Nemia Campaign



Carousing Rules and Guidelines:

The purpose of carousing is to provide an opportunity to earn XP by spending gold.

Although "carousing" is defined as boisterous, drunken merry-making you can "carouse" for anything (within reason) in the game. Yes, you can go on a crazy bender filled with ale and debauchery, but you can also research a spell, have some special tools made, rebuild a tavern, visit with NPCs, research the secret signs of a particular dwarf clan, try to rustle up river passage through the swamps, etc. Be creative!

So How Does Carousing Work?

Carousing happens on the forum, exclusively. That'll give us time to add color, give the DM time to adjudicate interesting failure, and make carousing less of an afterthought at the end of a session. You title a post "Carousing for Vith" in the Northern Reaches Forum and indicate what you want to do. Keep using the same post for the same character.

STEP ONE: You roll twice using the secure dice roller posted to the yahoo group email list:

Roll 1: 1d4 (for XP/GP). This is the amount of gold spent and the amount of experience you receive (1d4 will be used for first through third level).
Roll 2: 1d20 (Save versus poison). There is risk in carousing. Make your save and nothing happens. Fail your save and you must roll 1d20 on STEP 2: Failed Save Random Carousing Results.

Example: If you roll a 3 on a d4 for example, you spend 300GP and gain 300XP. Rolling a gold/xp amount greater than the carouser's cash on hand results in the poor wretch owing money to various unsavory characters, and they'll want interest (or blood).

So why carouse for something you can just pay for (like a tavern)? Because it's fun, it's a chance to add depth to your character and the setting, and most importantly, you can earn xp.

STEP TWO: Failed Save Random Carousing Results:

Failure indicates the need to roll on the table below. The exact results are interpreted by the DM, specific to your character:

*Note: This table doesn't work for all the various types of carousing you can dream up. The DM will determine the result if the goal of your carousing doesn't fit the table.

1. Pooping in the Village Well: You embarass yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a louzy, no-good drunk.

2. Dust-Up: You get involved in a tavern brawl. Roll Strength check or start adventure d3 hit points short.

3. I Haznt Been zDrinkin' Ossifer: Minor 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.

4. Chew Your Arm Off: You awake beside a strange woman/man. Roll Wisdom check to avoid nuptials. Otherwise 1-3 scorned lover, 4-6 angered parents.

5. High Roller: Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)

6. Frank the Tank! Frank the Tank! Gain local reputation as the life of a party. Unless a Charisma check is failed, all future carousing in this town costs double due to barflies and hangers-on.

7. Streaking through the Quad: You go on a bender and streak through an upper class district insulting a local person of rank. A successful Charisma check indicates the personage is amenable to some sort of apology and reparations.

8. That Shit's Everywhere: You couldn’t really see the rash in the candlelight. Roll Constitution check to avoid venereal disease.

9. New Tat: 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.

10. Backstreet Beatdown: Lose all your personal effects and reduced to half hit points.

11. Problem Gambler: Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.

12. The Hangover: First day of adventuring is at -2 to-hit and saves. Casters must roll Int check with each spell to avoid spell mishap.

13. Hell Hath No Fury: Your target of lewd advances turns out to be a witch. Save versus polymorph. Muahahaha.

14. One 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.

15. Investment (In)opportunity: Invest all your spare cash 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 weeks.

16. Streaking to the…Temple?: Wake up stark naked he steps of a random local temple. 1-3) the clerics are majorly pissed off, 4-6) they smile awkwardly and thank you for stopping by.

17. Major issue with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items

18. In the Mood for Love: Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.

19. Goddamn those Lords of Light!: When in a drunken stupor you cursed the gods. Turns out they heard you! You must perform penance and are under the effects of a quest spell.

20. The Roof! The Roof! The Roof is on Fire!: Accidentally start a conflagration. Roll d6 twice. 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. 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.

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