In this episode I talk about a recent game of LOTFP I played in:
In today’s session of Rose of Westhaven we’re trying out using an adaption of the LOTFP supplement Vagina’s are Magic, we’re not going the whole hog with the weird spells and such-like in there (since that would entail a massive alteration of the magic level of our campaign) but I’ve been discussing with one of my players using the VAM rules for casting.
Essentially a magic-user has a number of spell slots equal to their level, they can cast any of their spells using those slots with no problems whatsoever.
However, if the magic-user tries casting spells in addition to that number then they must make a miscast chance. There are other circumstances that can force a miscast roll such as if a magic-user has taken damage in the same round they cast a spell or is massively encumbered.
The slight issue we had was that the VAM 1D12 miscast table only has result for rolls 7-12, results from 1-6 are dependent on the individual spells (as listed in the VAM rulebook). Since we’re keeping the standard spells we don’t have individual charts for each spell and I’m not greatly desiring to write that number of tables, so instead I’ve just created entries for results 1-6 based on some ideas of my own and some D&D 5E house rules that one of my players (Dennis Bach) was kind enough to donate to me.
The table is added below:
If you want a PDF version of the table you can find it by clicking here.
I’m interested to see how this adaption of the VAM rules will work, hopefully it will add a little bit more versatility to the magic-user; if it goes well then I may consider adapating it to use for Clerics, but with an offended deity table instead of a miscast table.
VAM is copyright James Edward Raggi IV, no challenge is intended to any copyrights. If you’ve not yet got a copy of Vagina’s are Magic and you fancy experimenting with a weird magic system you can get a copy from http://www.lotfp.com/store/index.php?route=product/product&product_id=234.
I’m currently running an OSR game using the Lamentations of the Flame Princess rules, using the excellent Midderlands campaign setting created by Glynn Seal of Monkeyblood Design & Publishing (https://plus.google.com/+MonkeyblooddesignCoUk). In Lamentations there are three non-human race-classes available, Dwarves, Elves and Halflings, that aren’t covered in great detail in the Midderlands books, but that I wanted to be available to my players in our game.
Please note: This article is not an attempt to create a definitive version of the various fantasy races for use in the Midderlands, it’s just how I’ve adapted them for my game (trying to keep the weird-fantasy vibe of the Midderlands in mind throughout).
The various races in my game use the standard rules out of LOTFP (or the Midderlands Campaign books when it comes to various types of Goblins), the details below are simply additional set-dressing/flavour.
The Dwarves are a strange people of living stone who dwell in the northern Highlands of Scrotland, organised into Clans with strict, regimented hierarchies. It is believed that when humans first arrived in the Havenlands that Dwarves were much more widespread and taught the first humans the ways of working metal and smithing. Strict minded and traditional in their ways, the Dwarves were first pleased with the progress humans made and then worried by their experimentation and chaotic nature, gradually withdrawing more and more from the world until now only the north has Dwarves in large numbers.
Dwarves are shorter and stockier than humans, tending towards muscular physiques. Each of them has skin that resembles stone in colour and texture more than flesh and eyes that are pupilless vary in colour from ruby red to emerald green. Dwarven blood is thick, red and slow flowing, it takes far longer than human blood to dry, eventually transforming into a red powder like ground brick.
When a Dwarf is slain their flesh retains it’s stony texture and does not rot like the flesh of some other races, however it does crumble away over time (or if subjected to enough force) revealing the iron-like bones beneath.
The few remaining Dwarfholds are situated in the Highlands of Scrotland, clustered around the mighty Mount Nevis and the Great Northern Forests. Other races most often seek out the Dwarves when they are attempting to have mighty weapons or enchanted items forged, since the Dwarves are reputed to have secret methods of working stone and forging metal that are unknown to the other races. Items of Dwarven craftmanship tend to be hard-wearing and last for hundreds of years, although they are seldom decorative or beautiful in appearance.
