Saturday, March 2, 2024

Carousing in a dwarf hold

Each location should have a unique carousing table to give a flavour of the place. Here is what happens when you go carousing in a dwarf hold as a non-dwarf or a dwarf. 


Dwarfs enjoy their drink providing many unique opportunities for carousing in a dwarf hold. When carousing, roll a d10 with a bonus +1 for 100gp spent, +2 for 300gp spent, +3 for 500gp spent and +4 for 1000gp spent.


Non-dwarf carousing table

1

Exile: Such was your drunken mishaps you have been kicked out of the entire hold and barred from returning.

2

Jail: You wake up in the cells of the hold guard.  1 = trial pending, 2-5 = fined 8d20 gp, 6 = released once you sober up.

3

Gambling loss: in your drunken state you thought you could beat the dwarfs at their own game and lost heavily, you lost 5d20 gp but are welcome back to the game any time.

4

Safe in bed: Somehow you made it back to bed safely, you woke up with a raging hangover but at least achieved the grudging respect of the dwarf bar keep.. 

5

Grudge: You upset someone last night and they are not quick to forget. Roll a d6; 1 = non-dwarf traveller, 2 = local bureaucrat, 3 = the bouncer, 4 = the local guard, 5 = dwarf merchant, 6 = a dwarf of local renown.

6

Recruited: You wake up in the company of thirteen dwarfs who claim you agreed to help them in their latest venture.

7

Penitence: While you clearly put your foot in your mouth last night a local dwarf cleric stepped in to smooth things over, you owe them a debt of gratitude.

8

Local Knowledge: You fell in drinking with some off duty members of the hold guard, they showed you round the city and you now know the place like a local.

9

Treasure Map: A dwarf you were drinking with told you a tall tale and sold you a map to treasure (10gp). 

10

Made a friend: You stepped in to save a dwarf from a group of drunken non-dwarfs.  1 = dwarf cleric, 2 = merchant, 3 = runesmith, 4 = noble, 5 = miner, 6 = engineer. 

11

Blueprint: A member of the engineers guild entrusted you with the blueprint to their breakthrough invention then disappeared.

12

Mercenaries: You spent the evening drinking with a company of dwarf mercenaries, learning their songs and swapping stories. You can hire them for a d20+10% discount.

13

Retainer: Your drunken boasts impressed a dwarf who has taken the slayer oath, they think you are just the reckless sort to help them find a worthy death in combat.

14

Travelling companion: When you mentioned your next destination one of your new drinking buddies decided to travel with you as they are headed to the same area. 1 = Battle chanter, 2 = Blaster, 3 = Dwarf Cleric 4 = Shield Warrior, 5 = Wayfinder, 6 = Thane’s Guard.



Dwarf carousing table

1

Slayer oath: You have shamed yourself and your ancestors during your debauchery, the only thing left to do is take the slayer oath and try to redeem yourself.

2

Jail: You wake up in the cells of the hold guard. 1 = trial pending, 2-4 = fined 4d20 gold, 5-6 = released once you sober up.

3

Barred: The ruckus you caused last night involved so much damage you are no longer welcome at your favourite drinking establishment.

4

Gambling: A long gamblin session has left you with a hangover and some bruises. 1-4 = down 5d20 gp, 5-6 = up 7d20gp

5

Champion: You took on all comers in a game of skill defeating all till you finally passed out. The barkeep gives you a 20% discount on drinks until someone defeats you.

6

Grudge: You upset someone last night and they are not quick to forget. 1 = non-dwarf traveller, 2 = local bureaucrat, 3 = the bouncer, 4 = the local guard, 5 = dwarf merchant, 6 = a dwarf of local renown.

7

Defend a merchant: You stepped in to protect a merchant from aggressive outsiders. 1-2 = they give you a 30% discount, 3-5 = give you a gift,6 = share a secret

8

Treasure Map: A dwarf you were drinking with told you a tall tale and gave you a map to treasure. 

9

Mercenaries: You spent the evening drinking with a company of dwarf mercenaries, learning their songs and swapping stories. You can hire them for a d20+15% discount.

10

Clan mate: You bump into a clan mate looking for adventure, gain a retainer. 1 = battle chanter, 2 = blaster, 3 = dwarf, 4 = shield warrior, 5 = slayer, 6 = wayfinder.

11

Lost power: An ageing runesmith you spend the night drinking with tells the rumoured location of a long lost rune. 1 = apprentice rune, 2-3 = rune, 4-5 = master rune, 6 = forbidden rune.

12

Orders: Through your drunken boasts the local thane has heard of your prowess and requests an audience with you to assign you a mission for the good of the hold.

13

Romance: Through drinking, dancing and fighting you have drawn the eye of one of the thane’s heirs and the eire of other would be suitors.

14

Ancestor’s call: Deep into your cups you see a vision of one of your ancestors who imparts upon you a quest of greatest importance.


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