month each. 4. Required gift: The PC must provide a gift costing 1,000-6,000 gp to his overlord. If the overlord doesn't like the gift enough, further gifts are demanded. 5. Demotion: The PC's job is downgraded; he even may be fired. If he is unemployed, he is conscripted into the king's service. 6. Legal disputes: The PC is sued by disgruntled followers, ex lovers, and townspeople for real or imagined injuries. Alternatively, he is investigated by a government commission for violations of various obscure laws. The case will take 7 12 months to come to court and costs 1,000-6,000 gp in legal fees. If the PC loses, he can expect an additional penalty of at least the same amount. 7. Troops quartered: The PC has to board a group of rowdy soldiers. Their numbers will be appropriate to the size of the PC's abode, but will tend toward the maximum possible. The voracious troops each devour 10 gp of food and drink a month each, and will rudely annoy his family, followers, and friends, spy on the PC, and cause 1-20 gp worth of breakage and pilfering every week. 8. Creditors: People who are owed money by the PC make intensive efforts to recover their money. This involves legal action and the hiring of collection agents and even thieves to acquire his valuables. If the PC doesn't owe any money the DM should arrange for him to be involved in a failing business venture that's deep in the red or inherit massive debts from a relative. 9. Forced loan: The PC must lend the King 1,000-10,000 gp (or more). There's a 40% chance the loan will be paid back in 2 24 months, a 25% chance for 2 5 years, a 20% chance for 6-11 years, and a 15% chance for never being paid back. The King rarely pays interest, either. 10. Forced duty: The PC is required to perform some unpleasant duty for the King, such as foreclosing on widows, collecting taxes from destitute elderly people, running orphans out of town, etc. This does nothing for his prestige. 11. Tax audit: The PC's tax payments up to seven years back are checked. If the PC has been scrupulous about paying taxes, there is a 40% chance of the auditor finding a minor problem that results in a 100-600 gp fine. If the PC has given normal attention to his tax payments, there's an 80% chance of a 1,000-6,000 gp fine. If he's been lax about paying his taxes, there will automatically be a 10,000-40,000 gp fine plus possible jail time. 12. Infamous: The PC becomes exceedingly notorious, and receives a 6 reaction modifier wherever he goes. Merchants close up shop, parents lock up their children, bureaucrats roll out the red tape, and town guardsmen harass him mercilessly. All his followers, except those of the worst character, desert. 13. Rivalry: The PC is challenged to a duel by a spiteful and powerful enemy. If he wins, his opponent will do everything in his power to cause him trouble the rest of his life. If he kills the enemy, he will be faced with an unending stream of challenges, assassination attempts, overt and covert attacks by the enemy's henchmen, friends, and relatives seeking revenge. 14. Unfavorable benefit: This appears to the PC to be one of the benefits listed in the charts above, but has something wrong with it. For example, the PC might get a haunted castle, or his land might turn out to be a stinking, monster infested swamp, his gift might be cursed, his business venture a total failure, his new position subjects him to an endless stream of beggars, moochers, and cranks, or the favor of the king turns out to be that the monarch refuses to let the PC out of his sight and requires him to play parchesi 20 times a day. 15. Shotgun marriage: The PC is forced or tricked into marriage with a lying scoundrel or a whining shrew; the new in laws are abominable, of course. They plot to gain his money and his possessions. 16. Feud: A hostile noble family enters a state of war with the PC. In the city, sudden attacks by family members can be expected. In the country, large bands of their armed retainers will be on the lookout for the PC. If he owns a fief, raids and full scale assaults are possible. 17. Disfavor: the PC has displeased the king or queen. While he's not formally accused, he's next in line for the chopping block. Everyone avoids him. Any other PCs who associate with him suffer the effects of "bad reputation" (#2 above). 18. Dishonored/Disgraced: The PC is stripped of his titles, rank, and wealth in a formal ceremony, and becomes "infamous" (#12). 19. Exiled: The PC is forced out of the country, under penalty of death. 20. Outlawed: The character becomes a wanted criminal, with a bounty on his head.