Dwarves are organised into a strict caste-system, their caste is chosen at birth based on their parentage, Clan affiliation and–most importantly to the Dwarves–by the metal or stonethat their skin resembled. The system is organised into three tiers:
- Nobles: Nobles are the rarest of castes, only a handful of them being born every few years, they are the most mentally agile and creative members of the Dwarven race and have skin resembling precious metals or rare stones such as gold, silver, palladium, marble, basalt and platinum.
See the following wikipedia article for further details on precious metals.
- Warriors: Warriors are the second most common caste, they have good tactical minds and make excellent soldiers but they generally lack creativity, preferring to relay on ancient, tried-and-proven tactics. Warriors have skin resembling ferrous metals and more commonly found stone such as wrought iron, granite, limestone and steel.
See the following wikipedia article for further details on ferrous metals.
- Workers: The most common of the castes, workers generally spend their life performing repetitive tasks and drudgery for the day-to-day operations of their Clan, workers are proficient at their particular tasks but lack creativity or even the tactical minds of warriors, making them dull companions unless you are discussing their area of speciality. Workers have skin resembling base metals and very common stone such as iron, soapstone and tin.
See the following wikipedia article for further details on base metals.
It is forbidden to act outside the boundaries of your caste system within Dwarven society, although occasionally a Dwarf is born to a lower caste but with unexpected curiosity or intellect. This often leads to them getting in trouble with the Thanes who rule their Clan, resulting in many of them being banished to the lowlands for their trouble. Most Dwarves encountered outside of the Highlands are banished Dwarves.
Relations with Others
The Dwarves have cordial relations with their neighbours, often trading with them for items that are not available in their mountain homes. However, the days of Dwarves teaching humans forging techniques have long past, and they now guard their secrets jealously. Dwarves and Elves are often wary of each other since Dwarves are mostly of a fixed mindset whereas Elves tend to be more adaptable or changeable.
Dwarves seldom get along well with Goblins due to their tendency to infest abandoned Dwarfholds, although they enjoy the genial company of Halflings.
A strange and secretive race with a fey-touched air to them, the Elves are widely believed to have originated in the green lands of Emeraude. It has become common parlance in the Havenlands to describe those who perceive sprites, boggarts and the like as having Emeraude eyes. Wise in the ways of the wild, the Elves most often remain secreted in the most ancient of woodlands around the Havenlands, using magic and misdirection to prevent their hidden hollows and homes from being discovered. Wherever Elves dwell there is always the smell of flowers and summer.
Although Elves appear superficially similar to the other races of the Havenlands, they are actually more like living plants. Elven skin is an extremely pliable form of bark resembling Silver Birch and their blood is a thick clear sap with a light foral aroma to it. Elves do not age and die naturally, but when an Elf is very old he may feel the pull of the great sleep upon him; once this happens the Elves conduct a great cermony and the subject falls into a peaceful sleep, gradually taking root in the ground and becoming a mighty tree.
In the chest of an Elf is a glowing green gemstone known colloquially as an Elfheart, this remains after their death and is reputed to be a great boon to any magics dealing with the natural world. Of course, attempting to harvest these gems is a surefire way to anger any Elves you encounter, making them an extremely dangerous ingredient for magical workings.
It is rumoured that the ancient Ents who guard the deepest forests of Havenlands were once Elves.
There are actually two species of Elves in the Havenlands, both are extremely rare, but the most common are known as Summer Elves, they embody the seasons of Summer and Spring, caring for the natural world and seeking to preserve it.
Rare are the Winter Elves who embody the dark times of winter when nature seeks to conserve it’s resources and survive the coming cold. Winter Elves have night black shine and hair as white as snow, often living underground they are selfish and cruel. The Elfhearts of Winter Elves resemble black onyx or clear diamonds.
