Showing posts with label carousing. Show all posts
Showing posts with label carousing. Show all posts

Friday, August 5, 2022

Filcho, Drayno, and Wizzo Enter a Bar

I had a sads when I saw how the Twitter algorythm treated my last post. I shouted, “WHAT DID THEY DO TO MY BOY?” Here's a play example to get those rookie numbers up, cuz I’m telling you, the post had some good ideas.

So the titular trio waltz into a watering hole and scope the seats. Filcho and Drayno decide they want to jump into the game of Groat my Gryphon they see at one of the tables, introduce themselves under fake names, and sit down. Meanwhile Wizzo spies a trollop at the bar that doesn’t look too expensive. Oh, you thought Wizzo was a dude and I’m being sexist? Pfft. No, Wizzo is a lady, so that’s on you and thousands of years of patriarchy. 

Filcho and Drayno, rogues that they are, both decide to cheat. Filcho is 3rd level thief, so he has a 3 in 6 chance of thieving. Drayno is a 4th level fighter, and so only has a 1 in 6 chance. Guess who is going to screw this up.

Meanwhile, Wizzo find her own hair in her drink right in the middle of a line about how the Gamete Hills are beautiful this time of year. What the hell? She uses her wizard eyes—she’s 2nd level— to try to find out if magic is afoot. She has a 2 in 6 chance. The player rolls a success. Ah, the culprit is a toxically possessive leprechaun on the whore’s lap. “I see you! Time to taste my Ensquirrelating Beam!”

But just then, a brawl breaks out behind Wizzo. Drayno has fumbled his cheating roll. He attacks an angry gambler with his club. The attack doesn’t hit, but the club damage roll is a 1, so Drayno’s player announces that he kicks the table up on its side to give some cover. 

Filcho wants to do a ambush with his blackjack, and so waits for someone to poke their head around the side. He rolls an attack and hits, but his damage die rolls a 6, so he doesn’t get any extra damage.

Wizzo is like, I just want to get out of here, and runs for the exit. 1 in 6 chance for that, as a wizard. She rolls a 3 though, so someone intercepts her--NO! The DM just had a better idea. Leprechaun chicanery has tied her boot laces together. She takes a pitch forward.

That was round one. Their adventures will continue, but I think I’ve shown how the system can work.
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Saturday, April 4, 2020

The Party Actual Play Report


A while back, I made the game The Party, which is basically a list of odd characters and one paragraph of rules. If I do say so myself, it's the ultimate pick up and play TRPG. We've played it a couple times now, and I'm here to tell you how the latest session went.

We played a version of Night of the Walking Wet. Here, have the map I drew for the overland. Then scroll down to the report below it.
To do things, roll a d20 and the GM will roll one too. If it seems to be something you would be better at than other classes would be—exempli gratia, a warrior rolling to hit—you can roll a d30 instead. If you roll higher, you do the thing. If the GM die rolls close to yours though, maybe you didn’t do the thing so smoothly. If you failed, there is some bad thing that happens now and makes sense for the danger you have blundered your way into.

That's pretty much all the rules up there. So we started with a thief that poses as a blind umbrella salesman (we've rolled this result in a past session so I tweeked it, and thru play the PC became more exotic-umbellateer than thief), an Amazon out to find the dragon that razed her village, and an eye-mage (they were a leprechaun, but that didn't come up). I had the players roll d30s on the char-gen table because I felt like having an odd session.

They proceeded south in hopes of selling umbrellas to Thracian goat herders (this map goes all in on Judges Guild stuff), but soon became distracted by the sight of a dragon soaring in the sky. Eye mage decides to try to obscure vision of the dragon. This is definitely an eye-magey thing to do, so I grant them a d30 and roll a d20 for the opposition. We both get natural ones! The mage attracts the dragon's attention, but is hit out of nowhere by a rogue UFO. Maybe I shoulda had more consequence for the mage than that, but oh well.

So the players track down where the dragon crashed and finish it off with an umbrella up the intestines. Too bad, because from the looks of it, that dragon was the brother of the dragon the amazon was looking for. They start harvesting organs, so I ask if they have a clever way to preserve them long enough to get to someone who can actually afford it (Startsville has a poor economy since the lands to the south got full of zombies and odd humanoids about a hundred years back, when the "comet" crashed). Well, I have jars of piss (ammonia) says one player. We roll to see if they are big enough, and they roll high, so yes, yes they do have those jars.

