Showing posts with label Dwarven Stuff. Show all posts
Showing posts with label Dwarven Stuff. Show all posts

Thursday, February 15, 2018

Drunken Debauchery, Stealing from Conan

The Drinking Contest introduces gobs of opportunity to get smashing drunk, and a rules-y way to handle it. This expands further on the drinking contests, and the aftermath. It goes beyond the Carouse move, but can often accompany it. I introduce to you (this rule is meant to be used with Abstract Coins): 

Drunken Debauchery
When you spent a night on the town, and got too smashed to remember, roll 2d6+ the number of drinks you had (if this is unclear, add your Constitution score). This isn't really hit or miss, consult the following table:

2: Behold My Grace! You boasted of your adroitness! Roll 1d6: 1–2 = Balancing on a Ledge/Beam/Rope; 3 = Bull-Leaping; 4 = Dancing; 5 = Five-Finger Fillet; 6 = Juggling Random Items.
3: Behold My Might! You boasted of your strength! Roll 1d6: 1–2 = Arm Wrestling; 3–4= Wrestling Match; 5 = Keg Tossing; 6 = Lifting Heavy Objects.
4: Behold My Stamina! You boasted of your constitution! Roll 1d6: 1–3 = Drinking Contest; 4–5 = Eating Contest; 6 = Long Distance Running / Swimming Challenge.
5: Big Business! You invested another 1 point of Wealth in a merchant’s caravan / ship venture! GM secretly rolls 1d6: 1–2 = It’s a con; 3–4 = It’s legitimate, and in 2d6 months you’ll have doubled your investment (if you’re still alive and around!); 5–6 = It’s legitimate, but the caravan / ship didn’t survive.
6: Brotherly Love! You woke up next to one of the other players’ characters (referee determines randomly)!
7: Brrr . . . Chilly! Someone stole your coat / clothes while you were intoxicated!
8: Dangerous Liaison! You bedded the son / daughter / husband / wife / temple virgin of someone who can make your life in this area very difficult! Roll 1d6: 1 = Local Crime Lord; 2 = Local Militia Commander; 3 = Local Sorcerer; 4 = Local Temple Leader; 5–6 = Important Local Leader / Noble.
9: Drunken Brawl! You started a drunken brawl! You must spend Wealth on damages and fines to avoid incarceration, or flee and be declared outlaw. Roll Wealth. If you don’t have enough wealth to pay the fine and do not flee, you will be incarcerated and your belongings will be confiscated and sold.
10: Fire! You accidentally started a fire in the inn / den of ill repute you were carousing in! You must spend an additional 1d20 × 10 gold pieces on damages and fines to avoid incarceration, or flee and be declared outlaw! Roll Wealth as #9.
11: Gambling! You gambled away your money on a game Defy Danger with +WIS (at -1 if you took a Debility for the drinking contest) vs. Wealth dropping to 0. Unlike normal Defy Danger moves, on a 12+ with this one, you gain +1 to your wealth level (if possible). Roll 1d6: 1 = Dice Game; 2 = Card Game; 3 = Cock Fight; 4 = Dog Fight; 5 = Arm / Wrestling Match; 6 = Pit Fight.
12: Go Directly to Jail! You woke up in jail charged with a crime! Roll 1d6: 1–2 = Drunken Disorderly; 3 = Lewd Conduct; 4 = Vandalism; 5 = Theft; 6 = Murder. You decide if your character did it or not. An escape may be necessary . . .
13: Have at You! You incurred someone’s anger (or were angered yourself) and have agreed to a duel, physical or sorcerous!
14: How’d I Get Here? You woke up in a strange place with no idea how you’d got there! Roll 1d6: 1 = Aboard a ship (maybe heading out to sea!); 2 = In a tree or on a roof; 3 = In the back of a wagon (maybe travelling somewhere!); 4 = In the nearest stable / animal pen; 5 = In the nearest temple; 6 = In the sewer / gutter.
15: How Embarrassing! You made a complete idiot of yourself in public! Locals snigger behind your back and consider you a complete imbecile. Roll 1d6: 1 = You emptied your bladder . . . unexpectedly; 2 = You exposed yourself; 3 = You fell flat on your face unconscious while attempting to seem intimidating / skillful / powerful; 4–5 = You performed the worst drunken song and dance . . . ever; 6 = You soiled yourself.
16: I Hereby Swear! You made a foolish pledge, loudly and in public to do something hazardous. Roll 1d6: 1–2 = Clear Nearest Monster Den / Ruin; 3–4 = Bring Down Local Bandits / Thieves / Thugs; 5–6 = Steal Valuable From Important Local (roll as in Dangerous Liaison! to determine who).
17: Just Married! You woke up to find someone claiming to be your new wife / husband! Roll 1d6: 1–2 = Attractive; 3–4 = Average; 5 = Ugly; 6 = Pass the bucket! GM also secretly rolls 1d6: 1–3 = It’s a con attempt; 4–6 = It’s true.
18: Love Never Dies! You woke up next to a corpse! Roll 1d6: 1–2 = They died of natural causes; 3–4 = They died of drug / alcohol overdose; 5 = You think you accidentally killed them; 6 = You think you murdered them. GM also secretly rolls 1d6: 1–3 = It’s a setup; 4–6 = It’s true.
19: Mooooo! You woke up next to an animal! Roll 1d6: 1 = Chicken; 2 = Cow; 3 = Goat; 4 = Horse / Camel; 5 = Pig; 6 = Sheep.
20: My Land! You gambled / spent your money and acquired the deed to something! Roll 1d6: 1-2 = Disreputable Inn; 3 = Nearest Ruin; 4 = Plot of Wildland; 5–6 = Run-Down Farm; You are eligible for either Householder, Merchant, or Shopkeeper as appropriate once any GM imposed restrictions are met.
21: My Precious! When you were passed out or otherwise engaged, someone stole your single most valuable-looking item! Track ‘em down and make ‘em pay!
22: Ooh, Shiny! You spent your money on a truly gaudy but otherwise unremarkable item. Reduce Wealth by at least 1. Roll 1d6: 1 = Armour; 2 = Garment; 3–4 = Jewellery Piece; 5 = Shield; 6 = Weapon. GM determines the item.
23: Robbed! As 21, but 1 Wealth instead.
24: Tattoo! You spent your money on a fantastic tattoo! Say what, and  roll 1d6: 1–2 = It actually is awesome; 3–4 = It’s fairly good;5 = It has an obvious flaw; 6 = It has an embarrassing flaw.
25: Unexpected Companion! You woke up next to a member of your preferred gender. Determine attractiveness as Just Married! entry.
26: Yer Mother! You seriously insulted someone who can make your life in this area very difficult. Roll to determine who as in Dangerous Liaison! entry.
27: You’re so Generous! You donated your money to a worthy institution. Roll 1d6: 1–2 = Local Poor; 3–4 = Local Temple; 5–6 = Orphanage / Urchins.
28+: Madman! Roll twice and apply both results!

