Warhammer Quest

Reputable Drinking Establishment?

By Thecustodian, 4th-10th November 2002


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.

Drinking Den

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)

1 You buy it for 3D6x40 gold. It is of course a fake.
2-4    You refuse, knowing it's probably dodgy. He steals 1D6x40 gold from you instead.
5 You aren't that drunk! You're having none of it. He slinks off.
6 You pretend to be interested, buying it for 1D3x10 gold, but pick his pocket, taking 2D6x20 gold!

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:

1

You end up groaning in the gutter, -1D6 permanent wounds. These can be recovered one per Day In Bed

2 The local militia turns up and sling you in jail for Disturbing The Peace (1D6 days in jail).
3-4     You have some fun, but end up going off bored when the good opponents are all incapacitated
5-7 You acquire quite a name for yourself amongst the fringe. +1 on Crime rolls.
8+ Great fun! You swipe 3D6x10 gold from downed opponents, and get +1 on Crime rolls.

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:

1 Dragged off to prison for Attempted Murder. So is he, if that's any consolation. (1D6 days in jail, followed by a trial. Roll 1D6, +1 for each 150 gold you use to bribe. A score of over 5 is required to set you free, otherwise you are in jail for 1 Adventure's duration. If you are freed, you are dumped outside the Settlement.
2 Left for dead in the gutter. You loose:
1-2 1 item of treasure
3-4    1D3 permanent wounds
5-6 1 point of toughness

3 You precipitate a general bar brawl, and escape in the scrum. Unfortunately you leave your purse with 2D6x5 gold pieces in it
4 You are picked up by the law for Disturbing the Peace (1D6 days in jail)
5 You win thoroughly, and relieve the blackguard of 2D6x5 gold. His friends aren't too happy, better not come back for 1D3 days...
6+       It's evenly matched, and he eventually buys you a drink and you get on well. He picks up your tab (refund what you paid to come in)

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;

1-2 You loose 2D6x5 gold
3-4    You finish even.
5-6 You win 2D6x5 gold.

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:

1 Fool
2 Pickpocket. +1 on Crime Rolls
3        Police Sergeant. You are overlooked in the next police action you encounter
4 Magistrate. Next time you are in jail, your sentence is reduced by 1D6 days.
5 Runesmith's apprentice. -100 gold when paying for one rune in this settlement
6 Master thief. +4 on Crime Rolls.

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!

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Alehouse

Costs 1D6+(SettSize) x8

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;

1 You have been thoroughly bruised. -1 Toughness.
2-3 You are intact, though a headache is beginning.
4-5     You seem to have acquired a purse of gold in your drunken struggles, and so gain 2D6x5 gold.
6 You have landed on an item of Dungeon Room Treasure!

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;

1 Fake. It's pig fat.
2-3 Not as good as you remember it... Has the same effect as ale bought from the General Store.
4-5      Good stuff. It restores 1D6+BL wounds.
6 It restores 1D6 wounds, and restores 1 lost point of the profile (e.g. Toughness, Strength etc)

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

1 Oh dear. It's a police sting operation to clear up illegal gambling and brawling. You are arrested for Participation in an Unlicensed Pitfight. 1D3+3 days in jail.
2 No one else is here. Maybe you have the wrong address?
3-4      You put up a good fight, but not enough to get you a cut of the gambling.
5 You earn 1D3x50 gold betting on yourself
6 You win the Grand Prize, an Item of Dungeon Room Treasure.

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;

1 Mark of Evil. Pay 1D6x50 gold at the shrine, or be thrown out of the settlement…
Mark of Seagull. Eww! Right on your best furs too. It will cost 1D6x15 gold to be cleaned out
3 Teethmark. The seer seems to think that you have stolen his biscuit.
4

Mark of Genius. You may add 1 to your Initiative for the entirety of the next adventure.

5

Mark of Marc. Some joker named Marc has stuck a piece of parchment on your back saying 'Kick Me'. In the next adventure, you may use it to go berserk for one turn (+1 attack)

6

Mark of the Runesmith. For some unfathomable reason you have a Runestone next to your glass. No one else seems to want it, so you can keep it. When pressed against a weapon it puts the Rune of Clarity on your weapon, which gives an automatic To Hit once per adventure (only one usage, then the used stone can be sold to the Runesmith for 50 gold)

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)

1 Armourer
2-4      General Store
5 Animal Trader
6 Weaponsmith

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.

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Public House (Pub)

Costs 1D6+<SettSize>x20

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

1

The locals watch carefully as you are forced to hand over 2D6x20 gold, or they will join the cultists and beat you for a loss of 1 toughness

2     

The Landlord asks the cultists to leave and stop bothering the customers.

