DCC Carousing Table


One of the great things about Dungeon Crawl Classics is the amount of home-brew support it gets from the GM's out there.  A fellow on the Goodman Games forums named Balthazar put together a series of 'Carousing Tables', which have inspired me to build on his and develop my own.

In many a Fafhrd & Grey Mouser story, the roguish pair end up with the riches of Lankhmar at their feet, and all is well … until the next story, where they are hung over, broke, and seeking adventure once again.  For the brave DCC PCs, it seems only appropriate to give them the option of strewing their gold about and having some chance encounter happen to them.

Small word of warning … this chart has been adjusted a few times, in order to prevent predictable results by players.  I've tweaked the results, and rather than have a d20 roll modified by gold spent, my latest iteration has the gold spent determining the random die.

Enjoy!




Each time a PC spends any ‘down time’ in a town of at least a week and has on hand at least 20 gp they are willing to part with, they may choose to roll on the Carousing chart – the more they spend, the wilder their results.  The roll is modified by their Luck bonus.

GP Spent
Carousing Roll
20 gp
10 + 1d12
50 gp
1d24
100 gp
1d30


#
General Carousing Chart
0
Major Misunderstanding With the Law: Your drunken antics have led to real trouble and find yourself accused of a capital offense (roll 1d10): (1) killing an off-duty guardsman over dice, (2) killing an off-duty guardsman in a bar brawl; (3) killing a guardsman as they attempted to arrest you for an offense, (4) blasphemy, desecration of a holy place, and theft of temple offerings; (5) murder of a noble; (6) murder of a citizen; (7) arson; (8) robbery of a noble; (6) treason; or (10) roll again twice.  You decide the details, and whether you are actually innocent or guilty.  Roll a Personality check.  On a success you may pay 1d6 x 100 gp (or 1 magic item) as a bribe and escape justice.  On a failure (or if you cannot pay the bribe), you are (1) executed, (2) Imprisoned for 3d6 years; (3) imprisoned for 3d12 months; (4) Imprisoned for 3d10 days; (5) Exiled from the kingdom/city never to return on pain of death; (6) sold into slavery/given to the church/castrated and made a eunuch of the overlord’s daughter’s harem.
1
The Wages of Gluttony: Your wanton debauchery, love of the red lotus smoke, or simply gluttony is not suited to the life of an adventurer.  Make a Stamina check.  On a failed roll, start your next adventure down 2d6 hit points.  If your Stamina roll is a natural 1, lose a point of Stamina permanently.
2
Robbed Blind: You succumb to the wine following epic drinking and general debauchery, all of your coin and equipment is gone, likely stolen by last night’s dimly recalled paramour.  Roll a Luck check for each magical item in your possession: on a failed check, that item has also been stolen.  Make an Intelligence check to see if clues were left behind to help you track down the thieves.  If you regain your possessions, you gain 1 point of Luck.
3
A Night You Will Regret: Your indiscriminate choice of bedmates or inn lodgings has exposed you to something rather nasty, such as the Great Pox, Nethersweats, Trouserworm, or Whoresnitch.  Roll a Stamina check, and on a success, you get a healer to give you a poultice to cure the disease at an additional cost of 3d6 gp, and on a failure (or if you cannot afford the cure), you suffer a -1 to all attacks, saves, skill checks, spell checks, and ability checks for the next 1d6 x 1d6 days.  If you roll two 1’s,  you also lose 1 hp permanently from your unfortunate condition.
4
Epic Gambling Losses: You have gambled and lost it all!  Lose all coin and non-magical treasure (but keep equipment, weapons, armor, etc), and also gain 1 XP for each 100 gp lost (rounded up).
5
Attempted Robbery: After a night of hard drinking, you are set upon by footpads in a darkened alley.  Roll a Luck check, and on a success, you were sober enough to drive off the robbers without serious injury or loss of possessions.  On a failure, you are badly beaten or lose some possessions (roll 1d6): (1) Lose your coin purse with all your coins, (2) Lose one non-magical item, (3) Your coin purse is sliced open and you lose an additional 6d6 gp or whatever you have if less, (4) A pickpocket gets their hand in your  purse and steal and additional 3d6 gp; (5) You are badly beaten and lose 2d6 hp to a minimum of 1 hp; (6) You have a brief scuffle and lose 1d6 hp to a minimum of 1 hp.  Gain 1 XP for surviving the ordeal.