Wednesday, June 28, 2017

Material Sciences in Into the Heart of the Dragon

My Into the Heart of the Dragon campaign has a house rule where you can add tags to items that make them worth +50% price per added tag rather than a flat 50 gold. Some items are of a lower quality, and have modifications that make them cheaper rather than more expensive. This reduction is also -50% (usually). If an item’s price would be reduced to zero by modifiers, its price is -80% instead (minimum 1 coin).

As a natural extension of that, I've decided to make a list of qualities and materials using tags. They will vary in price based on the number of good and bad qualities they have. I know this one may not suit everyone, so don't read it if you don't want the extra detail in your campaign

Tuesday, June 13, 2017

Expanding on Dwarven Stuff

There are a few things in DW that are already dwarven and have specific effects. First, let's talk about Dwarven Hard Tack
Dwarven Hard Tack
Requires Dwarf, Dwarves say it tastes like home. Everyone else says it tastes like home, if home is a hog farm, and on fire.
That one is mostly fluff, but the fact that it requires dwarf (racial trait) and is tagged as a ration suggests that it's a ration for dwarves, and trash for people who aren't (unless they have a move that lets them eat anything). Either that or they're unfamiliar with bacon.

Jokes aside though, there is something to be desired. I give you the dwarven tag:

Armor
Armor made to fit dwarves (i.e. has the dwarven tag) removes the Clumsy tag for dwarves, and adds -1 ongoing to Defy Danger with +DEX for anyone else. Price is increased by 50% for dwarven armor if you're outside dwarven settlements.

Weapons
Shorter than 6 feet, these weapons lose their reach tag. They are often very bulky though, replacing it with the Forceful tag. For weapons that don't have the Reach tag, they still gain the Forceful tag. Price is increased by 50% for dwarven weapons if you're outside dwarven settlements.

Next, let's talk about Stout
Dwarven Stout
When you open a keg of dwarven stout and let everyone drink freely, take +1 to your Carouse roll. If you drink a whole keg yourself, you are very, very drunk.
Nothing wrong with this tag, or with the notion that dwarves are the poster children for alcohol consumption in fantasy RP. But this is something that can stand to be expanded upon, and I will do so here.


The Drinking Contest

 So what does getting very drunk entail? Depends on the fiction. Just kidding, the reason you are here is because for you. there is no current fictional status quo. Here is mine: Whenever you engage in a contest of intestinal fortitude against alcohol, roll +CON

  • On a 10+, you survive the round no problems, and an NPC drops out. (if you want, you can use the Whole Damn Army rules and do 1 point of "damage" against the Tavern equivalent to a "green platoon", or 8 HP.)
  • On a 7-9, take a debility (other than Scarred since alcohol on its own is not disfiguring)
  • On a 6- take 2 debilities, and 1d6 damage
When you become Sick (when you gain the Sick Debility) you drop out of the round. The winner is the last person remaining. If a PC and an NPC are tied, the PC wins. If two PCs are tied, whoever has the better Con score wins. Alcohol based debilities go away at a rate of 1/hour.

Monday, August 29, 2016

Spouting Tavern Lore

Inebra is the dwarven Goddess of Drink. She was forged when Navanor Truestone was experimenting with different quenching materials, and he used rum (dwarven of course, 3 times more potent than that human drivel). Being what serious minded people might think of as the Divine posterchild of Fetal Alcohol Syndrome, during her youth, she would disguise herself and engage people in drinking contests.

After a few centuries of this, a human named Ogmar recognized her, and he asked for her hand in marriage should he win. She was conflicted in this, but in that moment of doubt, she knew she had to reaffirm her position as The Best of the Best. She won, but he lasted long enough to get her a little tipsy, drinking at least 8 times what a human should. She could have at that point, changed her mind and he not do a thing about it. Her father would not have anything but a dwarf wed his child either, so she transformed him into a dwarf, and promoted him to demi-god. She also bequeathed the name Oathbinder upon him for making a god keep her word.

This is why in proper dwarven society (for a game featuring this lore) there is a largely matriarchal chain of command with every step having a council of 8 males acting as council to a woman holding the actual position.

The question has been posed how she was forced to keep her word, and the answer, is that she was tipsy and confused.