(NOTE: the webmaster, the Old Warrior, has formatted and slightly edited this document. It is otherwise, entirely the work of Grogling. I really like the variety that this offers for Alehouse visits. It seems to me very well-balanced and in keeping with the original Alehouse results. I tried to make any substantive effects (as in more or less gold, or various combat effects) to appear in bold type for easier recognition and notation in each warrior's record sheet.)
When a character visits the Alehouse, use the chart in the Roleplay Book as
normal. If you re-roll an event at a later date, roll a D6 and use this table to
see what alternative event happens.
Original Event Roll of 2
1. Oh boy, that was a very dodgy curry and even several pints of the local
gut rot haven't calmed it down. Most of your innards seem to have been washed
away in the privy and you feel totally drained.
Suffer -1 Toughness for the next dungeon.
2. What goes down must come up; along with everything you have eaten for the
last week. That last ale was pushing your luck too far.
Your HP are reduced by 2+ Your Battle Level for the next adventure. (Minimum
of 1 HP.)
3. That was one amazing night! At least you think it must have been, but
can't actually remember very much. All you know is you are 500 gold poorer and
you have a massive headache.
Lose 500 gold.
4. You got in with a very strange bunch last night. The trollburgers were
bad, but who suggested sniffing powdered wyrdstone? Wasn't it that hooded figure
with the rat-like features? You felt fine this morning, but are now sweating and
shivering at the same time.
Roll 1d6 :
1-3 - You are addicted and must pay your Battle level x 100 gold after each
dungeon to feed the habit. It will take a willpower test roll of 8+ to
break the habit. You may try to do so each time you enter a new settlement.
4-6 - You slowly recover and vow never to touch Wyrdstone Powder again.
5. On your way to a table you bump into an armoured figure and spill
his drink. Despite apologising, the Chaos Warrior just stares at you. Then he
utters a curse and walks out of the Alehouse. He has placed a Dark Mark upon
you!
In the next random dungeon encounter, all enemies will try to attack you
rather than any others in your party.
6. You know how it goes, two people start arguing at the bar and
within minutes the whole place is having a massive punch-up. Well, it's better
than an evening playing dominos!
Roll 1d6:
1 - You get your ribs tickled with a stiletto blade. Lose 1 HP permanently.
2-5 - It was a great fight but the owner persuades you (with the help of a
spiked club) to pay for damages. Lose 100 gold.
6 - You manage to escape unharmed and even have time to check the till for loose
change. Gain 100 gold.
Original Event Roll of 3
1. Whilst at the bar, a stranger comes up to you and starts asking
about your adventures. You are more than happy to chat, especially when he buys
you a drink. After a short while he wishes you well and wanders outside. It
isn't until later that you notice certain items missing. He was a very good pick
pocket!
Roll 1d6:
1-3 - lose one random object.
4-6 - lose 1d6x100 gold.
2. All is quiet this evening. Outside is dark with thin wisps of mist
surrounding the settlement; an ideal night for ghost stories. This seems like a
good idea at first but as the tales get more unnerving, you feel a deep chill
settle in your bones. You suffer -1 on all undead fear rolls during your
next adventure.
3. Gah! How stupid can you get? When somebody says 'Guess which cup
the ball is under' you should just walk away. Alas, three pints of 'Goblin's
Nadgers' (a local speciality) must have dulled your wits.
Lose 1d6x100gold
4. What is this? The local tavern is hosting a wedding party! You join
in the merriment and even try to make a speech about the Groom's new
mother-in-law. How were you meant to know she was the Mayor's wife? Some very
large gentlemen ask you to leave the town (Edit: immediately) and never
come back. Their loaded crossbows help you realise the wisdom of their request.
5. You get back from the privy to find your ale fizzing slightly. Not
one to be afraid of variations in your alcohol, you down it in one. The hilarity
amongst the locals when you passed out from the spiked drink must have been
tremendous. All you know is that you wake up several days later, having
achieved nothing except a bill for three days of settlement expenses.