6
Unhappy Cultists:  You run afoul of one of the city’s dark cults: roll 1d6 (1) Cult of the Spider God; (2) Cult of Cademon the Golden Herald; (3) Cult of the Toadfiend Bobugbubilz; (4) Cult of the Living Flame; (5) Cult of the Dark and Unspeakable Sign; (6) Cult of Anhur, God of Death.  Roll a Luck check.  On a success, you managed to flee the cult’s clutches without being identified and gain 1 XP.  On a failure, the cult knows your face and name, and definitely be seeking revenge for your sacrilege in the very near future.
7
Misunderstanding With The Guardsmen: Your drunken antics have led to legal trouble, and you now find yourself accused of (roll 1d6): (1) assault on a guardsmen; (2) assault on a citizen; (3) vagrancy; (4) public drunkenness; (5) destruction of property; or (6) unlawful duelling.  Roll a Personality check, and on a success you may pay an additional 1d6 x 5 gp as a bribe to escape justice.  On a failure (or failing to pay for the bribe) you are imprisoned for 1d30 days.
8
Unfortunate Bed Companion: It’s all a blur, but one morning your companions woke you and found the following in your bed (roll 1d8): (1) a dead tavern wench; (2) a giggling, drunk halfling; (3) a rival adventurer who may have learned some secrets; (4) the paramour of the mayor/baron/overlord and they will be quite wroth; (5) Therophus the Formless who is thoroughly displeased with the experience; (6) Fleas and lice that give you -1 to all rolls for 1d6 days; (7) Your new spouse complete with a ring; (8) a handmaiden/servant/avatar of the Demon Lord Nimuul the Unclean.  Gain 1 XP for surviving the ordeal.
9
Made The Fool of Yourself: Too much wine, and suddenly you are hearing tales the next day of you running naked through the streets, breaking the clay idols at the Shrine of Shaaleer of the Thousand Eyes, starting a fight with Manx the Mighty, interrupting the wedding of the Burghermaster, or something of equally epic consequences.  You now have a reputation as a drunken lout, and take a permanent -2 to all Personality rolls with citizens while in this city or town.  If you already have this reputation, the penalties are cumulative.  Gain 1 point of Luck for surviving the ordeal.
10
Bloody Barroom Brawl:  The wine may have flowed a bit too freely and you somehow were in the middle of a rough-and-tumble, bench-clearing brawl.  Roll a Strength check, and on a success you gain 1d3 XP.  On a failure you were badly beaten and lose 2d6 hit points to a minimum of 1.
11
A Duel At Dawn: You may not have a clear recollection of what happened that night, but you are now expected to appear for a duel outside town.  Your opponent is (roll 1d6): (1) A peasant, DCC p434; (2) a guardsman, use man-at-arms DCC p434; (3) a noble, DCC p.434; (4) a knight, DCC p433; (5) Manx the Mighty, use a berserker, DCC p433; or (6) Andalo the Viper, use the assassin, DCC p433.  Have the characters fight using subdual damage (except for Andalo who will happily kill their opponent), and regardless of the duel gain 1d2 XP.
12
Gambling Losses: The dice did not favour you these last few days, and your time in the dark corners of the city were ill spent.  Lose coinage totalling an additional 10 x 1d6 gp (to a minimum retained treasure of 20 gp), and gain 1 XP for the ordeal.
13
Cryptic Writings:  Either in a laboratory, a wizard’s bazaar stall, or a library’s dusty shelves, for a small amount of coin (an additional 1d6 x 1d20 gp), you have turned up some ancient writings that offer cryptic clues about what lies deep in the Barrowick Fens. Learn 1 random Dungeon Rumour
14
Tagged As A Mark: Some local thieves have tagged you as an easy ‘mark’ and have been following you about.  Make a Luck check, and if successful you spot them in the shadows and gain 1 Luck.  If you fail, expect some misfortune to happen during the next adventure when they strike.
15
Hangover From Hell: You drank far too much, and are not at all well.  Take a -1 penalty to all attack rolls, saving throws, skill and ability checks, and spell checks for the next 1d2 days.
16
Cursed!  You have inadvertently offended one of the local gods or a sorcerer, priest, witch or hag, and you now suffer from a minor curse, such as the Evil Eye.  Lose 2 points of Luck.  You may be able to regain your Luck with the appropriate recompense.
17