3

The locals are outraged to see strangers being treated like this. They demand an apology, and the cultists promise not to annoy you again. They also pay your tab.

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;

1-2        

The goods are VERY heavy, and you must pass 1D3 strength tests (1D6+Strength) of 7+. If you fail at any, you are not paid. If any of the rolls is a 6, or if you pass them all, you are paid the second part of your fee (2D6x15 gold)

3-4

You are accidentally directed to the wrong address. Although it wasn't your fault, you aren't paid for your effort.

5-6

You do a good job, and are paid 1D6x50 gold.

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)

1

Flask of water.

2-3     

Gourd of Herbal Tea (1D3 doses, each restoring 1 wound)

4

Healing Draught (Roll 1D3)

1 Restores 5 wounds. 1D3 doses
2     Purges poison. 1D3+3 doses
3 Restores one Characteristic to full. 4 doses

5 Potion of Might (gives you 2D6 strength for 1 turn)
6 Potion of Battle (+1 Attack for one turn)

7

You are much inspired by a song, and decide to try a turn yourself. Roll 1D3;

1

You have angered the locals. You are thrown out, not to return for 1D3+3 days.

2      

You entertain a few of the less sober, but are quickly forgotten when the professionals step up again.

3

To everyone's surprise, you do a good job, entertaining the whole Pub. One of the professionals pays your tab on condition you stop stealing their show.

8

You have been selected to try out a new brand of beer. Roll 1D6;

1

It is quite foul. You spit it out and have a drink of water instead.

2-5    

Pretty good! You recommend it to all the crowd, and the promoter slips you 1D6x15 gold and a free bottle (acts as normal beer)

6

Wow! You are impressed, and it shows. The promoter gives you 80 gold, and he gives you a free bottle, which acts like normal beer as well giving Ignore Blow 6+

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

1

Your discordant playing delights only the creatures of darkness you are supposed to fight. They each receive +1 attack, while all warriors have -1 to their To Hit rolls.

2

Uh oh! A string breaks. You'll have to fix it later. If you roll 7+ on Initiative you can move, fight etc as usual this turn

3       

The twanging of the banjo simply causes slight headaches. Any Ballistic Roll in this room is at -1, and everyone takes -1 wound, unmodified for anything. In addition, roll 1D6 for every Demonic Creature on the board. If there are any doubles, the sound has reverberated onto the astral plane and every Demonic Creature takes an additional 1D6xBL wounds, modified only for toughness.

4

You strum a good tune, distracting any monsters. All enemy To Hit and Ballistic Rolls are made at -1 this turn.

5

You encourage the warriors, and each receives +1 Attack. In addition, you may reroll any failed Fear/Terror roll this turn.

6

Your playing seems to influence fate itself. Each warrior may reroll one failed To Hit. Also, Fear and Terror are ignored for the rest of this combat.

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.

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Social Club

Costs 1D6x30 gold

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

1    

It appears that the local militia has hired it for a training exercise. You are caught in the crossfire, and get an arrow in a painful place. You must spend 1D3 Days In Bed or enter the next dungeon with -1 Toughness

2

The place is deserted because of a rat infestation. Without warning you are attacked by 2D6+BL Giant Rats. Play out the combat as normal. No treasure. If you are 'killed' you wake up minus 1D6+3 Starting Wounds, and with your clothes torn to shreds.

3

It seems the place is the drop-off point for a local dodgy deal. You witness a bribe paid to the police by a local crime figure. Roll 1D6;

1 You are spied by the criminal. He warns you not to speak, on pain of having your throat cut. -1 on Crime Rolls
2 You are spotted by the Police agent. He arrests you on the false charge of Disturbing the Peace (1D6 days in jail).
3-4     You are not seen
5 You catch the Thief and threatened to reveal all. He pays you 4D6x30 gold. +1 on Crime Rolls
6 You confront the Police agent. He gives you 1 item of Dungeon Room Treasure for your silence and promises one automatic release from a police action.

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)

1    

You seem to miss the more dangerous atmosphere of other establishments. For the rest of your stay you will only visit Dens, Alehouses and Pubs.

2

The thing that's missing is your purse. By the time you've realised, the smooth-talking 'Trader' has legged it. Say bye-bye to your 4D6x10 gold...

3

You were missing out on the fact that you are sitting on a piece of Dungeon Room treasure, obviously left here by the last person to sit on the seat.

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)

1

You are both thrown out, and bidden not to return for 1D3+3 days.

