This second table is entitled "Thieving About Town." After all, not every PC wants to spend their down time pissing treasure away in the gambling pits. Some want to rob the city's nobles blind, cut purses, and all that sort of nonsense.
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).
Carousing Table Two:
"Thieving About Town"
(Thieves and Halflings Preferred, But Any Class May Roll).
Roll (1d30) modified by Luck
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Carousing Result
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1 or less
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Only
Fools Steal from a Sorcerer!
They say that only fools steal from a sorcerer. They are right. In your greed, you attempted to burgle the
tower of one of Cauldron’s dangerous magicians, and have now paid the price. While you escaped with your life, you spent
several weeks a captive of the cruel wretch, and were subjected to terrible eldritch
experiments. Roll 1d6 to determine the
identity of the sorcerer you attempted to rob: (1) Mutatus the Formless, dreaded transmuter
of all things; (2) Phandon the Baleful, the Shadowless Sorcerer; (3)
Hadrathus the Abjurer, Keeper of the Cold Flame; or (4) Oryx the Black
Warlock. Gain 25 XP, and roll 1d20 to
determine the outcome:
1 – Roll twice more on this table.
2 – Roll on the Greater Corruption Table (p. 118).
3 – Roll on the Major Corruption Table (p. 117).
4 – Roll on the Minor Corruption Table (p. 116).
5 – No obvious effect but a strange chillness to the touch
and a slight pallor to the skin; the character attracts and is automatically
detected by undead (double all numbers of such wandering monsters) and such
creatures attempt to attack the character above all others if physically
able.
6 – The character’s skin, blood, and organs, but not
bones, are rendered permanently invisible, such that the character appears
like a skeleton or other undead, likely to cause panic and attack in public
(minimum -4 to Personality rolls).
7 – The characters limbs have been removed and reattached
backwards, such that they now all face backwards. Suffer a permanent -2 to Agility, and
unable to wear armor that has not been custom made.
8 – The character permanently glows a faint blue aura,
takes a -4 penalty to all Hide in Shadows checks.
9 – The character’s skin is tinged red and he grows small
demonic horns, -4 to all Personality checks if visible.
10 – The character permanently stinks of brimstone,
strongly noticeable by anyone within 20’.
11 – The character is bound by a powerful geas barring him
from ever speaking a falsehood. If he
ever does, he immediately dies.
12 – The character is bound by a powerful geas barring him
from stealing, the cruelest fate possible for a would-be thief! The character simply cannot do it, but
perhaps the wizard would be amenable to a bribe to lift the curse.
13 – The character is afflicted by a curse of
misfortune. Any time the character
rolls a natural 13, the result is automatically treated as a 1 with amplified
results (including fumbles). All fumble
rolls are made with a 1d20, regardless of armor worn.
14 – The character’s brain has been transplanted (with
obvious scars and stitching) into a new body. Reroll physical stats, and
determine gender randomly (50/50), and determine age by rolling 4d20+8. Former acquaintances will be confused and
skeptical.
15 – The character is immediately aged in appearance to
70+ current age, losing 2 points from Strength, Agility, and Stamina, but
gaining +1 to Intelligence.
16 – The character is allergic to magic, and sneezes every
10 or 15 seconds when within 10’ of a magical item or effect, runny nose,
rheumy eyes, etc., likely foiling Move Silently and Hide in Shadows checks
where appropriate.
17 – The character is rendered into simpleton, via a
lobotomy, and loses 2d4 points of Intelligence. The character gains 2 points of Luck from
the ordeal.
18 – The character has no memory of his imprisonment, but
now suffers an irrational and overwhelming fear of (roll 1d8): (1) horses, (2) snakes, (3) spiders, (4)
the dark, (5) birds, (6) children, (7) fire, (8) confined spaces, (9) books,
or (10) rope. The character must make
a DC 10 Will save to avoid panicking if forced to touch or be close to the
object of his fear, at the GM’s discretion.
19 – The character’s left hand becomes phantasmal,
insubstantial, and unable to grasp objects, although it still appears real.
The caster can no longer use two-handed weapons or otherwise use that hand.
20 – The character is unable to disobey any spellcaster,
not just the sorcerer who bestowed the curse, and suffers 1 hp/round damage
upon failure to comply.