They Can’t Believe You Said That: You have publicly insulted a person of some rank, whether it was intentional or not (roll 1d8): (1) The mayor/baron/overlord himself; (2) A rival adventurer; (3) A random noble; (4) A priest of chaos; (5) the local captain of the guard; (6) a wizard; (7) a guildmaster of thieves; (8) a prominent merchant.  The insulted person is now your enemy and they will try to make your life difficult and exact revenge.  Lose a point of Luck.
18
Ill Omens:  You have personally witnessed the signs and portents, and they all point to dire calamity in the near future.  You are shaken, you suffer a -1 penalty to all Spell/Turn Unholy/Lay on Hands checks if you are a Cleric, or -1 to all saving throws if you are another class.  This lasts for 1d10 days.
19
Ill Considered Words: If you have any hirelings, henchmen or retainers, you have offended them with ill-considered words while in your cups.  Make a Personality check for each such retainer.  On a failed roll, the hireling deserts from your ranks, or alternatively you may choose to lose 1 point of Luck to keep each retainer.
20
Like a Native:  After all your wandering about town, you know the place like a native.  For the next 1d6 x 1d10 days, you gain +2 to your roll on any skill checks involving the town, including this Carousing Table, should you choose to make one.
21
Toss the Dice:  You have gambled, and might have won or lost some moderate amount of coin.  Make a Luck check, and for each point rolled below your Luck score, gain 5 gp, or for each point rolled above your Luck score lose 10 gp.  If you lose more coin than you have, there is likely a moneylender you are indebted to.
22
They Rolled Up The Street At Dusk: The ale is sour, the taverns empty, the women are cold and distant, and the festhall doors are shut.  In your tedium, you find yourself listening to the old fools prattle on.  Learn a rumor from the Rumor Table.
23
Heroic Carousing:  Wine, women, song, and worldly pleasures are yours, won with coins, and your revels are spoken of for some time to come.  You gain 1 XP, and for every additional 20 gp you part with, gain an additional 1 XP.
24
A Chance Purchase: In a seldom visited shop, you find some useful trinket or rare find if you are willing to spend 1d6 x 1d10 gp: roll 1d6: (1) A healing draught of anris root, which can heal 1d4 hp if consumed, (2) a rare dwarven tool set that grants +1 to crafting checks with stone or metal; (3) a magical trinket that if worn gives someone a permanent +1 Luck; (4) A magical Ancaelo’s Arcane Foci, roll 1d10+11 on the spell chart for quality; (5) a ring or token of great historical value that a merchant does not realize, worth 1d100 x 1d6 gp; (6) a Strand Trader bond contract worth 200 gp if delivered to a specific location
25
A Boastful Vow:  As the wine flowed, grand stories were told, and before you knew it you found yourself atop a table, before a full crowd, vowing to be the first adventurer to slay some foul beast or loot some infamous tomb.  The GM will determine your boast, and if you are successful in fulfilling your declared heroic boast, you will gain 1d3 Luck Points.
26
A Temple Spectacle: You come across a temple ceremony, which you may watch from a distance (gain 1 XP), or participate in the religious rite – make a Personality check – if you succeed, you gain religious favour, gaining +1 to all saving throws for 1d10 days, if you fail you take a penalty for an equal period of time.
27
A Solemn Pact: It’s a bit hazy, what with all the wine you drank, but you have been inducted into a religious sect, and the GM will have you gain a Patron bond with a power of the same alignment.  Characters with more than one Patron may find their lives complicated.  Roll 1d20 on the Patron Bond spell, plus your level and Luck bonus, minimum result of 12.
28
Fast Friend: In your revelry, you have found a boon companion, a novice adventurer and henchmen you have taken under your wing.  Roll a random 0-level character, and for every additional 20 gp parted with in your joint revelry, your new companion gains 1 XP.  Your companion is fiercely loyal, and receives a +4 to their Morale checks as long as you are present.
29
Marked For Great Things: An old wizard, doddering witch, mad beggar, regally robed priest, or equally powerful figure declares you are destined for some great future deed.  Permanently gain 1 hp.
30+
Legendary Revels: Your brawling, drinking, carousing and fighting has been the subject of bard’s tales and songs in the city, almost an adventure in and of itself – gain 1d6 XP and a point of Luck.



No comments:

Post a Comment