The players also decided to scope out the karst believed to be the dragon's lair. Turns out the roost is like sixty feet down a cliff. Umbrella dude is like, "No prob, just take one umbrella in each hand and float down, friends." Others are like, "After you." Natural 1. Splat!

So that player rolls up a dwarf into rune-priestcraft and is encountered by the other PCs as they are back in town to hawk piss-pickled dragon organs. Okay, long story short, dragon blood is harvested too, magical research (think carousing table) is undertaken, and a little stone dragon familiar joins the priest. Slime missionaries try to convert the party with paper-airplane flyers. Das PCs end the session by fumbling their journey roll and thus cornered on the karsk by a small army of weird humanoid monsters, who they shake off by creating a rune-earthquake and giving lots of pinkeye to.

So yeah, good game and fun system. If you want the character table, go here. The only revision I've really done to the rules is to emphasize that natural 20s can beat higher numbers than 20 on the opposing die.
 
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Share good posts with good goblins. Claytonian at the gmails.

Monday, July 10, 2017

You shoulda been there when I kicked Satan in the Jimmies: A new way to level up

I'd eyed a lot of goal-based and accomplishment-based systems of late to include in Quest for It, but none of them were sitting quite right with me, so I came up with a system whereby you get drunk and recall the exploits of recent sessions.

 Rules:
The players get together to petition the Judge every once in a while, in the form of boasting PCs talking over drinks. “Remember the time you got turned into an egg and the dragon laid you?” For each of these stories the barflies (Judge) are impressed with, the players have gained one chance as a group. When the players are out of stories, the judge rolls a d10. The players’ chance of leveling up is x in 10, where x is the number of stories. Players that are below the party average level will have 1 higher chance in 10, but only the one die is rolled. If the die rolls x or lower, players level up.

Today was the first time we'd actually tried the bragging part out. The players talked about 8 things by my count. I was surprised by how fun it was to hear the players play this out as I goaded them on as a bunch of non-descript NPCs and the occasional hireling.

Things the party has done or seen:

  1. Zombies that were their former compatriots from the funnel
  2. Mankies--monkeys without heads and upside down faces on their chests, that they got paid to head-hunt
  3. The battle of giant ants and climbing/sleeping foibles
  4. Sexy oil stories (basically, the barbarian +Paul C  saw a bunch of oily dudes and got curious)
  5. Met a god that was an eye (thanks, +Rafael Chandler)
  6. Rival factions (this was a bit of a gimme, and maybe I shouldnna counted it, but there was a story about how the party stumbled into danger because they didn't realize how packed that manse was)
  7. Fought a ghost king
  8. Lost valiant hireling Igor to yellow mold (made the crowd weep until the cleric started dealing mold like a drug)


8 out of 10 chance there. I rolled a d10 and got a 7, so the party leveled up. If I'd had rolled a 9, just the newish wizard would have leveled, as they were only level 2 compared to the level 4 party average.

So, some drawbacks I noticed to other systems that make mine the obvious one true path:

  • XP for Gold: My players never found gold. Like never, ever. Always missed secrets and never checked under the right beds. And they still just murdered anything they could. But usually got murdered first.
  • XP for murder: Just reinforces the bad habit of stabbing all the things. Players do that anyways.
  • XP for danger ala DCC: It's pretty close to XP for murder, and hard to assess how much danger was averted when PCs are smart enough to actually avoid a fight because it is the severity of the fight that gets you XP in the first place. Also, didn't work well for our weekly 2 hour games; took forever.
  • XP for goals: Sometimes, everyone has different goals. But it's not too bad, really. Can take a really long time for some goals if the players are hexcrawling and whatnot.
  • XP for ignobles ala Rogue Swords/Conrad's Fantasy: Takes a long time at 2 hours a week. But it inspired the current system a lot.
  • XP for failure ala DW: Actually, I like this, 8 out of 10, would roll to hit again. Players are encouraged to try stuff.


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If you spot a typo or don't have g+, you can just email me. Claytonian at the gmails.

Saturday, June 28, 2014

XP for Gold revision 100: Montage

This is an embed of a revision of my XP for gold DCC rules, which my players quite frankly hate but I stubbornly think add something to the game. Enjoy.

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Want to give feedback? Share this on g+ and give me a tag (+claytonian JP) (if you want to keep it private, share with only me).
If you spot a typo or don't have g+, you can just email me. Claytonian at the gmails.

