Investment
Once a character has accumulated gold, she can put it to work. Investments are a much safer bet than adventuring — but they are still wagers, and sometimes those wagers go bad. This system provides a sample of monetary investments and gives the GM suggestions for adventure hooks that grow out of them. Keep it interesting: an investment should create story, not just compound interest.
The rate of return should not exceed 5% per year for low-risk investments. Particularly risky ventures might see 15–20%, and situations where profit exceeds 25% are almost unheard of. Ration high-yield results carefully — and remember that tax collectors, bandits, swindlers, and rivals are always happy to get between adventurers and their income.
Investment Mechanics
When a PC invests, she provides seed money — the principal. At the end of each year roll d% and consult the Investment Rewards table to determine the outcome. The GM may modify percentages to fit campaign particulars; these figures are guidelines for a fantasy economy, not reality.
The investment provides no return this year. Three consecutive failed years mean the investment is ruined and the operation ends — unless the character reinvests at 2–3× the original seed money to rescue it.
The investment earns its Normal Return × seed money. For example, 1,000 gp at 3% earns 30 gp. The PC may:
- Reinvest — add the 30 gp to next year's seed money.
- Pocket the return — take 30 gp; seed money stays at 1,000 gp.
- Cash out — take seed money + profit (1,030 gp) and walk away.
Roll the Breakout Return die and multiply the result by the Normal Return %. For example, banking's breakout roll of 1d4+1 yields a 5 — that year's return is 5 × 2% = 10% of seed money. Same reinvest/pocket/cash-out choices apply.
Early withdrawal: A PC can pull seed money at any time (1d6 days, direct contact required), but receives only half the seed money. The fire-sale liquidation sours the relationship; future investments with that group become unlikely.
Investment Rewards
Roll d% at the end of each investment year and find the row for your investment type. The calculator below automates the roll and return calculation.
| Investment | Normal Return | Failed Year | Normal Year | Breakout Year | Breakout Return |
|---|---|---|---|---|---|
| Arts | |||||
| Creative | 4% | 01–30 | 31–95 | 96–100 | 2d4+1 |
| Performing | 2% | 01–35 | 36–95 | 96–100 | 2d6+1 |
| Banking | 2% | 01–10 | 11–98 | 99–100 | 1d4+1 |
| Crafting | |||||
| Common | 1% | 01–05 | 06–95 | 96–100 | 1d3+1 |
| Magical | 5% | 01–30 | 31–95 | 96–100 | 1d8+1 |
| Military | 5% | 01–15 | 16–90 | 91–100 | 1d6+1 |
| Exploration | 2% | 01–40 | 41–85 | 86–100 | 2d8+1 |
| Granary/Mill | 3% | 01–10 | 11–98 | 99–100 | 1d3+1 |
| Guild | |||||
| Assassins' | 5% | 01–30 | 31–95 | 96–100 | 2d4+1 |
| Crafting | 2% | 01–05 | 06–98 | 99–100 | 1d3+1 |
| Merchant | 3% | 01–10 | 11–98 | 99–100 | 1d4+1 |
| Thieves' | 4% | 01–15 | 16–90 | 91–100 | 1d8+1 |
| Imports | |||||
| Exotic | 5% | 01–30 | 31–90 | 91–100 | 1d10+1 |
| Ordinary | 2% | 01–15 | 16–95 | 96–100 | 1d4+1 |
| Invention | 3% | 01–40 | 41–90 | 91–100 | 2d6+1 |
| Protection | 3% | 01–30 | 31–95 | 96–100 | 1d8+1 |
| Quarry | 3% | 01–20 | 21–90 | 91–100 | 1d6+1 |
| Research | |||||
| Magical | 5% | 01–50 | 51–75 | 76–100 | 2d6+1 |
| Mundane | 3% | 01–20 | 21–85 | 86–100 | 1d8+1 |
| Stable | 1% | 01–05 | 06–98 | 99–100 | 1d3+1 |
| Tavern | 2% | 01–10 | 11–98 | 99–100 | 1d4+1 |
Example Investments & Adventure Hooks
This list is not exhaustive — NPC ingenuity opens up many possibilities. For each investment type, a sample complication is provided as a campaign hook. An investment should do more than generate passive income; it should generate stories.