Elves are most often found in hidden communities within the deepest forests of the Havenlands, protected by magic and illusions. However, some of the younger Elves have grown curious about the world outside their leafy borders and have ventured further afield, interacting with the younger races.
Found mostly in the forested regions of the Oldenwale (or Fada Siar in their own tongue), the Elves are organised into Clans delineated by shared family bloodlines and heritage. Elven Clans are rules by the eldest and wisest of their number, although their leaders recognise that their society benefits from allowing younger members of the race venturing into the wider world and bringing new knowledge to their Clan when they return home and settle down after a couple of hundred years or so.
Relations with Others
Although the Elves technically owe no allegiance to Lady Owain–ruler of Oldenwale–they generally maintain a cautious peace with the people of the Oldenwale (although this has not alway been the case). Most of the Oldenwale Clans know to give the most ancient woodlands a wide berth and this satisfies the Elves who have no wish to claim other areas, although occasionally their are skirmishes when Clans attempt to log areas sacred to the Elves.
There are various races of Small or Weefolk (derogatory) scattered around the Havenlands, no-one is quite sure where they came from or if they have any relationship to each other, but it is clear from ancient Goman writings that–when the Gomans arrived in the Havenlands–there were already various types of Smallfolk already living simple pastoral lives there. This has lead some to conclude that they are the original inhabitants of the Havenlands, although their impact on written history has been minor.
There is little similarity in the appearance of the various Smallfolk, but they fall into two broad categories, Halflings (or Hobbits as they call themselves) and Goblins. Although the actual strict definition of the two categories is somewhat up for debate, in general if a Smallfolk is human-shaped and of human-like colouration they are Halflings, whereas if they have more bestial features and greenish or unusual skin colouration they are known as Goblins.
Smallfolk can be found scattered all over the Havenlands, Halflings tend to live anywhere that humans are located, rubbing shoulders easily–and working alongside–their human neighbours, often bartering their talents at storyteller, brewing and making pipeweed to make a living. Goblins are more marginalised and tend to dwell on the outskirts of larger human societies, in the cracks of urban centres or in isolated wilderness.
Halflings prize comfort and stability above most things and therefore look to settle down in places that are well defended by larger folk, living simple lives, getting on with their neighbours and making whatever living they can, younger Halflings occasionally get an urge to go out and explore the world and have adventures. There is much frowning from their elders and betters when this occurs.
The various Goblin races do not have much in the way of culture and tend to only exist in small family groups.
Relations with Others
Halflings maintain genial relations with most of the other races common in the Havenlands, whereas Goblins tend to be regarded as either a pest to ignore or a menace to be wiped out (depending on numbers and relative strength).
If you’re a player in my ROSE OF WESTHAVEN campaign, please stop reading now.
As some of you may be aware, I’ve contracted map fever whilst running my OSR Midderlands LOTFP campaign; one of the things we discussed in our session zero is that the players wanted to do plenty of dungeon-crawling during the campaign, so I started off drawing a few maps and reading online tutorials. I’m getting to point now where I’m really enjoying working out how the maps link together, to this end I decided to draw a sideview map showing the various elevations and locations of the different dungeon maps in the area around Porthcrawl (our game’s Homebase).
I’ve not got round to drawing a finished version yet but have roughed out the layout using Notepad.
I’m reading Dungeon Crawl Classics at the moment, it’s a cool OSR game that comes in one of the biggest RPG books I’ve seen since I purchased a copy of Zweihander. The game is a bit chart-tastic for my personal tastes but it’s still a great book to read and has some really cool ideas in it.
One of the ideas I love, love, love in DCC are the rules for spell duels. Essentially these happen when a wizard is about to cast some magic and another spell-caster decides to interfere and throw down with them; in DCC this involves the second caster choosing a countering spell, they both make contested spell-casting rolls and–depending on the rolls–one or more spells may take effect, along with any number of crazy effects.