Sunday, August 5, 2012

Carousing: Sacrifice to Gods or Spirits

Ancestors only accept the best beer.


You can see my original take on carousing rules for leveling up here. This time we tackle something a little more pious: Sacrifice check leveling.

Sacrifice is giving wealth or offerings to gods, ancestors, clan hoards etc. If you are not a cleric or member of some other appropriate group (a dwarf donating to his clan hoard, for instance), your action die for this roll is only a d16. As with carousing, sacrifice nets you experience equivalent to the gold you spent. You may spend 300 gold per level per week towards sacrifices, but relevant entities will give you +1 to your check for every 10% you increase your sacrifice, where 10% is calculated on your need to reach the next level. This extra gold only nets half experience though.

If you need to repent (as DCCRPG clerics may have to), you  should use the rules in the book for that. You can't gain XP that way.

Sacrifices need to be made at a temple, shrine, demi-human clan hoard, or somewhere else appropriate. You can establish such a holy place as an initial sacrifice.

You choose how much gold to donate. Evil gods demand lucre for themselves (they supernaturally take it), but good gods may require that alms be payed out to the poor via donation boxes etc. If you happen to worship them, the ghosts of your ancestors demand extravagant tombs and gifts. Dwarves, elves, and halflings that have ties to their clan can donate to the clan hoard and its defenses, and the gods/spirits of such demi-humans judge them.

When you engage in Sacrifice, roll a d20+Luck Mod, aim for DC15 to get extra bonuses beyond XP,  and hope you don't roll a 1!

Sacrificing a chosen foe of your deities or enshrining a religious artifact or relic will net you your Personality bonus to your Sacrifice roll.

1. Thou dost displease me! Your face shows a mark of shame. Holy men will abhor you until you remove this mark with a successful Sacrifice check.

2. Thou art too proud! Your stature is lessened until you level up twice. People take pity on you now.

3. I am wagering with the adversary, and so... You lose something precious to you, such as land, your cows, or a loved one.

4.  Thou dost amuse me so. People don't take you seriously until you complete an adventure, but you gain 1d5 luck points.

5. Only thou canst handle the following mission. You are charged with a difficult quest.

6. Who art thou again? You gain a complex, driving you to prove your worth to your gods. Role-play it well or risk losing luck.

7. Thou must suffer the sins of my peoples!
You are covered in painful boils for a while. -1 to agility baring a successful Fortitude save after morning prayers.

8. Thou must feed my sheeple.
3 Idiots join you. They fight as henchmen, but they are bumbling fools and will constantly give away your position. Killing or turning them away is bad luck.

9. Thou must give alms.
You are compelled to give away all of your rations. Except for a meal you are currently eating, you can't stop giving away your food until an adventure or quest ends. Eating food you once gave away will net you 1 Luck loss.

10. Suffer the children.
1d16 orphans show up during your next adventure. Get them to safety and see to their needs lest you get bad luck.

11. Thou deservest to know that my chosen people are...
You realize that a race chosen by the game judge is the chosen race and all others are to be derided and ignored. This may cause you great cognitive dissonance if you are not of the chosen race.

12. What hast thou done?!
If you are a cleric, roll on the clerical mishaps table. If not, you are kicked out of the holy grounds and can no longer make donations at this site. -2 luck.

13. Thou must slay the mightiest beast in the land!
You cannot gain any experience until you slay an infamous monster named by the judge.

14. Thou art marked with my curse. 
You get a bad result from this list

15. Thou art a prat.
 An applicable result from this list.
If you rolled a natural 20 when making your Sacrifice roll, you get 1d5 luck points and then check for other results.

1. Divine luck is granted to you. +1d4 luck.

2. You know the general location of a relic of your faith (holy classes can use them, others can sell them).

3. Choose a spell you know (or learn one at next level if you have no spells). Luck burned when casting it comes back as if you were a thief.

4. You may call on the favor of a divine agent, such as an angel, one time if your goals are aligned with your gods.

5. You may burn a luck point any time something from a divine source would harm you, or when enemies of your god would seek to harm you for your beliefs. This protection lasts one scene per use and goes away if you are currently not in good standing.

6. Your faith is strong enough to perform most any bog-standard miracle during the next adventure. Look to real life holy books for examples.

7.  You gain a vision of the future. The next time you would be knocked to 0 HP, you can make a DC 10 intelligence check to avoid that damage.

