Monday, November 25, 2013

Carousing in Doublecrossroads

So we have this and that's pretty much all you need for most circumstances and will even sit just fine in most of this wild-west-D&D campaign world but for the actual town of Doublecrossroads you're just a bit more isolated than that, so any carousing is going to be just a little different. As in the above link, spend d6x100gold to carouse, and you earn that much XP, usually. However if you don't have enough money to cover this cost it means you overreached yourself and stuck the town with the check and can consider most of the town to be hostile to you until it's paid back, not to mention people who might be calling in this debt or the possibility of time in jail.

Anyway, then save vs. Poison, and if you don't make it roll on the table below:

  1. You've made a fool of yourself. You get no XP and have to draw down from the deck of fate. Your card represents the way you made a mess of things, and now you have to deal with the consequences.
  2. You shot your mouth off, then tried to shoot the other guy's off. You were involved in a duel. The GM sets a number, and you both try to roll over that number, remaining as close to that number without equaling it (e.g. the GM sets 65, you want a 66). Ties mean your bullets hit each other and fuse together (These items give you a free draw from the deck of fate during the game). If you both miss, it's your turn to set a number, and you and the GM roll again. You keep doing this for up to 6 rounds, at which point cooler heads intervene when you reload. If you have ammo or a second gun and your opponent is empty, set your own number and roll over. The loser of the duel saves or dies. The winner gets no XP or loot for this kill, and may be on the hook for murder depending on the circumstances (Charisma check or spend money equal to initial carousing roll, gain no bonus XP for this expenditure).
  3. Where'd your vulva go? You wake up a different age, race, and gender. Your new form is a complete being with its own drives, desires, ambitions, and skills. Basically keep your gear and XP and level but roll up a new character otherwise. CAVEAT: If you had spells and slots you keep them but can gain no more until you change back, unless your new form also has spells (see table below).
  4. 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. Roll any die: odds means you broke an obvious existing law, evens means you broke some local ordnance or custom or taboo that's out there and how could you know that seriously and the GM makes something up.
  5. Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)
  6.  Beaten and robbed. Lose all your personal effects and reduced to half hit points.
  7.  Gambling binge. Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.
  8.  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.
  9.  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.
  10.  Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.
  11.  You stumble into the wilderness following a vision. Roll wandering monster table. Intelligent creatures will take advantage of you, those of animal intelligence will react normally. You must successfully navigate your way back to town in the morning using normal rules. PS you now consider any creature you meet a Spirit Guide, even if that creature was an orc or Kenneth or something.
  12. You are accused of high crimes and must stand trial. You'll be in jail the whole time unless someone posts your bail. Roll d6, 1-2 public safety charge 500g bail, 3-4 murder or rustling charge 1000g bail, 5 heresy charge 666 bail, 6 witch trial, 2000 bail.
  13. A group of miscreants is counting on you serving the town up for them, as per an arrangement you no longer remember. 1-4 on a d6, no one saw you talking to one another, 5 the law knows, 6 everyone knows, and will hold you accountable for their misdeeds, never mind how your "partners" will feel if you don't follow through on whatever the hell it was.
  14. In drunken largess you've donated a sum equal to a new carousing roll to one of the churches, very publicly, and now the others are pissed off at you and will refuse you service.
  15. Your suggestible state left you open for parley with some dark thing which slumbers in the wastes or the beneath. You are under the Quest effect of a monster god. You may save vs spells but this grants you a madness regardless of current Shock Value if successful, the scars of the tearing in this war of wills.
  16. The drink taints your perception, the night is like a dark carnival, and then the nightmares come. Roll 1d3. Earn that many points of Shock, along with any new effects.
  17. Your luck has taken a turn for the worse. You can't use any Barrel Points the next day, and can't use any again at all until your luck changes and you crit something.
  18. "Don't repeat that, man, that'll stick!" You did something stupid or said something stupid and earned yourself a nickname. Roll Charisma. Success means it's stupid but cute, failure means it's horrible and no one will ever call you anything else until you leave town.
  19. What do you do when you're Branded? Some mark has been seared into your flesh, roll d4, 1-2 it shows you to be property of some god or powerful figure, 3 it's embarrassing, 4 it's actually kind of cool looking but nobody knows what it is or who did it.
  20. You went to piss up a building in the night and were eaten by a horrible monster. In actuality you're under a curse. Roll random monster table plus random mutation table. You're that. Your party wants to avenge you and the town may want to eat you. You can't speak unless the creature in question can, but you still know all your languages and your abilities remain the same. Any armor is destroyed in the transformation and you cannot cast spells unless the new creature can cast spells, in which case you know the spells you knew as a man.