Should you choose to spend the evening (or, indeed, morning, noon, afternoon,
evening, night and early morning) in a Drinking Establishment, you will have to
find one that suits you. Each of the different establishments has a number that
indicates how hard it is to find. Roll 1D6, with the following modifiers;
In
a Village -2
In a Town -1
Barbarian, Trollslayer, Pit Fighter
-1
Wizard, Elf Ranger, Bretonnian Knight, Imperial Noble +1
The score indicates the different types of establishment that you can find
(and get into!) Using your score, you may pick from the list below which you
would like your warrior to visit for the evening.
If you wish to return to
the DE the next day, or on a subsequent visit, there is no need to search. If,
however you wish to visit another type of DE it is necessary to roll again to
see where you can get in.
Dice Roll (with Modifiers) |
Accessible Drinking Establishments (pick one) |
Less than 1 |
DD |
1 |
DD |
2 |
DD, AH |
3 |
DD, AH, PH |
4 |
DD, AH, PH, SC |
5 |
DD, AH, PH, SC, WB |
6+ |
DD, AH, PH, SC, WB, GC |
Bookmarks added by Old Warrior for quick navigation of this document:
Establishment | |
---|---|
DD -- | Drinking Den |
AH -- | Alehouse |
PH -- | Public House |
SC -- | Social Club |
WB -- | Wine-bar |
GC -- | Gentleman's Club |
The lower DE's tend to be cheaper, and better suited to the more 'physical'
warriors, and those who have trouble with the law. The higher ones are more
expensive, but can yield greater rewards for those who are accustomed to dealing
with the richer side of society.
Each DE has its Cost detailed next to its
name. This represents not only entrance fee but the cost of any additional
activities like drinking, eating, gambling etc which are not covered in the
events. Each warrior rolls Cost separately and rolls again for each visit. In
some events, someone else pays your tab; this is represented by refunding the
Cost.
In some cases, the Cost requires the Settlement Size (SettSize) to be
calculated. This is simply '1' for a village, '2' for a town and '3' for a city.
Insert the appropriate value into the calculation.
In the different DE's,
each warrior has his own modifiers when rolling for events. In some events you
will have to roll again, and occasionally add the modifier. It should be clear
when to add the modifier.
In some events, the warrior may be thrown out of
the DE. Generally this means that for the length of time specified, the warrior
may not return to this type of DE. So if you are thrown out of a Winebar for 1D6
days, you may not return to a Winebar until the time is elapsed. During this
time, you are free to visit the other types. Any warrior who achieves the
remarkable feat of being barred from all available types of DE simultaneously is
automatically Thrown Out of the Settlement.
Let's face it, Health and Safety
aren't what they could be. And Public Order could also be better. In some
events, especially in the less reputable DE's, the warrior may lose Profile
Points like Toughness, Strength, Permanent Wounds etc. Almost all of these
losses can be recouped by spending a Day In Bed, usually restoring 1 Point for
each day (though there may be some individual differences).
A Day In Bed
triples your normal personal expenses, and no Event occurs. In addition, no
Traders or Special Locations may be visited.
In some cases your warrior may
be arrested and spend time in jail. Unless the event specifies otherwise, this
period is spent without any activities or events, but you need not pay personal
expenses. In addition, unless specified you or your comrades can buy your way
out for 1D6+BLx100 gold. In some cases below you make friends with the criminal
underworld. If this occurs you may have some protection against crime events.
Roll 1D6, modified by the score given and if the result is 6 or above you avoid
the crime event and spend an uneventful day.