6. Experimenting with drinks is never a good idea. Everyone has tried
it at some point though and you are no different. A dash of the blue stuff and
some of the clear liquid poured into that brown, lumpy ale seemed like a good
choice but only the gods know for sure.
Roll 1d6:
1-2 - The drink cost 20xBL gold and succeeded in making you vomit for a
whole week. Lose 1 week in town.
3-4 - The concoction doesn't actually taste too bad but the next morning you
awake with a whopper of a hangover. Spend one day feeling sorry for yourself
and doing very little else.
5-6 - Wow, that stuff tastes real good and makes you feel revitalised. You order
another and take it away in a bottle. Treat this as a healing potion capable
of healing 1d6 wounds. It may only be used once.
Original Event Roll of 4
1. Isn't it amazing how several beers can change your perspective of
somebody! Last night you bought that stunning dancer several drinks and ended up
having a night of pleasure (edited). This morning you wake next to a half orc
and have to bribe them to keep quiet about the whole event.
Lose 100 gold.
2. You have been challenged to a game of Ro-Sham-Bo, the ancient two person
competition of kicking each other as hard as you can between the legs until one
of you cries or passes out.
Roll 1d6:
1-2 - You fail badly, losing 100 gold and suffering -1 to your movement
during the next adventure.
3-4 - You win 100 gold but walk funny for a week and cannot ride a
horse for a month.
5-6 - After enduring such intense pain without flinching, you can put up with
anything. Gain the ability 'Ignore Pain 1'.
3. There is a lot of boasting about who can punch the hardest and the
only way to settle it is a competition; breaking wood with your fist.
Make a strength roll (1D6+Strength):
5 or below - You break your hand. Your weapon skill is at -1 for the next
adventure.
6-8 - You lose 50 gold per BL when a huge Kislevite beats you.
9 or more - Nobody even comes close to your display of strength. You win a
treasure card and a potion of healing.
4. Tonight is the chance of all alehouse customers to show off their
hidden talents. The chicken juggler was good but that pole dancing half orc was
just scary. Now it is your turn.
Roll 1d6 (At the GM's (or other players) discretion, you may add +1 to
your roll if you suggest an unusual but fun act.)
1-4 - Your 100 gold entrance fee was wasted. No-one could beat the
trained snotling acrobats.
5-6 - What a talent! You win 500 gold. Perhaps you should give up
dungeoneering and turn professional.
5. It is astounding what useful things you can learn in a pub quiz and
tonight is no exception. The last question on monster anatomy could prove very
useful. You now know a major weakness of an enemy type and may re-roll 1
attack per battle against them.
Roll 1d6 to find enemy type:
1-2 Greenskins
3-4 Skaven
5-6 Undead
6. You have walked into a very dark and unusual pub. After a few
drinks you realise that the barman is very hairy and getting more so as the moon
rises; the serving girl has very pointed canine teeth and most of the other
customers seem to have various 'undead' traits. You quickly drink up and exit as
quietly as you can.
Having survived the evening, you are immune to all fear rolls for the next
adventure.
Original Event Roll of 5
1. 'All Hail to St Sobrius' Day, patron saint of tea drinkers
everywhere'. Especially here though! Alas, St Sobrius never touched a drop of
alcohol in his life and since he was born nearby, all inns are closed in
celebration of his boring existence. Thus you cannot drink today (Edit:
your visit is wasted) unless you brought your own ale.
2. You have been drinking for hours and feeling very little effect.
There are only two possibilities. Either you have become immune to alcohol or
the ale is watered down. You confront the barman who offers you a cask of beer
as compensation. When drunk, roll 1d6. On a 1, 2 or 3 it has also been
watered down and has no effect.
3. What a dull evening! The highlight was finding 1 gold piece
on the floor of the latrine. Shame it took so long to wash the coin off.
4. A new tavern has opened and you decide to try it out.
Roll 1d6:
1-2 - There is a sign on the door saying 'Locals Only'. You go in anyway but are
thrown back out through a window and they make you pay 100 gold for the
damage to the glass.