There’s no doubt this a cool system and I thought that–along with how dangerous and potentially lethal the summoning spell is in LOTFP–it would help explain why magic-users are typically so outcast or persecuted in the standard LOTFP campaign setting.
However, there’s a few bits of the mechanics that–whilst fine for DCC–don’t really work for Lamentations, so I thought that I’d have a go at making a simplified version to use with LOTFP.
Spell Duelling in LOTFP
In this system, when a magic-user or a cleric casts a spell, if there is another magic-user/cleric in the area they may choose to interfere with the casting and initiate a spell duel. Once this decision has been made you resolve the duel (even if normally the duelling casters would have different initiatives).
Resolving the Duel
- Each of the spell-casters chooses a spell slot that they sacrifice to power their part of the duel.
- The first spell cast (before the duel began) does not count for this purpose, but the first caster may choose to sacrifice another spell slot to empower themselves for duelling if they wish.
- Each participant in the duel rolls 1d20 and adds the level of the spell-slot that they sacrificed.
- The winner inflicts 1D6+the level of the spell slot they sacrificed in HP of damage on the loser, if the first caster wins then their original spell takes effect as well.
- Either of the participants may choose to continue the duel on the next round, in which case repeat the process.
- If both of the duelling rolls (without modifiers) are equal then the spell energy combines in a strange manner, none of the participants take damage this round and roll on the table below to see what occurs:
|1||Random Spell. Whichever caster had the highest result with modifiers (or determine randomly if they were the same) fires off a random spell, randomly determine a spell that is the same level as the spell slot the chosen caster sacrificed (or level 1 if they didn't sacrifice a slot). The spell chosen effects a random person in the area. Please note: the randomly determined spell needn't be one the caster possesses, however–once the duel if over–the magic-user may transcribe the random spell into their spell book if they wish as though transcribing it from a scroll.|
|2||Supernatural Effects. A part of another realm is pulled through and super-imposed on the local landscape, generally this should be extremely unsettling, if you need further guidance roll a further 1D6: (1) Trees gain eyes, mouths and a hunger for flesh (2) Clouds in the area rain blood, frogs or other unlikely substances (3) Animals give birth to mutated young (4) All water in the area transforms into bile, pus or another unwholesome substance (5) Holy icons or objects of worship in the area appears tarnished or befouled (6) Milk is fouled, crops fail and other supernatural effects take place.|
|3||Spells Merge. This requires some adjudication from the GM, randomly choose a spell for each spell slot sacrificed, these spells combine (along with any original spell) and create a strange effect. Generally it is either twice as powerful as the normal spell (if both spells are the same or similar) or some strange conglomeration of the two. The effect is centred directly between the duelling casters.|
|4||Summoning. The combined magic pulls through a supernatural creature (statted by the GM), roll a further 1D6 to determine the nature of the creature: (1)Elemental (2)Celestial/Angelic (3)Demonic (4)Undead (5)Wild animal (6)Abomination.|
|5||Backlash. The original spell fails and both participants take damage equal to 1D6 plus the total of spell slot levels sacrificed.|
|6||Demonic Incursion. The unstable energies have attracted attention from the netherworld, a tear in reality opens between the casters and 1D6 demons or creatures of the outer darkness (statted by the GM) spill out into our world.|
I’m sure this system isn’t complete by any means and it could certainly be expanded on, but hopefully it’s given you some ideas for your own LOTFP games.
The rules for creating NPCs in LOTFP are fairly streamlined, but I was looking for a method of creating NPCs that were a little more different stat-wise without adding an undue amount of complexity to the game, to do this I’ve drawn on my experiences with the Fate RPG system.
Method for Creating Quick NPC
- Name your NPC
Don’t agonise over this when you’re trying to make a quick NPC, fire up a random name generator and click a few times until you find a name you like, or take bits out of a couple of names and combine them together, whatever works for you. Here are a few I’ve found useful:
- D&D Human Name Generator
- There are some great real-world historically inspired name generators available
- Dwarf Name Generator
- Elf Name Generator
- Hobbit Name Generator
- Choose your NPCs class/race
If your NPC is a human then make them a level 0 Fighter, otherwise make them a level 0 version of the appropriate demi-human class.