Costs | |
Village |
(1D6+2) x5 |
Town |
(1D6+3) x5 |
City |
(1D6+4) x5 |
The typical Drinking Den is frequented by criminals, warriors and shady characters. Not a place for the unwary, it is really only safe for the hardened warrior. And even then…
Modifiers- used when rolling on (or under?) the table, and on some rolls in the table
Barbarian |
+3 |
Pit Fighter |
+3 |
Imperial Noble |
-2 |
Elf |
-3 |
Wardancer |
-4 |
Witch Hunter |
0 |
Dwarf |
+2 |
Trollslayer |
+3 |
Bretonnian Knight |
-2 |
Wizard |
-3 |
Warrior Priest |
-3 |
Elf Ranger |
-2 |
+1 Modifier to all Lord Level Warriors
2 |
An apparently sober barbarian comes to you and offers to sell you a Magical Pendant, which will locate treasure and stun enemies on your command. Roll 1D6 (modified)
| ||||||||||||||||||
3 |
The ale here is foul! You turned up late, so everyone else is drunk on the good stuff already and doesn't notice. You'll have to take a toughness test (7+ on 1D6+Toughness). If you fail, you are laughed out for not being able to hold your drink. You daren't go back for another 1D3+2 days. A catastrophic failure (i.e. a 1) reduces your Toughness by 1 until you spend a Day In Bed | ||||||||||||||||||
4 |
This Drinking Den seems a little rough... and no one has even started drinking. You are in the middle of a mob battle between rival gangs. If you wish to join in, roll 1D6+Strength:
| ||||||||||||||||||
5 |
This Drinking Den is closing down as you turn up, and you get caught up in the drunk horde looking for alternative sources of alcohol. Roll 1D6 (no modifiers) on the DE Table above; you are taken to the most expensive DE. Note, you cannot return automatically the next day. | ||||||||||||||||||
6 |
In a state of drunkenness, you get in a fight with a local hardnut. Roll 1D6 with modifiers:
| ||||||||||||||||||
7 |
You overspend slightly, and end up short of an extra 4D6x5 gold | ||||||||||||||||||
8 |
You end up in a bet with some locals. Roll 1D6;
| ||||||||||||||||||
9 |
You catch a thief with his hand in your purse. He hands you 4D6x10 gold (his spoils for the night) and promises to stay away from you and your friends. Everyone gains +1 on Crime rolls. Still, after a few drinks the two of you are thick as warriors. | ||||||||||||||||||
10 |
In a police raid you are picked up for Questioning (4 days in jail). They apologise at the end and pay you 1D3+<SettSize>x10 gold for your trouble | ||||||||||||||||||
11 |
You make lots of friends with your lavish spending (2D6x12 gold). One of your friends is the local:
| ||||||||||||||||||
12 |
You spy a pickpocket. When you apprehend the villain, he pays you 3D6x5 to release him. His victim happily presents you with 100 gold reward. You receive +1 on Crime Rolls. | ||||||||||||||||||
13+ |
You put some money on the snotling races, and it pays off to the tune of 1D3x100 gold! |
OR
Costs | |
Village |
(1D6+2) x8 |
Town |
(1D6+3) x8 |
City |
(1D6+4) x8 |
The alehouse is designed to concentrate the rowdier elements of the public in one place, so that the local militia can keep their eyes on them. It doesn't usually work like that, but the alehouse can be the first port of call for the thirsty warrior.
