Sunday, December 6, 2020

What Happened In That Town?

What Happened In That Town? 

Roll 1d20...


1. Food Poisoning
: Some inn/tavern served you rotten/tainted food. Save vs poison or be bed-ridden for 1d4 days and lose 1 point of constitution. If you make your save, roll another save, if you make the second save as well, gain 1 point of constitution.

2. Purse Cut: You were robbed of 1d4 x 100 GP worth of treasure (or all of your coins if you didn't have that much) unless, you make a successful attack roll vs leather armor, which means you gut the bastard gaining 2d6 x 10 XP.

3.Charmed: You met a new friend. You liked them so much that you loaned them all of your cash, i.e., unless you saved vs spells and broke the asshole's nose gaining a +2 bonus vs all Charm spells from now on.

4. Royal Hunt: Somehow, you found yourself a guest at a Royal Hunt just outside of town. Make 3 ranged attack rolls vs leather +1 armor. Make all 3 and gain 1 point of charisma as word of your prowess spreads and people are pleased to meet you. Make 2 of 3 and you've impressed a nobleman who might sponsor your next expedition or spring you from jail, either way, you've got a royal favor in your back pocket. Make 1 of 3 and nothing changes for your forgettable ass. Miss all 3 and word spreads of your incompetence, lose 1 point of charisma as folks chuckle when they hear your name.

5. Stolen Steed: If you had a horse stabled at the Inn, it's gone. (Stable boy sold it.)

6. Old Friend: Old friend (of the same class and level as you) is now: (1d8) 1. A useless drunk lying in a ditch. 2. Captain of the guard. 3. A cultist selling flowers. 4. The owner of a brothel. 5. About to be hanged. 6. Leaving on a dragon quest. 7. Bootlegging magic potions. 8. Tells you that you've got a lot of nerve coming here...

7. Beggars: "Alms for the poor," she said as you walked through the Alley of Sadness. Did you give? What kind of coin? Copper--she nods and blesses you. Silver--her eyes light up as she thanks you and quickly hides the coin, others take notice. Gold--she's speechless, yet can't hide her hunger for the treasure, another tries to take it from her, but she fends him off. Platinum--she didn't even have a chance to react as she is buried beneath a mob of jealous beggars. Her fate was grim, but you meant well and the Gods that matter grant you a boon: You can reroll your next 1d4 failed rolls. 

8. Witch Burning: She sure as hell didn't look like no witch, but you watched her burn just the same. And before the flames really started licking, she caught your eye and stared. And stared. And stared. And if you don't make 2 out of 3 saves vs spells you are now cursed with a -3 to all rolls until you can find and convince a member of her coven to set you straight. It won't be easy. It won't be cheap.

9. Assassin Strikes!: Only you know why that assassin tried to kill you. It was a tedious dual, but you fought him off.....or did you? Make 3 attack rolls vs leather +2 armor, succeed on 3 of 3 and you gain +1 to-hit. Succeed on 2 of 3 and you gain 1 hit point. Succeed on 1 of 3 and the assassin's poison saps you permanently of 1 point from a randomly rolled ability. Fail all 3...nice knowing you pal.

10. Tavern Brawl: You don't no whether he bumped you or you bumped him, or maybe you just hit on his girl, either way, it's on! Start making unarmed attack rolls vs unarmored. Make 3 in a row, you win and gain +2 to all reaction rolls in this town forever. Miss 2 in a row, you lose, spend the next 1d4 days in the stockades for unlawful behavior and suffer -2 to all reaction rolls in this town forever.

11. Fire!: There is no more town. This really sucks, but, anything that you weren't carrying on you was lost when the inn went up in flames. Sorry bud.

12. Plague: This is not the place you want to be right now! Sores and boils, bleeding eyes and cracked skin, vomit and shit. Turn around! Too late. Save vs paralysis until you have 3 consecutive successes or 3 consecutive failures. Pass and you're good, gain 1 point of constitution and immunity to this plague. Fail and you lose 1d4 hit points permanently and also lose 1 point of charisma due to plague scars.