3-4 - The place is empty and the beer is expensive. What a forgettable night!
(Edit: nothing changes)
5-6 - There is a big rave going on. Goodness knows what was put in your drink
but you are hyperactive all night. During the next dungeon, you have two
extra movement points that you may use at ANY time.
5. The 'All-Orc' female mud wrestling team is doing a tour of the
local alehouses. You decide to take up their challenge to all and enter the
ring.
Roll 1d6:
1-3 - You lose the fight but develop a nasty rash on your chest where one of the
wrestlers sat on you. It costs 50 gold to cure.
4-6 - An impressive win! Gain 50 gold per Battle Level.
6. A scruffy looking dwarf walks into the alehouse and offers to
sharpen your weapons for a few beers. Unfortunately his thirst almost surpasses
his skill and you have to pay 50 gold per weapon sharpened.
Roll 1d6 per weapon:
1-2 - Alas, his skills are limits and he has no effect on your weapon.
3-4 - Your blade is sharpened but it does not last long. Gain +1 damage
during your next battle.
5-6 - No weapon will stay sharp forever but this one is very impressive. Gain
+1 damage for the duration of the next adventure.
Original Event Roll of 6
1. The dullest evening ever! Absolutely nothing of interest happens
and you go home early.
2. A strange figure walks into the tavern and claims to be a mystic
healer. Nobody shows much interest until he mentions the ability to remove
unwanted tattoos for 100 gold per battle level. Suddenly there is a queue of
embarrassed looking customers exposing badly drawn pictures or names of past
lovers. At last you can get rid of that 'Mitey Worrier' tattoo! (Edit:
Next time you roll the result of 6 in the Alehouse, roll 1D6, on 1-2 you give in
and have the tattoo painfully applied again instead of rolling on this event
table.)
3. A tall, ominous figure enters the bar and starts questioning
people. While he has no right to do this, he is a witch hunter and most citizens
will do or say anything to avert suspicion. Eventually his eyes meet yours and
he walks over to have a 'chat'.
Roll 1d6:
1-2 - Your evasive mannerism makes him suspicious. He has a word with the local
militia who follow you for several days. If you roll a double on the
settlement events, you get thrown out of town.
3-4 - You say little of interest and he moves on.
5-6 - He finds your conversation very interesting and pays you 100 gold
for your help.
4. There are a great deal of 'under tall' people in the alehouse
today. It is a dwarves convention and there is a lot of heavy drinking combined
with tales of gold.
Roll 1d6:
1-2 Due to a misunderstanding when you ask the barman for a 'short' you take
quite a beating. Start the next adventure at -1d6 Hit Points.
3-4 – You soon get bored of the mining stories and wander off to look for a
different drinking place.
5-6 – Some dwarves soon befriend you and talk about how to search for extra
gold in a dungeon. On every power roll of 6, you now gain an extra 1d6 gold.
5. You drank far too much last night and fell asleep in the Alehouse.
Some other customers thought they would play a trick on you. Well, it seemed
highly amusing at the time.
Roll 1d6:
1-2 - A sign on the back of your armour says 'kick me'. The first monster you
fight (edit: that attacks you) gets an extra kick attack (1d6+str damage) during
the first round of combat.
3-4 - There was some red dye behind the bar but now it is mostly on your face.
No harm was done but you look like a beetroot for the next adventure.
5-6 - You wake without any eyebrows. This is a source of great hilarity. The
first creatures you meet lose 1 attack each for the first turn because they
are laughing so much.
6. Those despicable (edited word) zombies get everywhere! There you
are, having a quiet drink when a hoard of them attack the alehouse.
Roll 1d6:
1-2 - The whole evening is terrifying. Get -1 on all undead fear rolls until
you succeed on a roll.
3-4 - You get bitten during the attack but unlike many others, do not succumb to
the undead curse. Still, you do get the urge to eat living flesh occasionally. Gain
a bite attack (causing 1d6 +3 damage) which you may use once per adventure.
5-6 - After that, you can put up with anything. Gain +1 on all undead fear
rolls until you fail a roll.