Modifiers- used when rolling on (or under?) the table, and on some rolls in the table
Barbarian |
+2 |
Pit Fighter |
+2 |
Imperial Noble |
0 |
Elf |
-1 |
Wardancer |
-2 |
Witch Hunter |
0 |
Dwarf |
+1 |
Trollslayer |
+2 |
Bretonnian Knight |
0 |
Wizard |
1 |
Warrior Priest |
-1 |
Elf Ranger |
0 |
2 |
You enter a rigged game of chance on the wrong side, and end up short of 3D6x5 gold. | ||||||||||||
3 |
You drink a little too much and find yourself in an alleyway. Roll 1D6;
| ||||||||||||
4 |
The local ale has restorative qualities. Dazed by its curative effects, you agree to buy 1D3x3 bottles at 25 gold each. For each bottle, roll 1D6;
| ||||||||||||
5 |
You are persuaded to take part in an illegal battle in the local Combat Pits. You arrive at the dead of night; Roll 1D6
| ||||||||||||
6 |
A dwarf prospector enters the alehouse, walks over to you and lies down, dying. "This is the key to the portcullis" he says, handing over the item; "Without it you will never get through...". This said, he gets up, dusts himself off and wanders away. | ||||||||||||
7 | It seems that you have found the perfect alehouse. Convivial company and good stories. And they don't charge much, either! Recover 1D6x5 gold that you had budgeted for spending. | ||||||||||||
8 |
In a bid to impress another warrior group, you challenge their leader to an armwrestle. Roll 1D6+Strength for yourself and 2D6 for your opponent. The highest wins 100 gold. If it is a draw, the opposition will cover your tab (refund entrance money) | ||||||||||||
9 |
An old seer, who has obviously had more ale than is good for him, begins to shout and point at you. He cries "The Mark, the Mark!". To find out what mark he has spotted, roll 1D6;
| ||||||||||||
10 |
You have a great night out, outdrinking most of the locals. Unfortunately, this means you get the tab. Fortunately, they are unconscious, and won't notice a little money missing... Roll 1D6x10 for the money you find. Now roll 1D6x10 for what you owe... | ||||||||||||
11 |
A grizzled old Imperial Greatsword captain tells the story of the defence of Dawk's Rift in the great war. He describes how he and his regiment held the flank against the enemy until reinforcements could get through. Inspired by this tale, your warrior may automatically pass one Fear or Terror roll in the next dungeon. | ||||||||||||
12 |
You buy a drink for a local shopkeeper. When you visit the; (Roll 1D6)
You will be charged 10% less, and stock rolls have +2. | ||||||||||||
13+ |
A new technique for fighting is explained to you. In the next adventure, you may add 1D6 to all damage you do in one turn. |
OR
Costs | |
Village |
(1D6+2) x20 |
Town |
(1D6+3) x20 |
City |
(1D6+4) x20 |
The Public House is usually a relaxed, local watering hole, where townsman and stranger alike can gather for gossip and good ale. Ruled over by a genial bartender, the Pub is a safer, if pricier visit than some other drinking establishments. But as with any such gathering, nothing is entirely stable…
Modifiers- used when rolling on (or under?) the table, and on some rolls in the table
Barbarian | +1 | Pit Fighter | 0 | Imperial Noble | 0 |
Elf | 0 | Wardancer | -1 | Witch Hunter | 0 |
Dwarf | 0 | Trollslayer | +1 | Bretonnian Knight | 0 |
Wizard | 0 | Warrior Priest | 0 | Elf Ranger | 0 |
2 |
A drunken bet is beginning to look like a bad idea. You have to ford a cold, rushing stream in the early morning light before your opponent does. Roll 1D6+Strength for yourself, and 1D6+4 for the other chap. The first one to score above 8 three times gets out first, and wins the 400 gold pot. If you fail, you loose your contribution to the pot of 1D3x50 gold. In addition, every turn spent over (1D3+Toughness) gives you 1 point of pneumonia. You must spend one Day In Bed for each point. | ||||||||||||||||
3 |
In a game of dice you loose 4D6x5 gold. | ||||||||||||||||
4 |
A local cult seems to think you have committed a heresy. Roll 1D3
| ||||||||||||||||
5) |
You are hired to carry goods from one part of the city to the other. You are paid 1D6x10 gold now. Roll 1D6 to find out what happens;
| ||||||||||||||||
6 |
A dodgy-looking chemist offers to sell you a powerful potion, cheaplike, under the table for 25 gold. If you agree, he gives you a; (roll 1D6)
| ||||||||||||||||
7 |
You are much inspired by a song, and decide to try a turn yourself. Roll 1D3;
| ||||||||||||||||
8 |
You have been selected to try out a new brand of beer. Roll 1D6;
| ||||||||||||||||
9 |
A local drunk causing trouble interrupts a good-old singsong. You disarm him and confiscate (steal) his Throwing Axe. A grateful barman pays your tab. | ||||||||||||||||
10 |
A shifty-looking dwarf wanders up to you, his manner suspicious. Rather than selling you bizarre fungus or tickets to the pitfight though, he offers you a well-built banjo. It is nicely crafted, and can't be too hard to play. The dwarf gives you his card (Delvic Trôttær) with his motto in ancient dwarfen runes (translates as 'No income tax, no VAT, no money back, no guarantee'. How odd). Still, the banjo is cheap at BLx25 gold. If you buy it, you can play it if you are unpinned and do not undertake any other actions; Roll 1D6
| ||||||||||||||||
11 |
You catch a local thief with his hand in your pocket. For his freedom he offers you one Dungeon Room Treasure. In addition you have +1 on all Crime Rolls. | ||||||||||||||||
12 |
In an armwrestling contest you win 4D6x10 gold from locals. You do this not by winning, but by pretending to loose to impress the girlfriends of the said locals. They happily slip you a small fee. | ||||||||||||||||
13+ |
A new drinking friend of yours turns out to be the local blacksmith. He sharpens one of your weapons for nothing, causing it to do +1 damage in the next adventure until the first time you roll a 1 for wounds, or the first successful hit against a foe with armour. |
Far from being a place for adolescents to try to impress one another, the Social Club began as a form of Workers Union, but when the owners saw its potential they opened up a chain of the Clubs. Soon a business empire was formed, and while most social clubs are locally run, they all enrich the fat-cat bureaucrats who really control things.