8. You have gained a bit of divine favor. You gain an extra 1d4 hit die.

9. You get an extra 1d4 added to your turn unholy checks if the natural roll for such checks is an 18 or higher.

10. Until the next level, you are watched over. Once per fight you can use an action to regain one hit die of health.

11. Whenever you seem to be out of food, roll your luck and if you succeed you miraculously have food.

12. You may remove one mutation, spell corruption, or deformation from yourself or one companion.

13. The next time you would have to roll on the deity disapproval table, you may forgo that roll.

14. A supernatural being makes your association, and puts you on the fast track to sainthood, demigod-status, etc. You still have to earn your way into the position though.

15. A good result from this list.

Monday, April 2, 2012

Carousing 3: Training

Carousing continues! It's not really carousing again but who cares as long as you get to turn gold into XP?!
Carousing carousing, holy sacrifice carousing, and arcane carousing can be found here and here

Some may prefer a more logical way to level up than partying like Conan. So here is a table for leveling up via training for both militaristic and skullduggery types. Results are luck based. If you pass, good result, if you fumble (roll a 1), bad result. Natural 20s net a bonus success before the results!


Training is probably appropriate for rogues, thieves, fighters, monks and so on, but anyone can find a master in their field for the right gold.

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Luck check fumble results:
Successful (DC 15) Luck check results:
1:You suffer an accident and lose an eye. If you get this result again, you are simply scared somewhere.
2: Trained too hard. You gain two strength points but lose a point of stamina.
3:Your martial might has caught the attention of the gods. A monster will show up to challenge you to single combat soon.
4: You lose a hand, but now have a wicked hook and intimidation rolls are easier for you.
5: You accidentally kill your master! Now all his other pupils are after you.
6:Your master is killed and his secret technique scroll is stolen by a fellow pupil. Master begs you to hunt the dude down with his dying breath.
7: You are seduced by the master, and become a target for their enemies.
8: Your master is less wise than they appear. Only half-XP for this training action!
9: Master has convinced you that you need to do a legendary task before you can gain anymore XP.
10: Your skill angers your fellow pupils. They gang up and attack you one night at the dojo. +1 Stamina if you survive.
If you roll a natural 20, you come out of the experience in such good shape that you have 10 extra luck to burn on any combat or damage rolls during the next adventure (once you burn them, they are gone). Also, 50% more experience. Then check below.

1:Expert advice: You can re-roll a number failed checks equal to your intelligence modifier during the next adventure.
2: You gain a rep around the training grounds. Social interactions among your kind are easier for a while.
3: Extra credit: You gain training in a background that you can narratively justify and will help you with appropriate skill checks.
4: You got groupies. They want to have your baby. You can have a baby. Or 1d3 of them.
5:You win the regionals! People in town think you are awesome and offer you the first round free etc.
6: The master is impressed by you grasshopper. He teaches a technique so secret that it disappears from your mind after using it. The next time you wanna attempt a death-touch, let the DM know.
7: Fists of iron. Brawling damage from you goes up a step on the die chain.

Sunday, March 18, 2012

Carousing 2: Magical Research

Standard Carousing, Religious Sacrifice, and credits are covered here.

These are luck-based results for leveling-up activities that use up gold to make experience points as per the above link. Use the left side of each table if and only if you roll a 1. Use the right side if you make your luck DC. Do nothing but gain experience otherwise.

Magical Research

Intended for mages, wizards, and occultists.

Luck plays a role in all these checks, as we play the DCCRPG. Thus, when you roll a carousing check, you are going to add in your Luck modifier, be it good or bad. If the carousing check comes up as a 15 or better, you get to roll on a good bonus effects table. If you get a 1, you have to roll on a bad side effects table. Each kind of carousing check has it's own table.

If you are carousing with a specific goal in mind, you can skip the table when rolling a 15 or higher and opt for that goal instead (the DM may set a DC of 20 for very hard things, or refuse things beyond your level and background). I'll give some sample goals:
  • Research: figuring out the magical properties of an object, researching how to kill a legendary monster, creating a potion, doing a ritual, creating a spell, communicating with demons, overcoming a curse, learning the true name of something, gaining literacy in a supernatural script
Bad results may possibly be negated by doing further magical research.


Luck fumble results:

Successful luck results:
 If you roll a 0 (considering modifiers), you are afflicted with corruption as well as a result below.