- Fill in your NPCs saving throws, HP, attack bonuses and skills
This information should be available on the class chart that you have chosen so should be easy to find.
- Give your NPC something extra they are good at
Everything’s been pretty standard in this post so far, here’s where we add a bit extra though, jot down on the NPC’s sheet one or two things that they are good at, when the NPC is required to make a roll for something related to these things add +2 to their roll. This doesn’t have to be their job (although this can be a useful guideline) but it could be based on their physical characteristics or a piece of equipment they have. What they are good at should be fairly specific (‘forging weapons’ is fine, but ‘making stuff’ is a bit too broad) and it should not affect things like combat bonuses or saving throws since these are already covered by the rules although–as ever–it’s your game, so if you want to have an NPC who is a practiced archer, feel free.
If you want to detail the NPC a little further you can also give them one or two things they’re bad at, and give them a -2 penalty when in situations related to them.
And that’s pretty much it, dead simple and it can be done on the fly when you just need to jot down some NPCs one the spur of the moment, or when you want them to have a little bit of extra detailing but without having to add a load of skills or anything like that.
I’m really into OSR gaming at the moment, which means I’ve been reading a lot about how to create dungeons and keep them fresh. One of the things that is often mentioned is that dungeons are not static, they are working eco-systems that change and evolve as time passes, this can pose a potential problem for a GM. Some times when your PCs are re-visiting a dungeon, events in the campaign make it obvious was it likely to have changed in the area.
For example: Last time the heroes visiting the bandits lair they killed most of them, this has lead to the lair being abandoned and it is now colonised by natural creatures who moved in after the bandits departed.
However–at other times–there’s not an obvious change that could have occurred, but you don’t want the dungeon to feel static and unchanging, as though it only exists for the few brief moments when the PCs decide to grab their lanterns and venture into the dark depths. To help with this I’ve created a simple D6 roll table.
How to use the table
When the PCs return to a dungeon and a significant period of time 1 has passed, make a roll on the table to see what changes have occurred, these changes don’t specify specific creatures or areas affected by tunnel collapses and flooding but are intending to serve as a springboard to the GM’s imagination.
- The exact length of the time interval is left to the GM, but generally if more than a few days have passed since the PCs have visited the dungeon then you should make a roll. If they’ve been away for a really long period then you may wish to make multiple rolls. ↩
As I’ve mentioned in my main campaign page, our Rose of Westhaven campaign is heavily influenced by Monkey Blood Design’s Midderlands OSR campaign setting and bestiary, I wanted to jot down some notes about how far that inspiration goes.
The Rose of Westhaven first started germinating as a campaign idea after I picked up a copy of Lamentations of the Flame Princess, the OSR game written by James Raggi. I’d steered clear of it previously because–every time I saw people talking about the game–they had either one or two reactions, it was either “Ewww, no, it’s obscene and weird” or people going “Yeah, it’s so metal and extreme, wooooo!”
The reality–as if often the case–was somewhere between the two, yes LotFP does have some artwork that’s risqué and a lot of the supplements tend to really ramp up the gruesomeness or the weird horror vibe (which I don’t mind TBH), but the actual corebook itself is a well written and tidy OSR game. Without getting into the system details, LotFP posits a fairly brutal version of old-school D&D with a streamlined skill system and a slightly darker background, more akin to the old WFRP than more traditional D&D. As someone who started roleplaying with Warhammer Fantasy Roleplay I found this style very appealing, the game also contains optional rules for blackpowder firearms, with many of the supplements being set in worlds that have a more renaissance vibe to them than the traditional pseudo-medieval worlds used in a lot of OSR games.
