Wednesday, November 5, 2014

5E - Carousing in the [Rainbowland]

Inspired by Jeff Rients' (http://jrients.blogspot.com/2008/12/party-like-its-999.html) classic carousing table, a companion carousing guide to the Rainbowland XP rules. The major change is the addition of the Serendipity result for lucky characters.

Step 1: Go carousing and spend your gold.

Step 2: Roll them bones and your Charisma.

Roll 1d20 + Charisma modifierCarousing Result
≤ 4Mishap
5–19Rousing good time, no special effects
20+Serendipity

Step 3a: Mishap? Mishap! (this is pretty much Jeff's table)

Roll d20Mishap Result
1Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a drunken lout.
2Involved in random brawl. Roll Strength check or start adventure d3 hit points per level short.
3Minor 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.
4Romantic entanglement. Roll Wisdom check to avoid nuptials. Otherwise 1–3 scorned lover, 4–6 angered parents.
5Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)
6Gain local reputation as the life of a party. Unless a Charisma check is failed, all future carousing in this burg costs double due to barflies and other parasites.
7Insult local person of rank. A successful Charisma check indicates the personage is amenable to some sort of apology and reparations.
8You couldn’t really see the rash in the candlelight. Roll Constitution check to avoid venereal disease.
9New tattoo. 1–3 it’s actually pretty cool, 4 it’s lame, 5 it could have been badass, but something is goofed up or misspelled, 6 it says something insulting, crude or stupid in an unknown language.
10Beaten and robbed. Lose all your personal effects and reduced to half hit points.
11Gambling binge. Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.
12Hangover from hell. First day of adventuring is at -2 to all rolls. Casters must roll Int check with each spell to avoid mishap.
13Target of lewd advances turns out to be a witch. Save versus polymorph or you’re literally a swine.
14One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu of was that just the drugs? Roll Int check to remember the signs and passes.
15Invest 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.
16Wake up stark naked in a random local temple. 1–3 the clerics are majorly pissed off 4–6 they smile and thank you for stopping by.
17Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.
18Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.
19When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.
20The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice, a) 1–2 burn down your favorite inn, 3–4 some other den of ill repute is reduced to ash 5–6 a big chunk of town goes up in smoke; b) 1–2 no one knows it was you, 3–4 your fellow carousers know you did it, 5 someone else knows, perhaps a blackmailer, 6 everybody knows.
Step 3b: Lucky blighter!

Roll d10Good Fortune
1Drank of the Red God's sacred spring. Gain 2 temporary hitpoints per level and incredible fertility for a week. Bonus xp = Con * 20
2Enthralled the spying spirits of the Orange God. Gain advantage on your next 5 dex-based checks. Bonus xp = Dex * 20
3Imbued with the righteous might of the Yellow God. Gain +1 to hit and damage in your next 1d6 combats. Bonus xp = Str * 20
4Gazed into the eye of the Green God of Nature and Greed. Gain advantage on your next 7 charisma-based checks. Bonus xp = Int * 20
5One of us! One of us! A drunken cultist shared secrets of the forgotten Blue God with you. Gain advantage on your next 6 wis-based checks and/or saves. Bonus xp = Wis * 20
6The secret is out there. Hallucinated a bizarre mathematical nightmare that reveals arcane truths to you. Gain advantage on your next 5 int-based checks. And memorize one casting of Identify. Bonus xp = Int * 20
7Sacrifices for the blood gods! You were victorious in an illegal cage fight. You are now notorious in this town. Roll 1d24 to hit with melee attacks in your next 3 combat encounters. Bonus xp = HP * 10
8The world's second greatest lover. Gain a loyal, if secret, contact in the city. Precious memento. Bonus xp = speed+Con * 10
9Protector of the wretched. While blindingly drunk you saved some local scallywags, gain a contact in the local underworld and a reputation as a reliable fellow who stands up for the weak and homeless. Bonus xp = AC * 20
10Impress local person of rank. Gaining a title in this region will be easier. Bonus xp = No. of languages spoken * 100

Step 4: Go adventure for more loot.

Edit: Note to the kindly and patient reader. Editing tables directly in Blogger's HTML is an exercise that will exercise your patience most severely.