Original Event Roll of 7
1. While staggering out of the alehouse you bump into a priest
requesting alms for the poor. Not wishing to offend any higher powers, you give
him 10 gold.
The gods smile upon you from above. Gain +1 on any temple rolls whilst in
town.
2. On old friend from the past staggers into you at the bar. After an
evening of reminiscing, he invites you to stay with him whilst in town. The
whole party gain free lodgings during their stay in the settlement.
You all may ignore settlement expenses.
3. “I say, are you a real adventurer? How spiffing!” You do not
seem able to get rid of a noble who has befriended you. Still, he is rich and
has many useful contacts around town.
You may buy anything in this settlement without the need for stock rolls
(Edit: for OW games, except on any repeat purchases of the same items).
4. On the way home, you find a collapsed drunk and help him get back
to his lodgings. The next day he seeks you down and offers his thanks along with
a gratuity.
Gain a credit note of 100 gold per battle level to be spent in any shop. It
is only valid during this visit to the settlement.
5. A bearded, heavily armoured dwarf rudely shoves you aside as he
leaves the bar. You consider starting a fight but then notice he has dropped a
small package which you decide to pick up as compensation.
Gain 1 Firebomb.
6. An old gypsy sits at a table in the alehouse offering to tell your
future for a price of 50 gold. She foretells of a battle in the future
and warns you about the opponents.
You may reroll/redraw any 1 random encounter during your next dungeon.
Original Event Roll of 8
1. "I say, 'Throw a horseshoe and slap your nanny' (OW edit)!
What a spiffing place!" Oh no, your local alehouse has been turned into a
wine bar.
Roll 1d6:
1-2 - 'Your sort' are not welcome and you are thrown out (Edit: out of
the Alehouse).
3-4 - All this hob-nobbing with the gentry improves your prestige. You get
20% off all purchases in this settlement.
5-6 - You befriend a powerful merchant. Get 50% off your next purchase in
this settlement.
2. An old adventurer sits coughing into his ale. You sit beside him
and then notice he has a severe wound in his chest. All offers of help are
turned down but he does ask a favour. "I know my time is nearly up but I
beg you to take care of my mule outside." With that he coughs some more and
then collapses dead at the table.
Gain 1 Mule.
3. The barman has started a new venture to bring customers in. There
is now a kebab counter at the end of the bar. The servings are huge and you
store the remains of yours into a pocket for later.
Gain your Battle Level in provisions.
4. You overhear a group of locals discussing the best route through
the nearby countryside and memorise what they say.
Reduce your next travelling time by 2 weeks (Edit: for the whole party if
they stay together for the journey).
5. An artisan, skilled in trap making stands beside you at the bar.
You are intrigued by his banter and offer him a drink in exchange for more
information.
Deduct 10 gold - You have learnt a great deal and may automatically avoid
being harmed by a trap once per adventure.
6. You get chatting to a fellow adventurer of a similar type as you
and start comparing skills/spells. The evening proves to be both interesting and
beneficial.
You may reroll one skill/spell of your choice. Ignore this event if you
wish to keep your present abilities.
Original Event Roll of 9
1. An elderly stranger is standing at the bar this evening, talking
about some bizarre new magic called 'physics'. Most of it holds little interest
to you except for his ranting about 'levers' and how they can lift heavy
weights. That could be useful!
From now on you may lift a portcullis back open so long as you find a good
level (by rolling 4+ on 1d6).
2. Tonight's entertainment is a retired thief demonstrating his pick
pocketing skills and explaining his abilities in exchange for drinks money.
Roll 1d6:
1-2 - Maybe he isn't retired after all. You seem to have 'misplaced' 100xBL
gold.
3-4 - The lock picking skill is amazing and educational. You can now pick
locks on a roll of 5-6 once per turn.
5-6 - The thief recognises you as a previous victim and gives you a skeleton
key as compensation. It will open any lock on a roll of 2+ but breaks and
must be discarded on a 1.
