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Cavorting and CarousingEdit

Whenever characters are at a loss as to how they've spent their downtime, they can choose to Cavort and Carouse. This activity represents boozing, wenching, hitting every tavern in town and, in general, living large with an adventurer's wealth. Characters gain XP from these activities, but will tend to move through a lot of gold and wealth. And, as always when ale and wenches are involved, there is a chance that things will go awry.

SystemEdit

Characters who end an adventure in a settlement larger than a hamlet my choose to spend their downtime Cavorting and Carousing. This choice precludes spending the time in any other way: training, crafting, research and professions are all ruled out. The character is assumed to be looking after the basics of his health and personal maintenance, but equipment isn't being maintained, shopping isn't being done and obligations (if any) are being neglected. A character who chooses to Cavort and Carouse can't divide up the time no matter how much downtime there actually is.

The amount of money spent and XP gained depends on settlement size, as follows:

Cavorting and Carousing TableEdit

Settlement Size Die Roll
Village 1d4x10
Small Town 1d6x15
Large Town 1d8x20
Small City 1d10x25
Large City 1d12x35
Metropolis 1d20x50







During festivals, or in cities that are noted for their nightlife (such as real-world New Orleans), the Narrator might assign a modifier to the roll. This modifier could be as high as +5; consult with the Narrator for details. Players who are aware of the nature of the town or current events should be made aware of the modifier prior to the roll; players who are new in town and don't speak the local language might be left in the dark.

Characters who are at least Honored with one of the local thieves' guilds may opt to add 5 to the multiplier, and allies of that character who Cavort and Carouse with that character may add 2 to the multiplier. Local thieves' guilds tend to know where all the best parties are, and characters who are in with them will have first crack at the best jobs.

The episode of Cavorting and Carousing earns the character XP equal to the die roll, and costs the character 1d6 x the die roll in gold (or whatever the local currency is). This cost is mandatory and not negotiable. If the character doesn't have enough liquid assets (coin, gems, and nonmagical jewelry) to cover his tab, then his compatriots may, at their option, cover his tab. If no compatriots are able or willing to cover his tab, the character loses all of his remaining liquid assets and earns only half the XP he otherwise would have.

Characters who cannot afford their episode of Cavorting and Carousing, whether or not their compatriots can cover their tab, must also consult the following table. Also, any character whose die roll is greater than their ECL must consult the table, whether or not they can afford their Cavorting and Carousing. Unless otherwise noted, all checks on the table have a DC equal to the result of the Cavorting and Carousing die roll.

Mishap TableEdit

Die Roll Mishap
1 You make a fool of yourself in public. Gain no XP. Make a Charisma check or lose 5 reputation with the town and town watch.
2 Involved in a barroom brawl. Start the adventure with 1d3 damage.
3 Minor misunderstanding with the local authorities. Make a Reputation check or lose 5 reputation with the town watch and be assessed a fine of 2d6x25 gold. Failure to pay results in 1d6 days in the stockade.
4 Romantic entanglement. Make a Wisdom check to avoid eloping. On a successful check, roll 1d6: 1-3 scorned lover, 4-6 angered parents.
5 Gambling losses. Roll a second Carousing and Cavorting check to determine cost (which is mandatory and must be paid out of property and equipment if insufficient liquid assets are on hand). Do not gain XP for this second roll.
6 Gain a reputation as the life of the party. Make a Charisma check, or all future costs of partying in this locale are doubled due to barflies, groupies and other hangers-on. On the upside, gain 5 reputation with the local thieves' guild(s).
7 Insult a local noble, or other person of rank. A successful Charisma check means that the person in question is amenable to some sort of apology and reparations.
8 You couldn't really see the rash in the candlelight. Make a DC 12 Fortitude save or contract the clap (treat as Filth Fever).
9 New tattoo. Roll 1d6: 1-3, it's actually fairly flattering; 4, it's embarrassing to your character; 5, it would be impressive if the tattoo artist didn't have palsy; and 6, it says something crude, insulting and/or stupid in a language your character doesn't speak.
10 You are beaten and robbed. All possessions carried or worn, including clothing (but not undergarments), taken, and reduced to half HP.
11 Hangover from hell. Make a Fortitude save; success means you are fatigued. Failure means you are exhausted. You recover from these conditions normally.
12 Target of lewd advances turns out to be a powerful witch. Make a DC 17 Fortitude save or be subject to baleful polymorph.
13 One of us! Ia fhthagn! You're not sure how it happened, but you were inducted to some kind of strange secret society or cult (that you were not already a member of). An Intelligence check allows you to remember the signs and passes, and your reputation with that group is set to 15.
14 Invest all your remaining coin (and, on a failed Will save, your gems and your jewelry too) in a smooth-talking merchant's get-rich-quick scheme. Roll 1d6: 1-4, it's a scam; 5, it's a scam and the local law enforcement believes you're in on the scam; and 6, it's legitimate, and will return d% profits in 3d4 months.
15 Wake up stark naked in a local temple. Roll 1d6: 1-3, the clergy are not impressed, and you lose 4 reputation with that church; 4-6, the clergy are quite impressed, and you gain 4 reputation with that church.
16 Major misunderstanding with local authorities. Lose 20 reputation, and assessed a fine of 1d6x1000 gold. Failure to pay immediately results in imprisonment and confiscation of personal property, which is sold against your debt.
17 You run afoul of an amorous, low-charisma mage. DC 13 Will save to avoid starting the latest adventure under the influence of a charm person spell.
18 You're quite the thief when you're drunk! At some time during your revels, you engaged in some kind of burglary. You wake up with some hot property burning a hole in your bag. The Narrator rolls 1d6: 1-2, the owners have already used divination magic to find the stolen property; 3-6, no further consequences. For now. Gain 1 reputation with a local thieves' guild.
19 In a drunken stupor, you prayed to some divinity to bail you out of a bind you were in. If you worship a particular deity or deities, roll 1d6: 1-5, it was one of those deities; 6 (or you don't worship any deity), the Narrator determines the deity. Surprise of surprises, you were indeed bailed out! Of course, now the divinity has placed a geas/quest upon you to perform some task in keeping with his portfolio.
20 The roof! The roof! The roof is on fire! You inadvertently start a conflagration. Roll 1d6: 1-2, your favorite inn burns to the ground (if you are not in your home town, determine the inn randomly); 3-4, a den of ill repute owned by one of the local thieves' guilds is reduced to ash; 5-6, a significant portion of the town goes up in smoke. Roll 1d6: 1-2, nobody knows it was you; 3-4, your fellow Carousers and Cavorters know you did it; 5, an unfriendly witness knows you did it; 6, everyone knows you did it, and you lose 10 * the first d6 roll reputation with the town merchants, the town guard, the town itself, the thieves' guilds, or all of the above!


CreditsEdit

This concept, and table, were first presented by Jeff Rients at Jeff's Gameblog. It has been here adapted for use in the 3.5 system. Original post appears here: http://jrients.blogspot.com/2008/12/party-like-its-999.html

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