Wednesday, November 25, 2020

Carousing Through the Four Taverns

 "Wine, women, and song!" The time-honored call from adventurers to bring forth that which they desire, paid for by stacks of their own ill-gotten gold, has been heard again in the taverns of Cothon-Gadeed--though mostly by those ne'er-do-wells who hang about looking for less-than-reputable employment, rather than by any of those who have employed them ...

Nevertheless, the Four Taverns (and their lesser sister taverns) stand happy to take the coin of successful adventures--and especially happy to take the coin of drunken adventurers!--and the wages of such hellbent carousing are equal to a bit more life experience under the belts of those carousing.

As said above, spending excess gold won from adventuring on mere enjoyment of life in the form of partying hard, in order to earn experience points, is a time-honored tradition of our hobby, per Dave Arneson's Blackmoor (aye, carousing predates D&D!). There are many modern versions of these rules:
Jeff's famous rules, Nick's version, and others (and by God, I'm sure there are a dozen more if you go looking).


So let's reinvent the wheel: to Carouse for a downtime, a character will choose which of the Four Taverns they're spending the majority of their money at, then spend up to 100 gold per character level, roll a save vs. poison AND a straight d20. If your character is a Member of the Tavern at which they carouse, they receive a +2 bonus on their save; if they elect to carouse at another tavern, they incur a -2 penalty on both their saving throw, and their subsequent d20 roll (minimum 1). Cross reference the second d20 with the carousing table (generic for 1-10 or Tavern-specific for 11-20) to see the result of a character's carousing.

An example: after a successful delve, Mystic X (magic-user 3), who is a Member of Kantor Kabljauhof elects to carouse at their member-Tavern for 300 gold. They roll a d20 for their save, +2 because they're a member, and get an 11+2 = 13, which just succeeds for their level. They then also roll an independent d20 for a 10, which indicates "picking up a bar tab." They receive 300 xp for this downtime action.

Meanwhile: Parvenius (fighting-man 2), companion of Mystic X, elects to spend 100 gold to carouse, and though also a member of the Kantor, elects to carouse amongst the Kzinti at the Herm & Stone. He rolls a d20 -2 for his save, getting 9-2 = 7, which fails; he then also rolls a d20 for 16 -2 = 14, which indicates a "Heroes' Feast" during which the "rare meat" didn't sit well with him, and he's penalized -1 on all saving throw rolls for his next session. He nevertheless earns 100 xp for the gold spent during this downtime.



Die

Roll


Results


1

Made a drunken fool of yourself, gain no xp; on a failed save, you also pick a fight

with someone on the hireling table, and can no longer hire that individual


2

"You look like hell!" The whiskey's holding down your head, act at -1 initiative

next session, and on a failed save also roll attacks at -1


3

What a night! Wine flowed, laughter rang to the rafters, and everyone

had a good time


4

You play a hand of tonk or two or three. Roll 1d100 x level, on a failed save you

lose that much additional money gambling, on a success that's your winnings!



5

You found yourself the life of the party, buying rounds again and again. Spend

double the gold you wagered; on a failed save, the double-spending is permanent,

on a success you also either make a new friend, or better a relationship with an NPC



6

"Wine makes glad the heart of man!" Letting loose was just what you needed,

add +1 hp/hit die during your next session; on a success, also add +1 hp

until you level up


7

"In vino, veritas." You share the bartop with someone willing to let you in on a

little secret; gain a rumor or a map leading to a treasure worth 1000 gp/level



8

Invest in warbonds or buy shares for a trade expedition. You're out 1d10 x 100

gold; on a successful save, the investment pays back 150% in 2-12 weeks.

On a failed save, at least you've got the papers--maybe you can find another sucker?


