Just because you're a cleric doesn't mean you don't get to go carousing!
(by Jeff Easley from 1983 Mentzer Basic Set)
This fourth table is entitled "Bazaar of the Gods." And if, during your downtime, you want your character to seek the enlightenment of the divine (rather than get drunk in a brothel), this is the table you roll on.
As with all my carousing tables, the mechanics are simple: After each stretch of downtime, each PC must pick a type of downtime activity and roll on the associated table. The roll is 1d30 modified by their Luck score (in Dungeon Crawl Classics) or Charisma (in D&D).
Again, I put this table together for my Skull Mountain game a couple years ago, so it is built for use with the Dungeon Crawl Classics RPG. But if you're looking to adapt it to D&D 5e or a similar system, that shouldn't be very hard.
Carousing Table Four:
"Bazaar of the Gods"
(Clerics Preferred, But Any Class May Roll).
Roll (1d30) modified by Luck
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Result
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1 or less
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Divine
Wrath! You have
inadvertently committed some mortal blasphemy and invoked the wrath of your
patron god! It is just a matter of
time before you suffer some dire misfortune.
If a cleric, this game you start with a Divine Disapproval of 10,
which increases as normal for each failed spell check this session (but
returns to normal. If not a cleric,
you immediately lose 1 point of Luck.
Gain 5 XP either way.
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2
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Denounced
for Heresy. Your religious
superiors have examined your faith and found it wanting. If a cleric, this game you start with a
Divine Disapproval of 5, which increases as normal for each failed spell
check this session (but returns to normal, but gain 5 XP. If not a cleric, you suffer no ill effect or
benefit.
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3
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Attempted
Robbery. You are set upon
by footpads who have heard of the riches of your temple. Roll a Luck check. On a success, you were able to drive off
the robbers without serious injury. On
a failure, you are badly beaten and robbed:
lose all coin and non-magical treasure, and roll a Luck check for each
magical item in your possession. On a
failed check, that item has also been stolen.
Gain 10 XP plus 1 XP for each 100gp stolen (rounded up) plus 10 XP for
each magical item stolen. You also
begin the game with only half hit points (rounded up).
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4
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Stolen
Offerings. You were tasked
with guarding the sacred treasures of your order but, alas, you vigilance was
insufficient to prevent some thief’s blasphemy! If a cleric, you suffer a -2 penalty to all
Spell/Turn Unholy/Lay on Hands checks until you are able (either from your
own personal resources or from dungeon loot) to donate at least 1,000 gp to
your temple, to replace the loss. If
not a cleric, you simply lose 1 point of luck, which is restored when you
make the donation. Gain 10 XP when you
make the donation.
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5
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Prove
Thy Faith!. Your god has found
your faith wanting, and sends you a dream demanding you perform some
dangerous or burdensome task. Roll to
determine the god’s demand:
(1)
Slay a priest of a rival faith, who is even now journeying to Skull
Mountain.
(2)
Destroy/cast off your best weapon.
(3)
Donate all monetary (non-equipment) treasure you own immediately to
the temple;
(4)
Defile a rival temple or shine, in Skull mountain, which appears in a
vision to you;
(5)
Rescue a friendly priest, who is currently lost and alone in the
darkened halls of Skull Mountain;
(6)
Recover the remains of a priest dead in Skull Mountain.
(7)
Convert a fellow adventurer, a warrior or wizard of great power, to
your faith.
(8)
Cast away all your possessions but a loincloth and a single weapon,
taking only that equipment and treasure that you can win with your own hands.
Until you complete the
assigned task, you lose access to (1d3):
(1) All spells; (2) Turn Unholy; or (3) Lay on Hands, or, if not a
Cleric, 1 point of Luck. When you
complete the task, gain 10 XP and gain 2 Luck (max 18).
