Monday, February 4, 2013

Carousing (stolen, I believe, from Zak Sabbath)

Carousing occurs only at the end of a session, assuming that the session ends in town or in some other location where it is reasonably safe to assume carousing can occur. This serves two metagame masters. First, it pushes the party to end every session in a situation which can easily account for missing players in the next session. Second, carousing at the end gives the DM time to write up the necessary info (if any) for the carousing result before the next session starts.
Normally, PCs will only get x.p. for monsters, cookies, and awesome in-game world creation. However, once in town (or some other such area), they may trade g.p. for x.p. by blowing it on various forms of strong drink.
Exchange rate is 1 to 1 and must be exchanged in chunks of at least 100 g.p. per PC. Resulting x.p. is divided evenly among the players. However, for every (total # of PCs) x 100 x.p. exchanged, one member of the party (the party may choose who) must carouse excessively. The excessive carouser must then roll d40 (d4 for tens digit and d10 for ones digit) on the Carousing Mishaps Table below. Complex results are resolved at the beginning of the next session:

Carousing Mishaps Table
10 & 11: Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a drunken lout.
12: Involved in random brawl. Roll Strength check or start adventure d3 hit points short.
13 & 14: Minor misunderstanding with local authorities. Roll Charisma check. Success indicates a fine of 2d6 x 25gp. Failure or (inability to pay fine) indicates d6 days in the pokey.
15: Romantic entanglement. Roll Wisdom check to avoid nuptials. Otherwise 1-3 scorned lover, 4-6 angered parents.
16: Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)
17 & 18: Gain local reputation as the life of a party. Unless a Charisma check is failed, all future carousing in this burg costs double due to barflies and other parasites.
19: Insult local person of rank. A successful Charisma check indicates the personage is amenable to some sort of apology and reparations.
20: You couldn’t really see the rash in the candlelight. Roll Constitution check to avoid venereal disease.
21: As 20, but more virulent.
22: New tattoo. 1-3 it’s actually pretty cool 4 it’s lame 5 it could have been badass, but something is goofed up or misspelled 6 it says something insulting, crude or stupid in an unknown language.
23: Beaten and robbed. Lose all your personal effects and reduced to half hit points.
24: Gambling binge. Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.
25 & 26: Hangover from hell. First day of adventuring is at -2 to-hit and saves. Casters must roll Int check with each spell to avoid mishap.
27 & 28: Target of lewd advances turns out to be a witch. Save versus polymorph or you’re literally a swine.
29: One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu of was that just the drugs? Roll Int check to remember the signs and passes.
30: Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1-4 it’s bogus 5 it’s bogus and Johnny Law thinks you’re in on it 6 actual money making opportunity returns d% profits in 3d4 months.
31: Wake up stark naked in a random local temple. 1-3 the clerics are majorly pissed off 4-6 they smile and thank you for stopping by.
32: Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.
33: Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.
34 & 35: When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.
36 & 37: The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice. 1-2 burn down your favorite inn 3-4 some other den of ill repute is reduced to ash 5-6 a big chunk of town goes up in smoke. 1-2 no one knows it was you 3-4 your fellow carousers know you did it 5 someone else knows, perhaps a blackmailer 6 everybody knows.
38: Random pub brawl. Whole party faces number of brawlers = # of PCs. Resolve as normal combat but overcarousing PC is at -2 for being drunk.
39 & 40: Wake up in bed with someone... roll on subtable below.
41: Gambling losses. Gain o x.p..
42 & 43: Insult Local Person of Rank (roll on subtable below).
44: New tattoo (roll d6 1-PC chooses 2-DM chooses 3-player to your left chooses 4-player to your right chooses 5-player 2 to the right chooses 6-player 2 to the left chooses).
45: 2 thieves set upon PC while s/he is alone. Resolve as normal combat but PC is at -2 for being drunk.
46: You wake up with only your armor and, on a successful wisdom check, your most prized posession.
47: You've joined a local organization--you remember the passwords and secret signs (for Vornheim, roll on subtable below).
48: Wake up stark naked in local temple, roll a D4 (for Vornheim) on the Local Organizations table to determine which of Vornheim's four temples.
49: There was something in that drink. You are smitten with (roll on subtable below) for d10 days.

Local Organizations Subtable (location-specific)

Local Person of Rank Subtable (d8)
1: Priest of most important local deity (Vorn, in this case)
2: Local monarch
3: Tavern owner
4: Chief of the constabulary/local military
5: Court wizard
6: Court librarian
7: Random local noble, female
8: Random local noble, male

Wake Up In Bed/Smitten Subtable (d12)
1: Succubus
2: Dead albino elf
3: Apparently normal attractive member of orientation-appropriate gender
4: Randomly determined other PC (neither remembers anything)
5: S/he's ugly. You're married.
6: (Roll again on this table.) You're married.
7: Lizard woman who loves you
8: Halfling
9: Most important NPC in game
10: Your exact double
11: Roll on "Local Person of Rank" table
12: Priest/ess of...Roll d10 on Local Organizations Subtable

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