3. You are chatting to the barman about local points of interest when
somebody taps you on the shoulder, says he works for something called the
'tourist board', and gives you a map full of local information.
Your next journeys to and from a dungeon may be made without the need for
hazard rolls.
4. The Slaughterhouse Singers are back in town with their new song,
‘The Troll with the Tiniest Weapon’.
This can be sung so enthusiastically that your singing skill can now kill
monsters of up to 400 gold on a roll of 4+ once per adventure.
5. You wander out of the inn to see a woman being attacked by some
youths. Obviously, you rush to her rescue and get her to safety even though the
assailants claim she is a witch. Once things have calmed down she thanks you and
offers to teach you something that might be useful.
Gain Disguise Skill (Once per adventure you are able to alter your appearance
at the start of combat so that the enemies do not think of you as a threat. They
will not attack you until you take some offensive action against them).
6. There is always a bottle of alcohol in every Alehouse that nobody
will touch. They are often blue, purple or green and are made with strange
ingredients. Tonight you have been challenged to try some. It is a dark yellow
liquid which, if the label is to be believed, contains orc blood and wyrdstone.
A mighty cheer goes up after you down a glassful and then manage to stand. It
isn’t until next morning that you start to feel unusual and seem able to sense
magic.
You have gained the skill Magical Manipulation. You can force a reroll of any
power roll once per adventure. If the reroll is a 1, you lose this ability
forever.
Original Event Roll of 10
1. Out the back of the alehouse is a gambling table. Tonight the dice
go in your favour and you are now the proud owner of a horse and cart.
2. As part of a fund raising effort by the pub to get money for a new
latrine, they are running a ‘lucky dip’. For 20 gold you may put any
treasure item in the ‘dip barrel’ and then pick another at random.
Deduct the gold and item if you choose to try your luck and pick another
treasure card at random. (In OW games, you may do this with any treasure one
treausre item and receive a random one of the same class (RPB Weapons and Armour,
RPB Objective Room Treasure, Common Item, Common Weapon, Minor Magical Armour,
and so on)
3. It is closing time but you may want another drink later so you
purchase a bottle of ‘one eyed Lil’s finest scrumpy’.
It acts like a cask of beer but also replenishes 1d6 hit points. Roll 1d6:
1-4 – The bottle has 1 dose.
5-6 – The bottle has 2 doses.
4. That curry really wasn’t a good idea, especially when you noticed
the ‘unknown’ meat was greenish in colour. Because of it, you have learnt to
do the 100 metre dash (to the toilet) in record time.
Gain the ability ‘Sprinter’, giving you +2 movement points once per
adventure.
5. (Edited for OW message board) An unemployed jester is performing in
the Alehouse tonight for free beer. His impression of an "ugly and
terrified" snotling is very funny and ridiculously painful looking.
You may imitate the impression once per adventure. Opponents surrounding you
are so overcome with laughter that they cannot act for 1 turn, but you are also
incapacitated for that turn, while you readjust your face so that it doesn't
remain that way permanently.
6. You sit pondering over mistakes in your life and thinking about how
you could change them. Fortunately you have not drunk enough to forget these
thoughts the next day and decide to make a difference.
You may spend a week of vigorous self training to exchange one of your skills
or spells for another chosen at random. (Edit: in Ow games ... no daily
events rolled and no locations may be visited during this time, but Living
Expenses still apply).
Original Event Roll of 11
1. An entrepreneur, Ricardo Branstoni, is selling his new invention;
amazing shoes of wonder.
You may invest 100 gold in his creation if you wish. What you get for
your money are boots with climbing spikes in the sides. If wearing them, you
may climb out of pits without the need for a rope.
2. Tired of wandering through the wilderness, a Pedlar (WHQ Roleplay
Book page 15) came in for a well earned rest and some beer. He is still keen to
sell his wares though.
You may purchase goods under the same rules as this encounter on the hazards
table.
3. Ricardo Branstoni, the entrepreneur, is back with one of his
‘adventurer aids’. Today he is selling ‘Undergarments of Comfort’ for 100
gold.