Modifiers- used when rolling on (or under?) the table, and on some rolls in the table
Barbarian | 0 | Pit Fighter | 0 | Imperial Noble | +1 |
Elf | +1 | Wardancer | 0 | Witch Hunter | 0 |
Dwarf | 0 | Trollslayer | 0 | Bretonnian Knight | +1 |
Wizard | +1 | Warrior Priest | +1 | Elf Ranger | 0 |
2 |
The Social Club turns out to be a little less social that one might assume. In fact, there's no one here. Roll 1D3
| ||||||||||||||||||
3 |
The food seems good. Too good... Drugged... You wake up in an alleyway, minus your purse of 6D6x10 gold and with -1 Toughness until you spend one Day In Bed | ||||||||||||||||||
4 |
The wine is nice. The food is good. The conversation is convivial. Yet something is missing... Roll 1D3 (modified)
| ||||||||||||||||||
5 |
You end up in a loud argument with another adventurer about whether minotaurs are tougher than ogres are. The result is; (roll 1D6, modified)
| ||||||||||||||||||
6 |
A famous, retired, warrior-mage, Penitarn the Charred is dining tonight. If you approach him, roll 1D6 (modified)
| ||||||||||||||||||
7 |
To your surprise, a light fluffy cake is brought to you. You enjoy the dessert, but find out too late that it was intended for a local bigwig, who is now coming over, flanked by his guards. Roll 1D6 modified.
| ||||||||||||||||||
8 |
A noble out on the razzle has a bet that you cannot beat his pet Minotaur. If you agree, you fight; (1D6)
If you win, in addition to the gold you get 1 piece of treasure. If you loose, he generously pays for your treatment, but requests 300 gold or one item of treasure for loosing the bet. | ||||||||||||||||||
9 |
You have a good night, singing and drinking. But did you have a Designated Driver? | ||||||||||||||||||
10 |
You meet an old friend, and fall to reminiscing. Roll 1D6
| ||||||||||||||||||
11 |
Thaddeus the trader offers a once-in-a-lifetime deal. He will sell you once piece of Objective Room Treasure for the price of two Dungeon Room Treasures. If you agree, roll to see what the item is and how much it costs. | ||||||||||||||||||
12 |
Quite by chance, you find out that the barman is your distant cousin. He remembers you; (1D6, modified)
| ||||||||||||||||||
13+ |
A group of minstrels are impressed by your stories, and wish to make a ballad of them. They pay you 1D6+BLx50 gold for the initial royalties. In addition, whenever you return to civilisation, roll 1D6. If you roll a 3+, you are sent 2D6+BLx15 gold. If you roll a 1, the song has gone out of fashion, so no more money will ever be sent. |
OR
Costs | |
Village |
(1D6+4) x30 |
Town |
(1D6+6) x30 |
City |
(1D6+8) x30 |
The Winebar is a recent fad, originating in the Merchant-states of Tilea. A group of young merchants found themselves without a regular meeting-place, so they set up their own. This sort of DE tends to be the haunt of the Young and Rich, and is a good place to flaunt your cash, though there is always the risk of being taken in by con-men.
