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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