13. Peasant Unrest: Chaos reigns. The taxes were too high, the royal abuses too many, and the food too scarce. Now, there's a Guillotine around every corner, buildings burn, neighbors pillage neighbors, and bodies hang from the bridge. You, my friend, were caught right in the middle of it. Make an attack vs leather to fend off the mob. Save vs breath to avoid the flames. Make another attack vs chain to beat back the guards. Save vs paralysis to avoid hunger. And save vs spells to forget the disturbing scenes of urban madness. Gain 100 XP for each successful roll you made, but, if you failed all 5 rolls you lose 1 point of wisdom as your mind is just a little more numb than it used to be.

14. Succubus: You are haunted by a Succubus every night until you make 2 consecutive saves vs Paralysis (1 save per night.) Every save you fail costs you 1d4 non-heal-able hit points, which ultimately return at a rate of 1d4 per week. If you made the first 2 saves in a row, she flees and you gain 2 points of Charisma...there's just something about you now.

15. Taxation: Property, trade, land, boarding, services, etc. Everything was taxed at ridiculous levels. How else was the king supposed to pay for his latest crusade? You're out an additional 3d4 x 10 GP. And if you don't pay, don't come here again, the guards know your face.

16. Strange Customs: Man, this fucking town. They made you eat something alive and squirming from the river, save vs poison. They don't bathe here, and neither did you, save vs disease. And why did it have to be snakes that they revered so much and allowed to squirm all over you no matter what you were doing? -save vs petrification. Also, if you wanted milk you had to drink it directly from the cow, because, that's how they did it, save vs poison, again. Curious how everything in town was painted in a dizzying, black and white checkered pattern, including these long winding streets and circular towers...man your head, save vs spells. If you make 3 of these 5 saves, gain 1 point of wisdom as you are now just a bit more worldly. But yeah, fuck this place.

17. Stalker: Someone is stalking you but they always manage to disappear before you can reach them and you're the only one who notices: (1d8) 1. Street urchin. 2. Cloaked figure. 3. Beautiful woman. 4. Handsome man. 5. Corpse. 6. Ghost. 7. Raven. 8. What is that thing...?  How are they moving? (1d6) 1. Walking 2. Gliding 3. Sideways on walls 4. Tentacles 5. Crawling 6. Phasing in and out.

18. Festival of... (1d10) 1. Lights. 2. Saint So-and-So. 3. Beer! 4. Solstice. 5. Music. 6. Tournaments 7. Theatre. 8. Harvest. 9. The Dead. 10. You have no idea, but it was fun! Your wallet's a wee bit lighter now, 2d6 x 10 GP lighter to be exact, but, you gain half as much in XP for all the strange games and ceremonies you participated in. Good times.

19. False Accusation: "It was that one!" Screams the dirt-covered peasant surrounded by guards. Make a Reaction Roll as you plead your innocence: (2d6) 2-3. You're placed under arrest, hiring an advocate to plead your case costs you 3d6 x 10 GP and 2d4 days of time. 4-6. They're not buying it, roll again with -4 to your roll. 7-9. You're kind of convincing, roll again. 10-11. They believe you, but you suffer -2 to reaction rolls in this town for the duration of your stay. 12. They arrest the accuser for bearing false witness!

20. Siege: That's right, hero, you're stuck here for the next 1d6+6 months. Save vs poison to avoid starvation and rotting food supplies. Save vs wands to avoid artillery. Save vs paralysis to avoid the elements. Save vs breath to avoid their dragon. Save vs magic to avoid their wizards. Pass all 5 saves, congratulations you survived the siege and gain a level. Fail all 5 and lose 1 point from 3 random abilities due to stress and malnutrition. Otherwise, just be thankful you're alive.


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