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| dm:charts:carousing_chart [2025/06/18 02:07] – removed - external edit (Unknown date) 127.0.0.1 | dm:charts:carousing_chart [2025/06/18 04:18] (current) – restless | ||
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| + | ====== Carousing Results Chart ====== | ||
| + | ^ Roll ^ Result | ||
| + | | 1 | Gambling win! \\ <WRAP indent> | ||
| + | | 2 | Extreme hangover, -2 to attacks this session. Save vs poison negates. | | ||
| + | | 3 | Hear an interesting rumor. | | ||
| + | | 4 | Lose a random item of equipment. Yes, even armor. | | ||
| + | | 5 | Get a tattoo. \\ <WRAP indent> | ||
| + | | 6 | Got pregnant / got someone pregnant. Results not obvious for some time. | | ||
| + | | 7 | End up in jail for some minor crime. Have to pay 50 SP bail / reparations. | | ||
| + | | 8 | Unscrupulous liaison – catch a venereal disease. Save vs poison negates. | | ||
| + | | 9 | Where did this come from!? You wake up with a new possession. \\ <WRAP indent> | ||
| + | | 10 | Fall in love. 50% chance with someone inappropriate. Save vs spells to avoid. | | ||
| + | | 11 | Got into a fight – lose 1d3 HP (cannot be fatal). Save vs paralysis negates. | | ||
| + | | 12 | In a drunken stupor you plea to a cosmic power to get you out of some sorry mess. They oblige, but you now find yourself under the effects of a quest spell. | | ||
| + | | 13 | Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. \\ <WRAP indent> | ||
| + | | 14 | Beaten and robbed. Lose all your personal effects and reduced to half hit points. Save vs wands to avoid. | | ||
| + | | 15 | Overhear someone bragging about a valuable item... \\ <WRAP indent> | ||
| + | | 16 | Can’t quite remember what happened – lose d100% of all your available gold, gems & jewelry. Save vs spells to avoid. | | ||
| + | | 17 | Make a fool of yourself in public. Gain no XP. Gain a reputation in this town as a drunken lout. Standard ability check against charisma to save reputation. | | ||
| + | | 18 | You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. If you succeed a difficult ability check against intelligence check you remember the signs and passwords. Save vs spells to avoid. | | ||
| + | | 19 | Wake up stark naked in a random local temple. \\ <WRAP indent> | ||
| + | | 20 | The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice. \\ <WRAP indent> | ||
| + | | 21 | A drinking partner earnestly presses an object into your hands. \\ <WRAP indent> | ||
| + | | 22 | You agree to some outrageous dare. Make a difficult ability check against dexterity. If it succeeds you gain a reputation as an excellent sport. If it fails you’re the laughing stock of the town. | | ||
| + | | 23 | Wake up in bed with... \\ <WRAP indent> | ||
| + | | 24 | Gravely offend... \\ <WRAP indent> | ||
| + | | 25 | You make an implausible wager with someone influential in the town. You now have 1d4 weeks to prove you can do what you claimed. 1d100 x 10 SP are at stake. | | ||
| + | | 26 | Take part in a ludicrous contest. \\ <WRAP indent> | ||
| + | | 27 | Overhear a group planning a crime. | | ||
| + | | 28 | Gambling spree gone wrong – lose double your money (but don’t get double XP). | | ||
| + | | 29 | Wake up... \\ <WRAP indent> | ||
| + | | 30 | A witch or wizard casts a spell on you: \\ <WRAP indent> | ||
| + | |||
| + | {{tag>dm chart}} | ||