I’m a big fan of this book, so it didn’t take me long to start looking around for a group of players and thinking about what sort of campaign I would run with it, I’m lucky enough to have a group of people who were enthusiastic to give it a shot.
Creating the Campaign
Originally when I sat down, I had loads of ideas racing through my head so I grabbed my trusty notebook and jotted down a few things I definitely wanted to be in the world that I was designing:
- A slightly later time-period than normal.
- Black powder firearms.
- Some sort of large-scale conflict as a backdrop.
- A conflict between modern and ancient religions.
- A rationale for dungeon-crawling.
- A world with ancient mythology.
- The Mythos.
After taking a short while to look at this list and mull it over I decided that–whilst not impossible–creating all of this stuff from scratch was going to be a massive investment of time for a game whose lifespan was (at the time of creation) uncertain, I’ve seen lots of games where the GM has spent ages creating a world and the campaign itself never really gets of the ground or folds. Of course you can always recycle stuff and use it in other games, but I also didn’t want to have to be making loads of stuff up entirely on the fly.
I often find that–if I want to create a campaign but not make it up whole-cloth–taking inspiration from a film, a book series or the real-world can be a great shortcut. You just file the serial numbers off it, and it can serve as a great source of inspiration, and if you do have to make up something you can refer back to your source material for guidance. I decided to go for using a fantasy version of Great Britain and Ireland, since this gives me a wealth of folklore to draw on and is also quite familiar to myself, originally I decided to start the players on the coast (since I’d been reading Alas for the Awful Sea) near a small made-up village near the coat of Wales (originally referred to as Fada Siar in our campaign).
Research & Decisions
It was about this time that I started considering what sort of time period I wanted to run it in, since I’d already decided that I wanted to run the game in a slightly later time period than the standard medieval and wanted a background conflict, I started looking at the English Civil Wars and the Tudor Period. I decided to take inspiration from both of them, creating a setting torn apart by a conflict between staunch Royalists and freedom-loving Parliamentarians. Previously the countries had been ruled by a strong royal dynasty, but a leader amongst the common(er) folk had arisen and was leading a rebellion against the old ways.
I grabbed a number of books from local shops at this point and watched a number of BBC documentaries to supplement my historical knowledge (since I’m no history buff), and found that I was enjoying reading about history far more knowing I was going to be using the information to inspire a project rather than simply reciting them at school or similar.
Whilst creating the campaign I had noticed the kickstarter for Monkey Blood Design’s Midderlands campaign, I originally backed it because it was set in a fantasy version of the Midlands in England, which is where I live. When I received the book I was blown away by it (as you can no doubt tell from my review) and was surprised by just how neatly the material in the Midderlands book dovetailed with the game that we’d already established. I decided to start overtly using information and ideas from the Midderlands book in my campaign, after letting my players know I then started to move some of the campaign information (which had originally been in a PDF for the players) to this website (you can see it by clicking on the Rose of Westhaven link).
One of the potential issues with importing a lot of the Midderlands wholesale is that my characters began far to the south of the area that has been detailed thus far in the Midderlands book. Luckily Monkey Blood Design are releasing a second book for this setting soon (as of time of writing) that is going to expand the setting to cover the rest of Britain and Ireland, Glynn Seal was kind enough to send me a low-resolution copy of the map that will be in the second book so I have a vague idea what sort of stuff is going to be covered. However, if my players decide they want to go somewhere before I get my hands on the book then I’m just going to have to create a version of the area myself (taking inspiration from the real-life source material) and then either ignore or reconcile the “official” version when I get my hands on that sweet, sweet second book.