2

You are required to leave, but half your entrance fee is refunded

3    

You loose the argument, and buy the other chap 1D6x10 gold's worth of ale so he'll shut up.

4

You win the argument, and he picks up your tab.

5

You reach an uncertain conclusion. A local trader has heard it all and is fascinated. He offers you an additional sum of gold for the head of a minotaur or an ogre. Next time you kill one of these creatures, you receive double gold.

6

A local merchant offers you both the chance to earn some more money. Monsters fascinate him, and for every minotaur or ogre head you collect and send to him (from a settlement) he will send you 150 gold. Each time you send a head, roll 1D6. If it comes up a 1, this is the last head he will buy, as he has lost interest.

6

A famous, retired, warrior-mage, Penitarn the Charred is dining tonight. If you approach him, roll 1D6 (modified)

1

He is angered to see someone bothering him on his night off. His bodyguards take you outside and tough you up a bit. You loose 1 point of Toughness, which is only recoverable after a Day In Bed

2   

He looks at you and cries 'Oh look, it's Mildred'. If your name begins  with an M you can fool the bodyguards and sit with him. Go to result 6. Otherwise, he's clearly barmy, best stay away from mad Bright Wizards…

3

Although he likes to see a fan, he is too tired. You go away disappointed.

4

He doesn't seem interested in talking to you, but simply signs a picture of himself and gestures for you to leave. It is worth 100 gold, but if you keep it, it will give you 1 Luck in the next dungeon (you may sell afterwards)

5

He likes you, and invites you over. He pays your tab and you end up with a signed picture (see 4)

6

You get on like a house on fire (which is ironic, because those are his specialities). He presents you with an amulet worth 200 gold, which will allow you to cast the Fireball spell once per adventure, free of cost.

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.

1

The goons take you outside and relieve you of 4D6x5 gold, one non-magical weapon and 1 point of toughness (reclaimable after 1 Day In Bed).

2

He isn't happy; the chef only makes Gobble Pudding once a month. You must pay him 3D6x10 gold or be beaten up for -1 Toughness (reclaimable after 1 Day In Bed)

3-4   

He seems annoyed, but not ready to make an issue of it. He sees it's not your fault. The two guards advance menacingly on the waiter...

5

He isn't upset, except when you fall over, comatose. You have inadvertently eaten a poisoned pudding! The man has you rushed to the healers, and pays for your care, rewarding you with a piece of Dungeon Room Treasure. You must spend 3 Days In Bed though, all paid for by him.

6

He laughs it off and invites you to join him. He takes a real shine to you, and pays your tab. In addition, should you be arrested, he will see to it that the charges are dropped.

8

A noble out on the razzle has a bet that you cannot beat his pet Minotaur. If you agree, you fight; (1D6)

1

A minotaur Hero

2-3    

A minotaur Champion

4

A minotaur

5

A centaur (he is obviously a bit thick)

6

He really doesn't want his pet killed, he gives you the gold value and treasure and sends you on your way.

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

1

It seems he's fallen in with some thieves. They relieve you of 3D6x10 gold.

2

You friend seems to have fallen on financial difficulties, and 'borrows' 2D6x10 +100 gold from you in a special 'Between Friends Unrepaid Loan'. If you help him, you receive +1 Luck in the next dungeon. If you cannot or will not help out a friend in need, you cannot use luck in the next dungeon.

3-4    

You have a good night's out.

5

It seems he's working for the cities planning guild. You need not search for Special Locations on this visit.

6

He has fallen in with the nobility. He invites you on a four-day hunt. Equipment and such cost 200 gold, but roll 1D6:

1  It seems he's actually a con man, taking off with your equipment and 2D6x10 gold.
2-3     You have a poor hunt, and only get 2D6x15 gold worth of catch. You can sell your used equipment for 1D3x50 gold
4-5 A good hunt, retrieving 4D6x15 gold. Your used equipment is worth 75 gold.
6 In addition to the good hunt (see 5) you come across a convoy of traders under attack. You defeat the brigands and plunder 1 Dungeon Room Treasure.

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)

1

As a bully. You are thrown out and told not to return.

2-5    

As a fun chap. He pays your tab each time you visit this DE in this settlement.

6

As a brave adventurer. He offers you the family sword, as he's realised he's less and less likely to go adventuring. You may not be rid of it except to another family member (in a settlement on a roll of 7+ on 1D6+ SettSize). It is worth, in that case, 350 gold. When used by you, the Ancestral Blade causes an extra BL wounds on a 5+ to hit, and confers Parry 5+ (1-3) or Resist Magic 5+ (4-5). Roll for its special skill before each adventure.