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2
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Major
Misunderstanding with the Overlord’s Guards. Your criminal escapades have led to real
trouble, and you now find yourself accused of a serious (perhaps even
capital) offense (roll 1d10): (1) robbery
of the city treasury; (2) burglary of a great noble’s villa; (3) murder of a
guardsman; (4) murder of a noble; (5) arson; (6) tomb robbing; (7) blasphemy,
desecration of a holy place, and theft of temple offerings; (8) fencing
stolen goods; (9) assassination; (10) kidnapping a noble for ransom; (11)
slavery; or (12) roll again three times.
You decide the details, and whether you are innocent or guilty. Roll a Personality check. On a success, you may pay 1d6 x 100 gp (or
1 magic item) as a bribe, and escape justice.
On a failure, you may pay 1d6 x 1,000 gp (or 2 magic items) as a
bribe, and escape justice. Failure to
pay the bribe means that you must face justice under the Codex Legis of Iron
and Rust (as determined by the GM) to determine whether you win your freedom
or face immediate public execution.
Gain 10 XP if you pay a bribe to earn your freedom, or 30 XP if you
face the Overlord’s justice and can survive (not likely).
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3
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Brutal
Beating. Your attempt at a
bit of daring thieving ended with your capture and brutal beating at the
hands of a group of guards. Roll a
Luck check. On a success, you managed
to escape after only a minimal amount of pummeling, and begin the game down
1d6 hit points (minimum 1). On a
failure, you were beaten to within an inch of your life, and start the game
with only 1d4 hit points left. On a
natural 20 (worst result), you start with 1d4 hit points and also permanently
lose 1 point of Stamina from your ordeal.
Gain 15 XP regardless of the result.
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4
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Shakedown. A corrupt guard captain caught you in an
act of thievery, and shook you down for nearly every penny you own. Lose all coin and non-magical treasure (but
not weapons or equipment or the like), and roll a Luck check for each magical
item in your possession: on a failed
check, the item was “confiscated” as well.
Gain 10 XP plus 1 XP per 100gp taken (rounded up, max 50) plus 10 XP
for each magical item confiscated.
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5
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Fall
from Second Story Job.
Argh! You have fallen badly
from a bit of second-story work, and are still suffering the effects. You are unable to move at a speed faster
than a hobble (10’ round) and begin the game down 2d6 hit points (minimum 1). Once you are fully healed, the speed
penalty abates. Gain 10 XP.
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6
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Cross
the Guildmaster. You have crossed
the guildmaster of Cauldron’s dangerous thieves’ guild, Nine-Fingers Keene, perhaps
by stealing from a friend of the guild, short-changing the guild on its cut,
or attacking guild members. You suffer
a permanent -4 penalty to all future Down-Time rolls until you make amends.
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7-8
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Short
Prison Stint. Alas, the gods
frowned on your attempts at petty thieving, and you have spent much of the
last month(s) locked in the Overlord’s dungeons. Lose all coin and non-magical treasure and
equipment (except clothing) and roll a Luck check for each magical item in
your possession: on a failed check,
the item was taken as well. Gain 10 XP
plus 1 XP per 100gp taken (rounded up, max 50) plus 10 XP for each magical
item stolen. You also begin the game
at half hit points (rounded up) from your ordeal.
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9
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Back
Alley Brawl. Amid your skulking
and thieving, you found yourself crossing swords with a gang of (rival)
ruffians. Roll a Strength check. On a success, you gain 15 XP. On a natural 1 (the best result) you also
gain 1 point of Strength or Agility (max 18), your choice. On a failure, you were badly beaten, 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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10
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Attempted
Lynching. Cutting purses and
purloining choice items from ships is not very popular with the stevedores
and dockers down at the Harbor, and so you found yourself the victim of an
attempted lynching. Roll a Luck check. On a success, you escaped easily and gain
15 XP. On a natural 1 (the best
result) you also gain 1 point of Strength or Agility (max 18), your
choice. 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 1d6 hit points (minimum 1).
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11
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Robbed
by Fellows. The graybeards say
that only a fool does business with thieves.
You should have heeded their words, and have been robbed by some of
your fellows. Lose all coin and
non-magical treasure (but not weapons or equipment or the like), and roll a
Luck check for each magical item in your possession: on a failed check, the item was stolen as
well. Gain 10 XP plus 1 XP per 100gp
taken (rounded up, max 50) plus 10 XP for each magical item stolen.