TBH although I’ve called this a potential issue, it’s not really much of a problem. A lot of our campaign was made up wholesale and then fitted around the stuff that I wanted to incorporate from the Midderlands campaign setting, for example my use of the Old Ones from the Cthulhu Mythos as pagan gods worshipped by some of the Fade Siar tribes. In-fact the name of the Welsh analogue in our campaign is a good example, when I originally created the setting I called it Fada Siar, meaning Far Land in the Elven tongue (I used a celtic online translator or something similar for this), but in the Midderlands campaign book it is called Oldenwale. It wasn’t difficult to say that Fada Siar is the Elven name for the country and that Oldenwale is the more commonly used human name. I’m pretty sure that if I continue taking inspiration from the real-world (as the writers of Midderlands obviously do) then I should be able to flex my setting to incorporate other stuff; however, if we do come across bits in the new book that can’t be used as they are then I’ll go with what we’ve already established in the campaign.
My players are already making noises about heading to the nearby Hexenmoor which–looking at the map and similarities of the name–would appear to be based largely on Exmoor (presumably with a magical twist), it’s pretty easy to find some of that areas folklore and customs online so if they get there before I’ve got the book then I’ll take inspiration from this and see where we end up. I’ve already warned them about a devilish beast that is believed to prowl the area.
As you may or may not be aware, I’m currently running a Lamentations of the Flame Princess campaign called Rose of Westhaven, the aim of the campaign was to get me some more experience at running OSR and also to do a game where old-school dungeon-crawling was a big part of it. Currently we’ve had a few sessions to establish a bit about the world background (you can find out more here in the player handout if you’re interested) and a couple of sessions ago the discovery of a corrupted and partially ruined Elven Temple lead to the characters encountering their first larger dungeon.
I’ve had great fun running the game, my players seem to be enjoying it and I’ve already learnt the following about low-level dungeon-crawling in LOTFP:
- Low-level characters are extremely fragile, if even a basic human antagonist gets a lucky hit in during combat then someone is going down.
- Healing is extremely hard to come by necessitating a lot of resting.
- The importance of the Cleric cannot be overstated, that single cure light wounds spell can allow the party to continue for far longer than they otherwise might.
- Having a 10′ pole to check for traps, along with lanterns and ample supplies of oil is an absolute necessity.
- As a GM tracking how many turns the characters lanterns are going to be burning for (and knocking a turn off about every minute when they’re not in combat rounds) is actually perversely enjoyable.
- Having people track rations and stuff like is far more important in a dungeon environment where the players can’t just pop into town and re-supply.
It’s a familiar scene, your adventurers have just rolled into town after mostly surviving a terrible dungeon. Songs will be sung, ale quaffed and fallen comrades lamented. Often these scenes are handled off-screen, but potentially this is missing out a source of fun/adventure–after all–think about how much trouble rowdy celebrants get into in the real-world and that’s without the powers of adventurers.
Below is a D10 table of potentially embarrassing antics that your hungover PC could wake up to find out they were involved in.
|1||Someone has defaced the statue of a local dignitary, inventively using mud and dung to give them a large beard and moustache.|
|2||Several barrels of ale were stolen from a local tavern, they were found a couple of streets away drained of their contents.|
|3||The son/daughter of a local noble claims to have been visited in their budoir by a dashing young adventurer.|
|4||A pig was dressed in a stolen nobles wig and released into the main street, leading to much chaos and hilarity.|
|5||The town/city guard are currently looking for an adventurer (matching one of the PC's description) who assaulted one of their officers after they tried to arrest then for urinating into a public fountain.|
|6||Authorities are looking for a person responsible for menacing a nearby halfling settlement, the inebriating person rampaged through the settlement claiming to be a giant.|
|7||The Thieves Guild have placed a bounty on the head of one of the PCs after they drunkenly interfered with the operations of one of their operatives, leading to the operatives arrest by the guard.|
|8||The PC is wanted for questionning concerning damage to a local tavern when a bar brawl got out of control.|
|9||The PC wakes up a in a farmer's barn wearing a jester's hat with a sat full of live frogs lying next to them.|
|10||A person matching the description of one of the PCs was heard proclaiming the short-comings of a local person of influence, whilst drinking ale and playing a drum in the town square.|