1: You gain a double shadow (curse). The referee secretly rolls and keeps track of the time in d3months that you have until the shadow merges with your own and subsumes you.
2: You glimpse an arcane secret that drives you mad, and you gain an associated derangement (via the system of the referee's choice) but have reckless non-nonchalance towards anything not associated with your derangement.
3: Your flesh starts to slough off and you need to wear bandages and apply unguents to keep it on.
4: You gain a third eye. It can see in the dark, causes you pain in the presence of the holy, and creeps out common folk.
5: By day you are good or lawful. By night, the opposite. You otherwise are as full of levity as before.
6: You have made enemies with a supernatural being. Expect its agents to attack soon!
7. Roll on the minor spell corruption table.
8. Roll on the major spell corruption table.
9. You are marked as a sinner for consorting with the supernatural. Always treat your alignment as the worst possible when a cleric does a lay on hands check.
10. You create a clone. This clone wants to kill you, and it has escaped from your lab!
11. You attract ghosts like the dickens. Whenever you are in a haunted locale, wandering ghost are twice as likely to show up and primarily target you.
12. You create a hole in space time somewhere on your person. It doesn't hurt, but it is unsettling.
13. Your patron abandons you! If you don't have a patron, casting the spell fails as a fumble the first time you attempt it.
14. Cursed! You cannot gain any XP until you find a legendary tome that has the solution to your predicament.
15. Roll on the Magical Mishaps table.
16: You are afflicted with a mutation or derangement. It makes you ugly or flawed somehow. I suggest looking at the flaws from a Whitewolf RPG book...
17: A bad result from one of the below links.
18: You become obsessed with some kind of mad scientist scheme (creating man-bear-pig, etc.) and must spend every other leveling action trying to do something to realize it.
If you roll a natural 20, you are able to create your own dweomer. Work with the referee to figure out the specifics.
1: You can see the auras of other beings for a month.
2: You have a good lead on where to find an ancient artifact, scroll, or weapon.
3: You gain insights concerning a ritual, and know how to cast it.
4: You gain a familiar, or, if you already have one, you current familiar pokevolves.
5: You are on friendly terms with a supernatural entity that you can call on for information once per adventure. It may ask you for favors back from time to time.
6: You gain a secret vulnerability, and can only truly be killed when it is employed. Someone must engage in Magical Study to guess what it is. From now on, you must engage in Magical Study once per level at no experience gained if you want to keep this ability.
7. You gain the audience of a being that can answer one yes-no question. You can try to do fairly cheap magical research with this goal in mind again...
8. Gain incites into the shadow dimension: You take only half damage from shadowy sources.
9. Eureka! You gain an extra spell slot. If rolled again, you get +1 to spell checks with one spell.
10. You gain a psionic power. It gives you a nose bleed each time you use it, which costs 1hp.
11. You can see in between dimensions when they are being disturbed. This makes you able to see certain crazy things...
12. You craft an awesome wand. It adds +1 to your cantrips (you get cantrips) and rituals.
13. You learn a PG-13 Carcosa ritual.
14. You fashion a gate to a magical place where you can adventure if you so please, such as the Isle of the Unknown.
15. Choose a spell of your level or lower from another OSR book. Swap it for a spell you know if you'd like.
16: You gain a mutation. If the game judge agrees that it is not beneficial, they will let you reroll until you get something good.
17: A good result from one of the below links.


Other mishaps here. And the metal! mutations here are pretty good for messing up a wizard.

Saturday, March 10, 2012

Carousing, orgies, and their alternatives

When the DCCRPG beta was first being played, how to gain experience and level up was a mystery. So I went with gold-spent equaling experience points. Then it kind of mutated into Carousing rules much like those that others before me have proposed. 

First, Jeff Rients came up with this famous table for carousing mishaps. Then I found the old article on orgies from Dragon Magazine (warning NSFW cartoonage). Ideas were gained.

Your character doesn't like to level up by partying like Conan? Not a problem. Check out Martial training, holy Sacrifice, and Esoteric research. But if wine and wenches is your bag, check out the system below.

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When you perform this leveling action, you must roll a Carousing check (1d20+ luck mod, DC 15 for success), spend your gold (which becomes XP), then role-play through the results (though the DM can just tell you what happened). Success nets you a roll on the right side of the following table as a kind of bonus to the joy of getting XP. 

Failure means nothing special, but rolling a 1 means you have to roll on the left side of the table!