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12
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Wanted
Man. A fellow (or lass)
suspiciously matching your description is being sought by the Overlord’s
guards for a string of daring burglaries.
Gain 1d6+100 gp, and 10 XP. You
also suffer a -4 penalty to your next Downtime check.
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13
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Dabbling
in the Dark Arts.
You found few opportunities for profit this past month, and instead
found yourself dabbling in occultism.
Roll 1d6:
· 1-3
– Roll on the Dark Arts Table.
· 4-5
– Roll on the Bazaar of the Gods Table.
· 6 –
Roll on the Dark Arts Table with a +5 bonus to your roll.
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14
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Minor
Fine. You were
apprehended in an act of petty thievery, but a small “fine” to the magistrate
cleared all that up. Lose 1d4x100 gp
as a fine. If you cannot afford the
fine, your mundane equipment and weapons are confiscated instead, to the
extent necessary to make up the difference.
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15
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Guild
Tax. Cauldron’s thieves
guild has levied a “tax” on your activities.
Pay 2d10x10 gp to satisfy the “tax.”
If you cannot afford the “tax,” treat this result as “Cross the
Guildmaster,” result 6 above.
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16
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“The
Wine Was Too Sweet…”
Although you embarked on a campaign of grand thievery, all too often
you found yourself in Cauldron’s many brothels and taverns, waiting for an opportunity to present itself.
Roll on the “Carousing” table instead.
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17-18
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Interesting
Tales. Few opportunities
for profit have presented themselves, but you have heard some interesting
tales from among your fellow thieves.
You hear 1 random rumor from the Rumor Table.
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19-23
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Rogue’s
Reward. Ah, profit! Through a series of burglaries, cut purses,
and various swindles, you have scratched together a bit of gold. Gain 1d10x10 gp, and gain 10 XP.
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24
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The
Guildmaster is Pleased.
Your cunning thievery and ample tributes to the Guild have earned you
the favor of the guildmaster, Nine Fingers Keene.
Gain 10 XP, a +4 to your next Downtime roll, and learn 1 random rumor of the dungeon. |
25
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Lucky
Charm. Your burglaries
and purse-cutting has fared unusually well this past month, so well that only
the presence of your lucky charm can explain.
Gain 10 XP and 5d10x10 gp.
Designate one of your items as “lucky,” e.g., a coin, a particular
dagger, etc. Permanently gain +1
Luck. But if your “lucky charm” is
ever lost or stolen, you permanently suffer -2 Luck.
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26
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Big
Score. Aha, the score of
a lifetime, gems and gold worthy of only the greatest master thief! Gain 30 XP and 3d6x100 gp!
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27-28
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Partner
in Crime. In your thieving,
you have befriended a helpful companion, a novice adventurer and henchman
whom you have taken under your wing.
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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29
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Skilled
Hands. Your
midnight-derring-do has led to even greater skill! Gain 10 XP and a permanent bonus to one of
your Thieving Abilities, as follows (roll 1d14):
· (1)
a +1 bonus to all Backstab attempts.
· (2)
a +1 bonus to all Sneak Silently attempts.
· (3)
a +1 bonus to all Hide in Shadows attempts.
· (4)
a +1 bonus to all Pick Pocket attempts.
· (5)
a +1 bonus to all Climb Sheer Surface attempts.
· (6)
a +1 bonus to all Pick Lock attempts.
· (7) a
+1 bonus to all Find Traps attempts.
· (8)
a +1 bonus to all Disable Traps attempts.
· (9)
a +1 bonus to all Forge Document attempts.
· (10)
a +1 bonus to all Disguise Self attempts.
· (11)
a +1 bonus to all Read Languages attempts.
You can also now read Old Thuulian, at least a little bit.
· (12)
a +1 bonus to all Handle Poison attempts.
· (13)
increase the die type for Cast Spell from Scroll by one die type (1d10 to
1d12 to 1d14 to 1d16 to 1d20 to 1d24 to 1d30).
· (14) roll again on this table, and apply a +2
bonus.
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30
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Master
Thief! Your impressive
feats of burglary, robbery, and general derring do have earned you the title
Master Rogue! Gain 25 XP. If a Thief, gain a permanent +1 to all Luck
Die rolls. If not a Thief, gain 1d4
points of Luck.
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