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6
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Substantial
Tithe Demanded. The head of your
order in Cauldron requires coin, and a lot of it, to pay the Overlord and
secure a more desirable location in the Bazaar of the Gods (for minor cults)
or temple on the Street of the Gods (for established religions). Until you are able to donate 1,000 gp or
more to your order, you suffer a -10 penalty on all future rolls on the
Bazaar of the Gods. Once you pay the
tithe, gain 10 XP.
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7
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Divine
Ire. You have
inadvertently committed some venal sin and raised the ire of your patron
god. If a cleric, this game you start
with a Divine Disapproval of 2, which increases as normal for each failed
spell check this session (but returns to normal thereafter), but gain 5
XP. If not a cleric, you suffer no ill
effect or benefit.
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8
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Attempted
Lynching. Your preaching not
only fell upon deaf ears, but angered a large and unruly crowd of
unbelievers, and you found yourself the victim of an attempted lynching. Roll a Luck check. On a success, you escaped easily and gain
20 XP from your near-martyrdom. On a
failure, you were badly beaten and nearly lynched, gain 10 XP, and have spent
the last few days abed healing, and begin this adventure down 2d6 hit points
(minimum 1).
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9
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Rival
Cultists. Harsh words have
led to even harsher deeds, and now your order is essentially “at war” with a
rival faith or cult in Cauldron. If
you succeed in slaying or capturing any members of the rival faith this
session, you gain 20 XP. And you will
likely have an opportunity, as your religious rivals are watching for your,
craving your blood, even now….
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10-11
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The
Flesh is Weak, and Must Be Castigated. You have suffered a crisis of faith, and
have taken great pains to beat, mutilate, and starve such weakness from your
intemperate flesh. You begin this
adventure down 2d6 hit points from self-flagellation, starvation, ritual
burning or scarring, etc., but it can be healed normally. Gain 10 XP.
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12
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The
Wagon, You Fell Off.
You intended to devote yourself to holy endeavors, you truly did, but
the call of Cauldron’s many ale houses and brothels overcame your struggling
faith. Roll on the Carousing Table, as
normal.
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13
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Ill
Omens. You have carefully
watched the signs and portents, and they all point to dire calamity in the
near future. Your faith shaken, you
suffer a -1 penalty to all Spell/Turn Unholy/Lay on Hands checks this
adventure. If not a cleric, you suffer
a -1 penalty to all saving throws this adventure. Gain 10 XP.
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14
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The
Shepherd Must Care for His Flock. The head of your order is pleased with your
devotion, and so has charged you with the instruction and care of two
would-be novices. If you are a cleric,
roll 2 random 0-level characters, both of your alignment. Those followers will now accompany you on
your adventures. After 1 adventure,
you may spend 10 XP to level up either novice in any appropriate class. The followers are run by the GM, but only
receive experience if you give him some of yours. But if your main character ever dies, you
may immediately take control of either, at his or her current level. Gain 10 XP and +1 Luck. However, if either follower is slain, you
immediately gain +2 disapproval. If
not a cleric, treat this result as (15) below, Hear a Rumor.
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15
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Hear
a Rumor. In your time
proselytizing and serving with your order in the Bazaar of the Gods, you have
heard an interesting rumor regarding the dangers of Skull Mountain. Learn 1 random rumor.
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16-22
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In
the Service of the Gods. Your
time proselytizing and serving with your order in the Bazaar of the
Gods/Street of the Gods has strengthened your faith. Gain 5 XP.
You may also donate up to 5,000 gp to your order, gaining +1 XP per
100 gp of treasure donated (50 XP max), and 10 XP for each magical item
donated.
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23-24
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The
Strength of My Faith.
Your time proselytizing and serving with your order in the Bazaar of
the Gods/Street of the Gods has greatly strengthened your faith. Gain 5 XP.