9

New tattoo! On a failed save, your friends talked you into it (or the referee decides

on something terrible); on a success it's actually your idea


10

Pick up a bar tab. The next time you carouse, the gold you spend counts as double

for xp, up to a maximum of 1000 as the barkeep lets the beer keep flowing on credit






Die Roll


Cothon-Under-Star Results

11

Literally rubbing shoulders with Klackons leaves you "scented" with pheromones of general friendliness; during your next session, Klackons are never automatically hostile, and reactions with them are rolled at +1

12

You gain a taste for Klackon cuisine, i.e. fermented salads, moldy bread, and sour beer; on a successful save, gain +1 on saves vs poison for a month, on a failed save it didn't sit well with you, roll attacks and saves at -1 on your next session

13

Climb the Whelk to watch the stars go by; on a failed save, you botched a potential romantic or friendship-deepening encounter, but have the opportunity to follow up next week; on a success, start a new relationship at "associate/tick 2", or advance an existing relationship

14

Invited into a "test group" for a new potion: roll a d20 to receive one of these potions

15

Fall in on a secret research-meeting; on a failed save, you're an eavesdropper but gain a +1 on next research roll, on a success gain 50% more xp

16

Admired a Klackon's jewelry--being communitarian, it gave the piece to you, it's worth 2d6 x 100 gold; on a failed save, italso  expects something from you in the future

17

Gifted a starter of bacta-bread; it has to be "fed" each week for 5 gp, and can be used once per month to bake a small loaf that if eaten, will heal 1-3 hp

18

Discuss philosophy with the Klackon dores; on a failed save, they've made a fool of you and your pretensions to knowledge, earn only 50% of the xp you would have from this carousing; on a success, your arguments are cogent, and you gain a Patron from among the Xoldan Klackons of the City

19

Gain a Patron from the Guild of Alchemists

20

Your philosophical positions or arguments were so interesting (however correct or not) that you've been invited to dispute in the court of the Xoldan Philosopher Queen herself; the invitation will remain open for 4 weeks, and require a downtime action






Die Roll


Herm & Stones Results

11

Grinning at a Kzin is the quickest way into a fight (and possible mauling). Roll a d4: 1) you're now hideously scarred (-1 CHA), 2) you've lost an ear (-1 to hear), 3) at -1 hp/hit die next session, 4) "pain is temporary, glory is forever, chicks dig the scars" (+1 CHA)

12

"Lymph-of-what?" You took something psychoactive and had quite a trip; on a failed save 

13

Join a dueling fraternity; you now have distinctive facial scars, and a potential "in" with the fraternity's weapon master; on a failed save, you also got roughed up, and are at -1 hp/hit die next session

14

Take part in a feast fit for Kzinti Heroes! On a failed save, all that rare meat (was it even cooked?) leaves your system unpleasantly -1 on saves on your next session; on a success, a Kzin Hero was impressed with your appetite, gain a relationship tick!

15

That person you fell for last night turns out to be the slave or indentured servant of a Kzin Hero, a jealous and belligerent fighting-man, or an "underworld" boss. Their freedom costs 1d6 x 1000 gp OR somehow earning a "favor" from the owner; if you free them, you would gain +1 CHA, and definitely gain a loyal friend

16

That odd rock you pocketed last night was actually a weirdstone; it's yours now, but on a successful save, it also left a vision in your mind or awakened your potential

17

You happen onto a secret Prospectors' Meeting; gain a rumor of a treasure, 1000 gp x level, but if you fail you were eavesdropping, whereas on a successful save, you argue your right to seek it out first

18

"It was like a weird tickling in the back of my head …" Someone touched your mind! On a failed save, someone knows something you were keeping secret; on a success, you thought fast (literally), and the id-interloper is none-the-wiser and possibly impressed

19

Gain a Patron from the Guild of Miners and Prospectors OR the Dueling Fraternity

20

Fame! The tales you reeled, the deeds you claimed, your scars or your riches, or all of it--whatever it was you did last night, you struck the imagination of the crowd, or of someone important who wants to fund your further successes. Earn 1d20 x 100 gold, but also the attentions of a horde of fawning, flattering fans ...