These allow the purchaser to wear any armour without chaffing or movement
penalties. If worn without armour they will offer +1 toughness once per
adventure.
4. A ragged-looking man approaches you and begs that you buy him a
drink. You ignore him but he gets desperate and offers you a small amulet for a
beer. You eventually agree and pocket what you assume is a useless trinket.
You later find out to your delight that it is actually a rare magic charm
bestowing you with Magic Resistance 6+ (Edit: +1 Magic Resistance if you
already have Magic Resistance, whatever the source).
5. The Alehouse is full of people engaging in the latest craze,
D’arts. It involves throwing three pointed miniature arrows at the D’art
board and trying to score high numbers. It seems quite interesting but the
D’arts themselves look like they would make good weapons and you purchase a
set of three.
You may throw 1 d’art per turn in addition to your normal attacks for 1d6
damage. A BS roll of 1 means that the d’art is lost. Otherwise you may
retrieve it after the battle.
6. A servant of Shallya enters the inn on her mission of healing and
starts focusing her faith on the sick and infirm. Moved by this display, you
offer your assistance and spend the evening helping the Priestess. Gradually you
start to understand some of her healing powers and for your kindness, Shallya
blesses you with a rare gift.
On a power roll of 6 you may heal 2 hit points on any member of the
adventuring party.
Original Event Roll of 12
1. An old barbarian hobbles in using his rusted sword as a crutch and
sits, unbidden, beside you. He starts telling about a battle against tremendous
odds where he lost his leg but still managed to beat the enemy. When you ask how
he survived, he laughs, leans close and whispers his secret; knowledge of the
foe’s one weak spot.
Roll 1d6 to find out the enemy type :
1 - Greenskins
2 - Skaven
3 - Chaos dwarves and Dark Elves
4 - Monsters
5 - Undead
6 - Chaos
From now on, whenever you fight this type of opponent, gain +1 strength on
all attacks.
2. The mud wrestling team is back in town and recognise you from a
previous encounter. As a favour, one of them teaches you how to break pinning
automatically by twisting the body and ducking (preferably when covered in wet
mud).
You may now break pinning automatically once per adventure.
3. The local Alehouse Thug decides that you can be his entertainment
for the evening and does his best to pick a fight with you. Eventually you get
fed up with his taunts and knock two teeth from his mouth. Twenty minutes later,
after one of the best bar room brawls ever, you are sitting next to each other
laughing, drinking and congratulating each other on different moves. One he
teaches you is the ‘Balls of Fury’ attack.
With lightning speed, your hand shoots out and grabs a part of the enemy that
most warriors wouldn't touch. You then try to yank that part away from the rest
of the body. On a successful hit, this attack does 1d6+battle level damage
(with no modifiers for toughness or armour) and the opponent may not attack or
cast spells next turn. This extra attack may be used once per adventure.
4. A smartly dressed man taps you on the shoulder and introduces you
as Mr Floggitt from the legal firm Floggitt and Scram. Apparently your distant
cousin has died in a freak accident involving a large knife and an old enemy. He
has left his business to you in his will. Congratulations, you now own an inn!
You may either sell it for 500 gold or have free lodgings in all settlements
and 1d6 free casks of beer per adventure.
5. A badly wounded dwarf bursts into the bar, closely followed by two
dark elves with swords drawn. Quick as lightning you smash a bar stool over the
head of one and then wrestle the other to the ground and snap his neck with a
sickening crunch. Then you tend the dwarf’s wounds. He introduces himself as
Runemaster Karag and cannot thank you enough for saving his life and ending an
old feud between his family and the dark elves. In gratitude, he is willing to
etch a dwarven rune to one of your non-magical weapons.
Roll 1d6 to see which of the runes you get from the WHQ Roleplay Book (page
21).
6. The alehouse is honoured by a visit from a master of your
profession. Whilst there, he spots you (a mere novice compared to his abilities)
and gives you some private tuition.
Gain one extra skill in addition to all others you have. You may never gain
more than one extra skill by rolling on this table. All other rolls grant 1
additional hit point.