Carousing!
Carousing!
1 or less
Jailed.- you have been jailed for a crime that you may or may not have committed. To arrange your release, you will need to: a)call in a favor from a powerful friend. b) hope somone can pay 1d6x1000 gp. c) join the penal regiment for 1 year (chance of dying during this tour). Until one of these conditions are met, you accrue a 10gp/day wardens fee while performing hard labor. Either way, All possessions are confiscated. Sorry :(
2
Kidnapped!- one of your retainers has been kidnapped! The kidnappers demand a ransom of 1d6x1000 gp for their release. Failure to pay this demand will result in the follower being sold, executed, or worse.
3
Harvested.- You wake up groggy and sore. Something is missing, something that was a part of you…
After awakening from a blackout, you realize that a part of you has been stolen by weirdos for some unknown reason. Roll 1d10 1)- a foot. 2)- a leg. 3)- a hand. 4)- an arm. 5)- an eye, ear or nose. 6)- a lung or kidney. 7)- your heart (replaced with a puffy fish). 8)- your brain (replaced with a mouse). 9)- a buttock. 10)- your soul. There is a %50 chance that this shows up in a curio shop next month for 1d6x1000 gp. If purchased, someone might be able to help you replace what was stolen.
4
It started as a little rash...- Maybe you skipped basic hygiene. Maybe it was too dark (or too drunk) in the bedroom to notice the lesions on your mysterious partner. Either way, you’ve caught something nasty. Decide what color the rash and the puss looks like. You will have -2 on attack rolls and saves until you get it taken care of. Can be cured with 2d6x 100 gp worth of medicine (and still suffer the penalties for one session) or a cure disease spell, if available.
5
Robbed.- You’ve been robbed; they got everything that was not in the bank. You have no leads as to who robbed you.
6
Lost Hireling.- A hireling or retainer in your service has either quit and refuses to work with you, vanishing with no trace. %50 chance that they made off with half of your gold.
7
Publicy shamed.- Someone has thoroughly, publicly shamed you; even your mother heard about it. Until your name is cleared you will suffer a -2 to all reaction rolls and you will lose 1 step in all of your relationships. To rectify this: a) call in a favor from a powerful public persona. b) arrange for a notable bard/courtier to bury the rumors for 2d6x 100 gp. c) challenge the accuser to a duel and win (maybe deadly).
8
Cought up in a scam.- You met a friendly, energetic, and persuasive group of guys that convinced you to invest in a new type of currency, “Imagine Coin”, that they insist would become the future of transactions. Roll 1d10x 10 to determine the percentage of your wealth you invested. Next, roll 1d10 again. 1-6), you realized too late that you were scammed, you owe again 25% of what you lost in ethereal fees. 7-9), you manage to break even from selling what you had; regain your wealth. 10), you managed to get in early and cash out before it all came crashing down; you make 20% profit.
9
You have angered or insulted someone.- Roll 1d6. On a 1), you insult a friend or retainer and they either leave your employ or you lose 1 step of your relationship. 2-3), you anger a group of toughs that beat you up in the alley, start the next adventure with 25% less hp. 4-6), you have managed to piss off something supernatural or weird (TBD). Roll a d6 again, on a 1, you are unaware of your transgression.
10
Cursed!- you have been cursed by someone or something. Roll 1d6. 1), A pox on you, literally! A potent witch has placed a poxy curse on you as per the reversed Remove Curse spell. 2), After telling tall tales to a stranger in an inn, they reveal themselves to be a powerful magic-user. You are made to pay for your flippant tongue by being compelled to always tell the truth until the curse is removed. 3), something you looted turns out to carry a strange curse. Until you have the curse removed, you find that something is “eating” your coins. After each adventure there is a 50% chance that all of your share of the loot disappears. 4), A pitiable scamp sold you some “magic beans” which you promptly threw away. Until the curse is removed, anytime you wish to throw anything, you find yourself throwing a handful of “magic beans” instead. 5), After a particularly exhausting evening of debauchery, an alluring stranger asks you to dance. Too fatigued to accept, you inadvertently insulted a mischievous spirit which cursed you to dance anytime you hear music. 6), Cursed nightmares disturb your sleep. Until you consult with an oneiromancer, you will be unable to heal naturally or memorize new spells between sessions.
11
Mutation.- You begin to notice a change… Over the course of the next 1d4+2 downtimes, you will develop a strange mutation. Until this metamorphosis is complete, you suffer -1 to attack rolls and saves as you adjust to the changes in your body. Roll a 1d6. 1). Your muscle mass increases, gain 1 point of STR when completed. You look swole. 2). your eyes begin to bulge out of their sockets and your vision blurs a bit. You have a -1 when attacking with missile weapons until the change is complete and your vision adjusts. 3). You suffer from migraines and a -2 penalty on your rolls to save vs. spells. On the plus side you gain the ability to detect thoughts, as the spell, once per session. 4). Your fingers start to bend backwards. 5). You develop a swim-bladder somewhere inside you. You can swim normally in armor. 6). Your skin begins to change color. This eventually stops… or not.
12
Mistaken Identity.- You have been mistaken for another person. Roll 1d6. 1-2). You are mistaken for the recipient of a small inheritance. Gain 1d6x 100 gold, if your conscience allows it. 3-4). You are mistaken for a wanted petty thief and spend the evening evading pursuers. 5-6). A doppleganger is making mischief while wearing your face! Oh no!
13
Woke up next to…- You wake up next to… Roll 1d6 1). A festering pile of garbage. You stink for the next adventure and find it impossible to surprise those with working noses. 2). A pile of leaves. You probably had a good time jumping in them. 3). A pile of money. Gain 1d6x 10 GP. 4). A pile of books. You had a boring night researching something. 5). A pile of nail and hair clippings. They came form you. You are temporarily without hair/nails. 6). A pile of sweaty people. You decide what happened.