Due to the limitations of the local economy, you may carouse (throw a raucous party with many attendants and lots of food) every d3 weeks in a berg or d3 days in a city unless below half hit points in which case you need to rest. If your stamina is under 3, you need to roll a save or die...





1. Gain reputation as a lecherous lush. Social interactions in this town are *raises tone* awkward.

2. Get in a fight, lose 1d2 teeth, get a black eye, or break your nose and you'll be sore (-1d3 hp) in the morning.

3. Wake up next to someone ugly or crazy (50-50 chance) or both (5% chance). Lose reputation.

4. Alcohol poisoning. Constitution/stamina lowered by 1.

5. Things got a little crazy. Did we kill the stripper?! Move you alignment one step towards evil/chaos. Can be undone by Sacrifice carousing.

6. Insulted someone important, and challenged to a duel if you are equals or charged with a quest if you are the inferior.


7. Someone takes your bag by mistake, but leaves theirs, which has an interesting item...


8. A couple days after the party, someone claims you are the father. Even if you are a woman. Cause fantasy setting, that's why.


9. You are mistaken for someone else, and charged with their tab. Pay 30% more money (no xp for it) or wake up in the slammer.


10. You expose one of your important guests as a reptilian! Have a fight with our scaly secret masters.


11. You are inducted into a cult. It takes your friends a week to deprogram you. -10% XP from this leveling action.


12. You wake up in stocks. -1 luck. Authorities let you out after a day.


13. You were robbed whilst unawares. Was it that saucy wench that you swear came to your room? You lose everything of value that you are carrying.


14. You break some knuckles punching a dude. No two-handed weapons/shields for 6 weeks.


15. Nobody comes to your party. -1 personality/charisma until you throw at least 500 gold into one party.


16. You are challenged to a duel, but cannot remember with who. At the most inconvenient time they show up.


17. If you are a halfling or a dwarf, you are tossed (if not, reroll). -3 Intelligence from hitting your head. +1 Charisma. 

18. Your boasts have gotten you into trouble. You can't gain experience until you do something really awesome designated by the judge, like killing a legendary monster or stealing a legendary treasure. 

19. You upset the mercantile guild. Everything is 20% more expensive for you and your associates in this town, unless you go to the black market, where things are 10% cheaper.

20. An evil magic user has some of your hair and flesh... you wake up with a gash and covered in strange runes.

21. Parlor trick hypnotised. It would seem that whenever someone says the words "my, its drafty in here" you feel the urge to do something embarrassing...
 
If you role a natural 20 on your Carouse check, you gain double experience and a luck point, then check for results in this column.

1. Gain a reputation as the life of the party. You will be invited to a fancy one soon.

2. Humiliate that one jerk/bitch you hate. Gain one to your luck or charisma.

3. Get on the good side of the local government representative. They will help you out when you need them.

4. Someone dies from too much partying at your party. Pity, but you are offered their job!

5.  A comely lass or lad falls for you.

6. One of your guests is actually a supernatural entity that wants to be your bud, familiar or patron.


7. Your body adapts to all the partying. You get +1 to stamina checks versus alcohol and poisons until you fail a carousing check.


8. You run into a long-lost relative. Maybe they want to go adventuring with you?! (henchman)


9. You win a bar bet and gain the services of two henchmen with low morale for a month. They may stay on if you pay them.


10. You gain 3 rumors about the next adventure.


11. You are mistaken for an important figure and the party gets really going. +25% experience.


12. You make buds with a master and get a free training session worth 300 gold (roll on the martial training luck table now!).


13. The drunken friar joins your party! Get a friar as a NPC companion till he loses a morale save or you carouse again.


14. You totally see through Sir Bearington's disguise, but are cool about it, and he will show up when you need him most.


15. You gain a jester minion. He constantly grabs treasure from others (not you). You like him, but others may not...


16. You have a good gambling session. Get some booty and +1 luck. Your game judge determines the booty by their own system.


17. You judge some kind of bar event, and everyone praises your decisions! Gain +1 Personality.


18. You wake up next to a master spy that night. They mumble state secrets in their sleep that could be very lucrative for you.


19. You have an enlightening jape with some amazing adventurer! It nets you knowledge that gives you the saves (if better), hit die, or basic abilities of a random class different to your own.


20. Wake up with a random wand, potion, or magical version of a weapon from the weapons table.

Orgies and trips to the cat-house are also possible, but if you roll a fumble on your luck, we might have to check on the Dungeon Funk tables to see your fate.