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.

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Winebar

Costs 1D6+ (Double SettSize) x30 gold

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)

1

He whips out a warhammer and attacks. He has 1D6+BLx4 Wounds, WS 5, 2 Attacks, Strength of 4 and Toughness of 4. The warhammer does damage as stated in the Roleplay Book, and has two runes (roll twice on the Runesmith table). If you win, he is carrying the 'hammer, and a purse of 400 gold. If you loose, he will take any one magical weapon (preferably a sword) and leave you at -2 toughness.

2

He shouts in your ear. You must respond, he's creating a scene.

3-4     

He wanders off again

5

He pulls out a sword and brandishes it. This might turn ugly... but then he gets a blank look on his face, drops his sword and wanders off. You may have the sword (roll on Treasure Table until a sword comes up)

6

He looks you in the eye and visibly relaxes. He drops a pouch of 400 gold in your hand, mumbles something, and wanders off.
If you respond; (roll 1D6 modified)

1

Your words anger him, he attacks. See the result for 1 above.

2

He carries on making demands for this sword, and will not leave until you give him a sword. Either fight or hand over a blade, rolling 1D6 (-1 if it is a non-magical blade). If it is a 1-2 he throws it aside, crying 'No good!'. Try again or fight; if you fight you cannot use the sword you handed over until he is dead.

3-4    

His wild eyes focus on your face and he mumbles an apology. He drops enough gold to cover your tab before wandering off out the door.

5

He seems to regain his sanity. He believes what you tell him and goes off to find his sword, leaving you with a 2D6x25 gold gem and one Treasure Card

6

Another dwarf rushes in and apologises for his brother's behaviour. He introduces himself as Mognar-Keilir, and tells you that the family sword was stolen in an orc raid. He tells you that the eldest son, Toiran, has gone slightly mad after a nasty knock on the head by a troll, and is obsessed with finding the sword. The two leave you, but Mognar-Keilir leaves a single Runestone (roll on the Runesmith's table) to thank you for your patience, and for keeping the family shame quiet.

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;

1 You are thrown out and may not return for the rest of your stay in the settlement. In addition, you loose 1D6x40 gold to the light-fingered bouncers
2 You are singled out as a stranger, but you can placate the mob by buying 4D6x10 gold worth of drinks.
3-4  You are passed over, and the angry traders get merry on inferior booze.

5

You are ignored by the demagogues, and manage to lift 2D6x20 gold from the greedy crowd.

6

You are singled out as an example, for the crowd to vent its frustration on. But rather than submit or try to buy them off, you confront them with the foolishness of their thinking. Touched by your words, they throw down their weapons and embrace you as a brother. Well, they pay your tab and offer you 200 gold, which is nearly as good.

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)

1 He also gets away with 1D3x100 of your gold.
2 He sneaks off with one item of treasure.
3 He picks your pocket to the tune of 2D6x20 gold.
4 He tries to take your money, but runs off when you spot him at it.
5     His trick to switch your weapon for a fake one backfires when you switch back, taking his purse of 1D6x40 gold in the process
6 You catch him with his hand in your things, and offer to snap it off. You remove 1 Treasure Card from his haul and send him on his way. +2 on Crime Rolls.

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)

1 You do not tell a very good story. However, the company pays your tab.
2-5  You entertain the patrons, and are presented with 1D6+BLx20 gold.

6

You really bring the story to life. The manager is so overwhelmed he gives you an item of treasure

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;

1 Your company goes bust, and someone else steals the idea. Closing down costs amount to an additional 25% of your initial investment.
2-3     You don't see the success you expected, but you sell the fledgling company before you leave the settlement for 1D6+2x100 gold.
4-5 Your company does quite well during your stay. Before you leave you sell it to another group of investors who pay back your initial investment +1D6x10% more (so a roll of 5 gives you 50% more).

6

You truly have a business brain! Perhaps you're in the wrong line of work… You sell the company for double your initial investment.

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Gentleman's Club.

Costs 100xBL gold for membership (one-off payment), 1D6x30 gold for entry. Pay an extra 75 gold each time you go up a BL to maintain your membership.

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.

2 You are mortally (nearly) wounded, and take a Permanent loss of 1D6 wounds (NOT recoverable) and -2 Toughness (recoverable)
3-4 You do your best, but he is far too good. You take nasty damage,  -1D3 Toughness (recoverable)

5-6

You and he fight bravely, and you come off the worse, though not by much. The match is declared a draw. It will cost you 2D6x50 gold to be healed to fighting strength.