Modifiers- used when rolling on (or under?) the table, and on some rolls in the table
Barbarian | -1 | Pit Fighter | -1 | Imperial Noble | +1 |
Elf | +1 | Wardancer | 0 | Witch Hunter | 0 |
Dwarf | 0 | Trollslayer | -1 | Bretonnian Knight | +1 |
Wizard | +1 | Warrior Priest | +1 | Elf Ranger | 0 |
2 |
A dwarf stomps over to your table and demands that you return the 'Sword of Glis-Lavan'. You can ignore him; (roll 1D6)
| ||||||||||||||||||||
3 |
There is a shortage of Erigak Red, a favourite wine imported at great expense. The various businessmen are angry, as they had promised their associates a treat, and they are looking for someone to blame… Naturally, they pick on the strangers. Roll 1D6, modified;
| ||||||||||||||||||||
4 |
With pickpocketing on the increase, you are alert to any trouble. Unfortunately, you are also thirsty, and drink the drugged drink. You loose 1D6 Permanent Wounds and 200 gold as the 'paramedics' dump you in the muddy road. | ||||||||||||||||||||
5 |
You are totally taken in by a con, who pays your Tab.
However; (1D6)
| ||||||||||||||||||||
6 |
A good evening is promised until a member of the local Temperance Society singles you out. He will go away for 1D6+BLx10 gold, or will give you such an earful that you avoid DE's for the next 1D6+2 turns, in case you meet another of these headcases. | ||||||||||||||||||||
7 |
You seem like a hit with the merchants, and leave them drunken and convinced that Chainmail Polish is a clever business venture. You also help yourself to 4D6x15 gold out of their pouches. Now that's a wise investment… | ||||||||||||||||||||
8 |
Although the locals seem hostile, they warm to you after 1D6+BLx10 gold worth of drinks. The main trader teaches you the skill of Backwards Barter. On one purchase in each settlement, up to the value of BL+10x10 gold, you can invoke this secret ritual to get 20% off the price. Only counts for a purchase in one of the Traders (not the Special Locations). | ||||||||||||||||||||
9 |
You find two tickets to a sell-out concert on your chair. They are much sought-after, though the music isn't to your taste, and anyway the concert is on the day after you leave. If anyone demands money off you in this settlement, you can hand over one ticket instead. If you still have one on the day you leave, you can sell them for SettSize x25 gold each. | ||||||||||||||||||||
10 |
A priest of Sigmar greets you and invites you to join him. You speak of many things before he reveals a vision he had concerning one of your appearance. He gives the details. Once in the next adventure you may dodge any one blow and ignore all its effects. | ||||||||||||||||||||
11 |
You are greeted by the manager of the Winebar, and asked to regale the company with your tales. If you agree, roll 1D6 (modified)
| ||||||||||||||||||||
12 |
The Winebar has just seen its 1000th customer- you! Your tab is cancelled and you are given a voucher for 10% off any purchase in the Traders at this settlement (not Special Locations) | ||||||||||||||||||||
13+ |
A discussion with some entrepreneurs suggests to you several ideas for a business. You must invest 100 gold per BL. Roll 1D6;
|
In the elite Gentleman's club, the cream of local society
gather. Here, rich deals are made and the pursuit of power and wealth can be
ably assisted by knowing some of this crowd…
Modifiers- used when rolling on
(or under?) the table, and on some rolls in the table
Barbarian | -2 | Pit Fighter | -2 | Imperial Noble | +2 |
Elf | +1 | Wardancer | 0 | Witch Hunter | 0 |
Dwarf | -1 | Trollslayer | -3 | B Knight (No Honour Loss) | +2 |
Wizard | +2 | Warrior Priest | +2 | Elf Ranger | +1 |
+1 Modifier to all Lord Level Warriors |
2 |
You enter confidently, but are quickly deflected by a smooth butler. He removes your membership card and privileges and deposits you outside with half of your membership fee and your full entrance fee. Snobs. | ||||||||||||||||||||||||
3 |
You are deep in conversation with a local businessman when an overweight duke challenges you to a contest of the sword. You accept, knowing that he isn't up to much in a battle, but then he withdraws and his vicious-looking son steps forward. If you back out you will have your membership revoked, but he looks nasty. If you fight, roll 1D6+BL.