14
You drank someone else’s drink.- Roll 1d6. 1-2). you mistakenly drink someone else’s drink and after awkwardly realizing it, you make fast friends with a stranger of some note. Start a relationship with someone random. 3-4). You embarrass yourself as you spit-up a cup full of cigar butts. 5-6). You got a sip of some nectar-infused liquor and spend the night feeling warm and mildly euphoric. You feel invigorated and gain a +1 to attack rolls next session.
15
A Night to remember someone else’s night…- Through some odd occurrence, you wake up having lived someone else’s life; at least you have the memories of someone else’s day and not your own. Either learn a secret, gain EXP equal to 100x your level, or have someone fail the next save vs spell that you fail, in your stead.
16
Strange dreams.- You have a night of strange dreams that remain just beyond you memory but haunt you for some time.
17
A fun night.- You have a really fun night. That is all.
18
Gambling.- You gambled the night away, and possibly more. Roll 1d6. 1-2) You lose 1d6 x100 GP. 3-4). You break even. 5-6). You win 1d6x100 GP.
19
Tattoo.- You wake up with a new tattoo. Roll 1d6. 1). It’s visible and embarassing. 2). It’s a minor thing, tucked away somewhere. 3). IT MOVES AROUND YOUR BODY WHEN YOU SLEEP. 4). It’s a magical tattoo that provides a +1 bonus to your saves. 5). You got someone else’s tattoo by mistake and they want it back and will pay you 100 GP for it. 6). You got someone else’s tattoo by mistake and they want it back and will NOT pay for it.
20
Fire!- FIRE FIRE FIRE! You survived a blazing inferno. Roll 1d4. 1).You caused it but none know. 2). It was an accident. You owe a fine of 1d8x100 gp. 3). you heroically saved something from a burning building and are rewarded with 1d8x100 GP. 4). You saw something in the flames… gain 1 point of wisdom.
21
A whirlwind romance.- An exceptional night of passion has changed your life. Roll 1d6. 1). Your roll in the hay has not gone unnoticed. You’ve been forced into a betrothal by sword-point. You now have a dependent that refuses to leave your side. They are a 0 level retainer that never advances. 2). Also betrothed, but this one is pleasant. Also a 0 level retainer but this one can advance. 3). Also Betrothed but the target of your affection was already spoken for so you are forced to marry the next sibling or a barnyard animal instead, as per local custom. Awkward. 4). Your romantic partner turns out to be a ghost and now you have a tenuous connection to the spirit world. You may call upon you partner to Speak With Dead for you on one occasion. 5). You and your partner start up a platonic relation ship henceforth. Start a relationship with someone. 6). Your partner turned out to be an otherworldly being and you are now a person of interest to them. If you happen to die from violence, you will be absconded from death and returned in a new form.
22
Cats.- You have attracted the attention of the Cats. Roll 1d6. 1-2) You have somehow transgressed against the cats. Penance is due. 3-4). A kitten has taken a liking to you. 5-6) you have pleased the cats. They bring you a gift.
23
Challenged to a duel.- You have been challenged to a duel for besmirching someones honor. You can ignore this but there may be repercussions. Roll 1d6. 1-3) the challenge is to first blood. 4-6) a duel to the death. Roll 1d6 again if you accept. 1-2) the challenger is a 0 level fop. 3-4) the challenger is an equal level courtesan. 5-6) the challenger chooses a champion. A fighter of equal level to you.
24
Rumor.- you hear a rumor that if pursued may lead to a treasure… or a deadly challenge.
25
Made a friend.- You have begun or strengthened a relationship with someone.
26
Movin' on up- You have somehow been ushered into the inner circle of some moderately prestigious Urbo Ĉielarko elites. Tell me how. You will have an easier time developing relationships with members of high society and may receive invites to exclusive events.
27
Gain a retainer.- Come up with a story of how this retainer enters into your service. They will begin as a 0 level character.
28
You are owed a debt.- You performed a good deed for a reputable adventurer. In return, they have agreed to accompany you on your next adventure, without charge.
29
A vision of the future.- You have a glimpse of the future. Without context, you are not sure what it means. You can reroll any roll in the future one time.
30
A legendary night.- You partied so hard that a bard wrote a song about your deeds. You decide what sort of daring stunt or debauched reveling you participated in. You have gained a reputation for being pretty cool. As a result, you have +1 on all reaction rolls and charisma checks with most people in Urbo Ĉielarko until you fall out of favor for some reason or until the next big thing comes along.
31
New best friend.- An animal has adopted you. This could be floppy-eared dog, a plucky badger, or some other sort of mundane creature. It will not abandon you unless treated poorly.
32
An invitation to an exclusive club.- You made acquaintances with an interesting character that invites you, as a probationary member, to an exclusive club or shady market. We get to make this up.
33
The universe presents an opportunity.- You have discovered some secret opportunity to take advantage of the oversight of a rival or known foe. Work it out with the DM.
34
Blessed.- Someone or something is looking out for you. Maybe you are the beneficiary of a kind witches charm or perhaps a capricious god has granted you a boon. Something has bestowed its blessing on you and now once per adventure you may add a +1 to any roll before or after the results. Each time you use this, roll 2d6. If your roll results in 7, this blessing ends.
35
Apotheosis.- Some transcendent spark stirs within you. Willing or not, you have taken the first steps towards becoming something else… something beyond reckoning. This will be a long project over many (TBD) downtime activities involving spiritual journeys, vision quests, strange portents and other mystical exercises.
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