You may also donate up to 5,000 gp to your order, gaining +1 XP per
100 gp of treasure donated (50 XP max), and 10 XP for each magical item donated. Additionally, if a cleric, you receive a
bonus benefit for this adventure (only) based upon your alignment: Lawful = +1 bonus to all Lay on Hands and
Turn Unholy checks; Chaotic = +1 bonus to melee attack and damage rolls. Neutral = +1 bonus to all Spell Checks.
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25
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Devoted
Companion. As (16-22) above,
but additionally you have recruited a devoted follower of your alignment and
devoted to your god. Roll a random
0-level character. That character will
now accompany you as a henchman, who is incredibly loyal, and receives a +4
morale bonus as long as you are present.
After 1 adventure, you may spend 10 XP to level up your henchman. The henchman is run by the GM, but only receives
experience if you give him some of yours.
But if your main character ever dies, you may immediately take control
of the henchman, at his current level.
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26
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Divine
Favor. As (16-22) above,
but your devotion to your faith has pleased your god, and you find yourself
in increased divine favor. Gain +1
Luck.
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27
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Pleased
with Your Offerings.
As (16-22) above. But if you
make an offering greater than 500 gp, your god rewards you with even more of
his/her/its powers, and you start with a Disapproval rating of -1 (instead of
the normal 1).
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28
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(Un)Holy
Champion. As (16-22)
above. Additionally, your god has
deemed you worthy of serving as his/her/its holy avenger, bestowing a measure
of divine favor upon your weapon (your choice). For the rest of this session (and only this
session), your weapon gains the following powers (1d8):
(1) +1 to hit and
damage, glows as torch when willed.
(2) +1 to hit and
damage, +2 to Will Saves.
(3) +1 to hit and
damage, grants +4 bonus to Turn Unholy.
(4) +1 to hit and
damage, as long as held in hand, the wielder regenerates 1 hp per round.
(5) +1 to hit and
damage, Shock, deals 1d4 electrical damage on hit, or +2d4 if opponent metal
or in metal armor.
(6) +2 to hit and
damage, glows as torch at will.
(7) +2 to hit and
damage, Demon Binding, outerplanar creatures hit must make DC 20 Will save or
be bound in exact location for 1d4 turns.
(8) +3 to hit and
damage, Holy Brand, inflicts +1d6 damage against creatures unholy to your
faith.
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29
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Divine
Grace. Your services to
your deity has not gone unnoticed. As
(16-22) above. Additionally, this
game, you receive a +2 bonus on all Spell Checks, Turn Unholy, and Lay on
Hands. If not a cleric, you have been
inducted into the clerical order. The
GM chooses an appropriate power (either a spell, turn unholy, lay on
hands). You may now once per session
use that power as a Cleric, spell check is 1d16+Personality
modifier+level. When using this power,
your Disapproval is always treated as a 2, and you roll 2d4 on the
appropriate Disapproval table on a natural (or modified) 1 or 2.
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30+
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True
Wisdom. You have been
marked for greater things by your order and by your god. As (16-22) above. Additionally, you receive a permanent +2
bonus on all future checks on this table, plus one of the following permanent
benefits:
(1) Gain +1 Personality (max 18).
(2) Learn 1 additional spell slot, of any level you may
know (chosen by GM).
(3) Gain a +1 bonus on all Spell checks.
(4) Gain a +1 bonus on all Turn Unholy checks.
(5) Gain 1 Luck (max 18).
(6) Gain a +1 bonus on all Lay on Hands checks.
(7) Gain a +1 bonus on Will save.
(8) Gain a +1 bonus on Fortitude save.
(9) Gain +1d4 hit points.
(10) Roll twice on
this table.
If not a cleric, you have been
inducted into the clerical order. The
GM chooses an appropriate power (either a spell, turn unholy, lay on
hands). You may now once per session use
that power as a Cleric, spell check is 1d20+Personality modifier+level. When using this power, as long as you
remain faithful and devoted to your god and religious superiors, your
Disapproval is always treated as a 1, and you roll 2d4 on the appropriate
Disapproval table on a natural (or modified) 1 or 2.
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