| ||||||||||||||||||||||||
4 |
The wine you are served is sour, the caviar comes with no crackers, and the venison is burnt on one side and cold on the other! This place so disgusts you that you resolve not to return for 1D6 days. | ||||||||||||||||||||||||
5 |
A dwarf prospector is looking for you, but before he can reach your table, two of the butlers smoothly intercept and escort the 'scruffy little urchin' out. He is waving a key of some sort at you as you try to look like you don't know him… | ||||||||||||||||||||||||
6 |
A question of honour is brought up between two noblemen and they ask you to intervene. Roll 1D6 (modified)
| ||||||||||||||||||||||||
7 |
A bet goes well for you, and you find that the local (1D3)
Owes you 10D6x10 gold. Unfortunately, he left his wallet in his other coat. However, any event leading to problems with the militia (General), law (Judge) or religious community (priest- why is he gambling?) is automatically ignored because of the favour their boss owes you. | ||||||||||||||||||||||||
8 |
A rich mining magnate tells you of the dangers of cave-ins, something you can sympathise with. He tells you some of the tricks to spot and even stop an imminent cave-in. If you ever receive a Cave-in Event, you can try to avoid it by scoring 9+ on 1D6+Initiative. If you succeed, shuffle the Cave-in back into the pack and draw another card. | ||||||||||||||||||||||||
9 |
You are talking with a high-up priest when he mentions a magical weapon that has been stolen from a local noble family. The weapon is the…
| ||||||||||||||||||||||||
10 |
The nobles here are angrily debating whether or not there is a substantial goblin presence in the nearby mountain range. You may enter the discussion with your tales of the area. Roll 1D6 modified;
| ||||||||||||||||||||||||
11 |
A nobleman's bodyguard shows you the importance of a good battle cry, and helps you compose your own; (roll a D66, or just make it up)
As well as crying this in battle, once per adventure you can use it at the beginning of a turn. Roll 1D6. If you roll 5 or 6 you gain +1 Attack this turn. You may try, once per turn, until you succeed. | ||||||||||||||||||||||||
12 |
Once you have got to know them, these high-ups are quite nice really. Also, they're terrible at gambling, and you win 1D6+BLx10 gold off them before they give up. | ||||||||||||||||||||||||
13+ |
To your great surprise, as you walk in you are greeted with streamers, music and applause. And you thought everyone had forgotten your birthday! Well, you had. You get (1D3xBL) x100 gold's worth of presents. Calculate how much this is and roll on the Treasure Tables, each time you come across an item, deduct its total from the money and add it to your Inventory. One of these rolls can be an Objective Room Treasure, but all the rest must come from the Weapons and Armour or Magic Items table. You may ignore items you cannot use. As soon as you roll an item that's cost is greater than the money left, the rolling stops. Any money left over is in small trinkets etc and solid cash. Example; A level 6 Wizard rolls a 5, and so (3x6) x100 gold has been spent on him (1800). On the Objective Room Treasure Table, he gets 3,1. This Wand is worth 500 gold (which is deducted to leave 1300). Now, on the Weapons and Armour he gets an Undead Bane (200). On the Magic Items Table he gets a 1,4. The Arrow of Slaying cannot be used by him, so he rerolls 3,5 (Potion of Healing, 200). And so it goes on. He can use either WA or MI as often as he likes. Say then, that he rolls a 5,5 (700) when he has 500 left. That would mean that he has opened all the presents, and the remaining 500 gold is given as gems etc. To avoid any embarrassment at unwanted gifts, your warrior may not sell them in this settlement, although he could always make a 'gift' to another warrior… Otherwise, he must retain them until the next settlement, where they can be sold on without fear of social faux pas. |