7-8

You and he fight valiantly, and you are just gaining the upper hand when a draw is called. The now-sober duke apologises and gives you 4D6x30 gold for the sport.

9-11

The young man and you spar off, but you quickly have him at your mercy. As you call for him to yield he stabs you in the back with a concealed dagger. His father reprimands him for his ungentlemanly behaviour and has you healed immediately. He offers you 350 gold in compensation.

12-13     After much struggle, he yields and you win. You are awarded an item of treasure.
14 After much struggle, he yields and you win. You are awarded an item of Objective Room Treasure!

15

You defeat the young man swiftly. He offers you an item of Objective Room Treasure and 400 gold if you pretend to loose in a rematch so his father will be impressed.

16+

In a stunning display of skill you disarm the youth and win the match without a scratch on either side. As well as the prize of an Objective Room Treasure, the duke offers to hire you for 1D6 days to teach his son your skill. He pays all your living allowances for the time, and pays you BLx50 gold each day. Because of the luxurious accommodation, each day counts as a Day In Bed for the purposes of recovering lost Profile Points.

 

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)

1 It's no good, they are too angry. As you give up, you realise that a thief has visited your table and removed 1D6x70 gold.
2 The two men are at each other's throats, and though you calm them down, you don't do any real good.
3-4      Once you get them to talk, the rest is easy. Well, not easy, but at least they aren't threatening war. The pair gives you 4D6x20 gold for your work.

5

You calm them down and get them to look at the problem rationally. They soon resolve their differences. You receive 4D6x50 gold for your help

6

You are just calming them down as an assassin leaps from the crowd to attack one of the men. You disarm the assassin and he implicates the other noble. For your work the grateful nobleman gives you 400 gold and 2 items of treasure.

 

7

A bet goes well for you, and you find that the local (1D3)

1     General
2 Judge
3 High-Priest

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…

1 Halberd (+1 Str, -2 Init, cannot use shield as well, attack in 2 ranks)
2 Longsword (+1 Str, -1 To Hit)
3 Dagger (Str 1, Hand to hand or missile)
4 Axe (Normal damage)
5 Warhammer (Normal Damage, +1D6 if To Hit is 6)
6      Flail (+2 Str, -2 To Hit)

Of...

1 Might (does double the damage shown on the D6's against enemies with a greater combined toughness and armour than the wielder)
2 Dignity (Allows a reroll of Fear or Terror tests while wielded)
3 Elridak (Once per adventure it can ignore the toughness of one monster. If it is killed in one turn, the next monster has 0 toughness. Continues until one monster is not killed in one turn)
4 Summoning (In one attack per turn it can home in on the enemy, ignoring armour and giving +2 to hit)
5 Grothitic (Carries a rune of defence, giving it Parry 5+ and +1 toughness to wielder)
6     The Dwarfs (carries 1D3+3 dwarf runes already engraved)

Roll 1D6+ Initiative. If the result is over 9, you recall seeing such a weapon on the thieves' market. You can buy it for 1D6+BLx100 gold and sell it (back to the noble family) for 1D3+2x500 gold, or simply buy it and keep it, now you realise that it is magical.

 

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;

1 The assembled group seems to be insulted that you are questioning the reports they have received. You are ushered out swiftly, not to return for the rest of your stay here.
2 The noble's don't think its fair to deprive them of their arguing fun, and with no goblins to debate, they turn to gambling, and invite you to a suspiciously complicated game of cards...
1-2 You loose 1D6x100 gold before you realise they are cheating. Your protests are unheard as you are taken outside and left there, not to return for the rest of your stay here.
3-4 You start to loose, but with a clever slight of hand you reverse your fortune, and end up no worse off.
5-6 Though the nobles seem interested in bankrupting you, they have a lot to learn about cheating. You end up with 1D6x100 gold.

 

3-4 The nobles doubt your word, but seem reassured nonetheless.

5

The nobles listen to your words and are entertained, though they don't really believe. Still, they collect 4D6x25 gold as a thank-you for the story.

6+

The nobles are interested in what you have to say, and applaud you for your work in dealing with the goblin threat. They award you with an item of Weapons Treasure to further assist you.

 

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)

1 "Death to all 1

"(You) Who oppose me!"

2     "Fear me," 2    

"Enemies!"

3 "Run, run, you" 3

"Dam'ned creatures of darkness!"

4 "Cower," 4

"Lowly maggots!"

5 "Have at ye," 5

"Servants of Evil"

6 "Begone," 6

"Those who oppose the Light!"

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.

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