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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