Die Roll


Confraternity of Issa the Baptist Results

11

Take a walk in the arboretum under the coursing of the stars to relax; it was just what you needed to meditate, earn 5% more xp from the next session you play

12

Religion doesn't mean puritanism! Among their uses, tsural buds are also known aphrodisiacs, and you have enjoyed that property; on a failed save, it was a one-night-stand, on a success, gain a "tick" in a new relationship

13

"It seemed so cute …" While intoxicated, you acquired what now seems to have been an ill-advised or even dangerous pet: on a d4, 1) a poison-quilled sekeker, 2) a "giggling" kuruku "sneak-thief", 3) an obnoxiously clever sandiab-rat, 4) the charsot is actually pretty cute

14

You were drunkenly drawn into a theological debate; on a failed save, someone notes your views as heterodox; on a success

15

"One of us! One of us!" You were initiated into a secret society or mystery cult. The results are literally a mystery, the referee will privately relay them to you

16

A walk in the garden under the Fortress Moon brought you face-to-face with Alkari envoys; learn a rumor from them leading to a magic item, on a successful save you also receive a token indicating your friendliness toward their tribe

17

Dance with the dervishes! The dance got your blood flowing and your vigor up, your AC is improved by -1 next session; on a successful save, also roll attacks at +1

18

Baptised for Issa; you are now expected to follow the tenets of Issa (which you will learn on baptism); if you do so, you can earn +5% xp each session, but failure to follow the strictures will result in excommunication/ostracism

19

Gain a Patron from the Baptists of Issa or from the Guild of Trainers and Botanists

20

"What insight you have!" Your discussions with the brothers of the Confraternity go so well that you are allowed for the week to look into certain sacred texts held secretly in the library of the brotherhood; the meditations therein set the mind to whirling, and you earn 1d6 x level x 100 xp.






Die Roll


Kantor Kabljauhof Results

11

Caught up in a brawl between Hanse-men and the local longshoremen. On a failed save, you got jailed with other malcontents by the responding militia, and require 1d6 x 200 gold to be released (the Hanse will pay, but you'll owe them); on a successful save, you made off with 1d4 x 100 worth of looted goods

12

Invest in "galley-bonds" or a trade expedition. You're out 1d20 x 100 gold; on a successful save, the investment pays back 175% in 2-12 weeks. On a failed save, the payout is 5 + 1d6 x 10 % of what you paid (60-110%)

13

Take a panga out under the stars; on a failed save you gain a new relationship; on a success, the crisp ocean air and meditation helps you to earn +5% xp next session

14

You got yourself into a heated argument over philosophy, especially the nature of the private vs. the public; on a failed save you question your own convictions (-20 psionic defense next session, otherwise no effect); on a success, gain a new relationship

15

Catch a glimpse of Elfin beauty … her Elfin ears, her silvery skin continue to haunt your dreams after that fateful night. If you succeed on your initial save, you catch her name and have an "in" to try to get to know her. Otherwise yYou're at -1 on all rolls because of your pining and mooning until you make three saves vs spells, or get to know your crush; make 1 save per week, including the first result of your carousing roll

16

Fall for a dancing girl or catamite; they'll happily feed you rumors and gossip each week, and massage away your adventurer-aches, but require a weekly gift worth 1d10 x 10 gold each week to keep their favor

17

Joined a dueling fraternity; you now have distinctive scars on your hands and/or forearms, and also have a potential "in" with a weapon-master; on a failed save, roll attacks and damage at a -1 penalty next session

18

"My mind itched, but I couldn't scratch it!" Someone touched your mind; on a failed save, gain some small defense against psionic attacks; on a success, you have untapped potential that a telepath might be able to train ...

19

Gain a Patron from among the Hanse, possibly including Mormaer Yrasi herself

20

"I stand atop a spiral stair, an oracle confronts me there, he leads me on lightyears away, through astral nights, galactic days …" (from Rush's 2112 album). A dream-oracle appears during your night's sleep to answer one question as if by the spell contact other planes





No comments:

Post a Comment