Sunday, November 19, 2017

Lawful Good Carousing Table


I have a character in Jeff Rients’s Vaults of Vyzor Campaign. He is a Lawful Good Cleric named Kerf Merklin. Vaults of Vyzor has a vibrant drunken underbelly where PCs can get a lot of xp in between dungeon delves. A lot of PCs use the carousing tables developed by Jeff. Kerf however doesn’t like to get seedy in the underbelly. He does his carousing with the lord.  So, I asked if I could develop a carousing table aimed at bland, uptight boring Clerics.

I took ideas from Jeff’s carousingtable as well as this post on carousing tables. Goblin punch also explored expanding the idea of carousing into more general downtime activities. I also looked at the bible and I got an entry from Tess of the d’Urbervilles.

LAWFUL GOOD CAROUSING TABLE
Pay 1d6 x 100gp to get that much xp. Your PC is spends this money in furtherance his/her god. Religious fervor fills your PC with uncontrollable passion. Save vs. spells or roll on the table below and suffer the consequences devoutness.

1.     You are Fasting:  -1 on all rolls for next adventure can’t drink any potions or anything or you lose all your xp for carousing and for the adventure.
2.     You make embarrassing theological mistake. While spouting off church doctrine you say something that even laymen know to be false. Everyone now considers you a fool and a blowhard.
3.     Theological Rift: You engage in a debate with followers of other gods. The debate turns ugly and you have temporarily earned the enmity of other gods. You can’t be healed by followers of other gods until you make offerings equal to 1000gp times your level.
4.     Stay away from the Apocrypha: In an attempt to know your god better you read some stuff hidden away in the temple basement. You find out some embarrassing god facts and your god is Unable to use cleric abilities until you repent and complete on minor task for your god.
5.     Too much old time religion: bit by a snake in demonstration of your god’s power save vs. poison or start adventure with one paralyzed arm.
6.     Too much old time religion: You can only speak in tongues for the duration of your next adventure.
7.     High horse too high: while pamphleteering you alienate a historically disadvantaged group. You have -2 on reaction rolls with all non-human humanoids, even if you are a member of that race (way to kick the ladder down behind you).
8.     Temperance taken too far: Your preaching and moral absolutism has turned people off your god. His church is less powerful must pay an additional 1d8 * 100gp to appease your god or forfeit your xp.
9.     Temperance taken too far: Your preaching and moral absolutism has turned people off drinking and vice. You have made enemies of all the barkeeps and underworld factions until you take steps to convince people that pagan gods love booze and vice.
10.  While on a pilgrimage some kids make fun of your baldness/some other perceived physical defect. You curse at them and your god sends 2 bears to eat these kids right in front of you. It is really messed up and you are traumatized. You question whether goodness is an ideal that your god embodies or whether goodness is something defined by your god to serve his/her purposes. The money you spent goes to a fund for the families of the children killed for your bonus xp.
11.   While on a pilgrimage you stop by and ancient well-worn shrine to your god. You renew your oath of fealty at the shrine. Unfortunately it turns out that the shrine was not to your god and you have sworn loyalty to an ancient demon. You are now obligated to commit one evil act at the behest of this forgotten demon as if under a quest/geas spell.
12.  But why foreskins?: Your church elders have tasked you with bringing 100 of some body part of some enemy in exchange for a position in the church.
13.  Too much progressivism: While preaching to the masses from a soapbox in the town square, you find yourself preaching social justice. This upsets the powers that be. The powers that be are now spying on you. Don’t mess up.
14.  Your generous donations have attracted the attention of bandits. They will try to ambush you next time you leave the dungeon.
15.  Your generous donations have attracted the attention of other charitable organizations. Every time you try to buy something in town you will be accosted by fundraising volunteers you must make a successful reaction roll (7 or higher on 2d6 + charisma modifier) or pay 1d6 *10gp to their cause.
16.  Church Ponzi scheme: Your money goes to a fraudulent investment scheme perpetrated by a respected member of your church. Forfeit all xp.
17.  Wake 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.
18.  Challenge followers of another god to see whose god is more powerful. You both build huge bonfires and pray for your gods to light them. Roll 1d6: 1-2: other god lights bonfire and your god doesn’t lose all xp. 2-4: Your god responds and the other god doesn’t xp reward doubles. 5-6: both gods respond you get your xp reward but there is now a massive conflagration, a big chunk of town goes up in smoke. Roll another d6: 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.
19.  You spend your money on building an ark. You are convinced a flood is coming. Your god was just messing with you though. There is No flood and you are now a laughing stock in the town.

20.   Stance too wide: You engaged in hypocritical behavior re-roll on the regular carousing table to see what you did. Must pay money again

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