Carousing Table
Philanthropy
| d10 | Result |
|---|---|
| 1 | The "orphans' fund" is a thieves'-guild front. As you leave the gala, deft fingers relieve you of 2d6 × 5 gp and one identifying valuable (signet, signet-cloak, family blade — player's choice if multiple). |
| 2 | A loose remark at dinner insults another patron's lover, ward, or prize hound. Smooth it over with a gift worth 2d4 × 25 gp, or accept a dawn duel: 1d4 damage, no apology required. |
| 3 | A rival patron publicly outbids your pledge to humiliate you. Spend an additional 1d4 × 50 gp to save face, or the plaque on the charity wall lists your name beneath the rival's in noticeably smaller letters. |
| 4 | The host's heir is smitten with you. Half of the donated money goes back to your pocket. |
| 5 | You woke in a chapel convinced you swore an oath. For all of next session, tithe 10% of any gold the party gains to the appropriate temple, or feel an oppressive guilt: −1 on saves until you sleep a full night after the debt is paid. |
| 6 | A drunken commitment to fund a public work — statue, fountain, well, memorial. The bill arrives at the start of next session: pay 1d6 × 50 gp on the spot, no take-backs. |
| 7 | Funds are skimmed before reaching the cause. Only half your donation counts toward XP this week. |
| 8 | You're now a known soft touch. Once during next session, a personalised petitioner finds you — a war widow with your sergeant's name on her lips, a "long-lost" cousin, a debtor invoking your father's memory. Pay 2d6 × 10 gp to satisfy them, or refuse and the GM banks a future complication. |
| 9 | Your gift moves a quiet observer. Gain a single useful rumour or piece of local information. |
| 10 | Lasting goodwill. Gain 1 hireling at standard rates whose starting Loyalty is +1, or call in one small favour from a grateful townsperson. |
Drinking
| d10 | Result |
|---|---|
| 1 | You wake in an alley behind the tavern, purse gone and one boot missing. Lose 2d6 × 10 gp and start next session with mismatched footwear (cosmetic, but the party will remember). |
| 2 | You flirted with someone already spoken for. A fist to the face put you to sleep early. Start next session at half maximum HP (heals normally). |
| 3 | A brawl over politics, religion, or the proper way to brew ale. Begin next session with 1d4 damage and one drunken thug who, once during next session, accosts the party demanding satisfaction — a duel, a payoff, or a public apology. |
| 4 | The watch caught you doing something stupid. Choose: pay 1d4 × 50 gp in fines and bribes, or spend 1d4 days in stocks (forfeit this week's carousing XP, gain a colourful local reputation). |
| 5 | A regrettable new tattoo. Roll 1d6: 1. misspelled · 2. on the face · 3. someone's name · 4. crude · 5. politically unwise here · 6. actually rather good. |
| 6 | Brutal hangover. −2 to all rolls during the first encounter of next session, and save vs Poison or retch the first time anyone offers you food or drink in play. |
| 7 | You bet your prized possession in a card game and lost. Lose one identifying valuable (signet, family blade, heirloom). The winner is a known fence — buying it back costs 1d4 × 100 gp if you can track them down next session. |
| 8 | You woke with a sworn brother — a sailor, soldier, or pilgrim who calls you "comrade" and refuses to be shaken. Treat as a 0-level retainer (Loyalty 6) for next session. At session's end they realise they swore to the wrong friend and leave, unless you formally recruit them. |
| 9 | Met someone interesting in your cups. Gain a rumour or a useful contact in this settlement. |
| 10 | The night becomes a local legend. Start next session with 1d4 bonus HP (lost first to damage; gone at session's end) and +2 to the party's first Reaction roll next session. |
Study / Research / Meditation
| d10 | Result |
|---|---|
| 1 | A great codex slides from a high shelf and breaks your nose. Begin next session at −1d4 HP (heals normally); spell scribing or scroll-copying is at −1 the first time until you've slept a full night with the swelling down. |
| 2 | Eyestrain and exhaustion. −1 to searching, listening at doors, and finding hidden things during the first encounter of next session. |
| 3 | You read something better left alone. Troubled dreams — no HP recovery on the first day of next adventure. |
| 4 | Your inquiries reach a rival scholar's ears. They send a hireling. Once during next session, the hireling does one of: bribes you (offers 1d4 × 50 gp to drop the research), steals one item from your notes/gear, or shadows you visibly enough to spook a parlay (−2 to one Reaction roll). |
| 5 | The book you need is in a private collection. Choose: pay 2d6 × 25 gp for access, spend next session's opening scene bargaining with the owner (Reaction roll — failure means they ask a favour worth a small adventure), or do without and lose this week's research XP. |
| 6 | You uncover a (1–4) fabricated or (5–6) misleading rumour, map, or lead. |
| 7 | Lose track of the days. Miss one minor event in town this carousing week — a market, a visitor's audience, a sermon, a chance meeting. |
| 8 | A cryptic phrase lodges in your mind. The GM notes it for later; possible future hook, possible nothing. |
| 9 | Genuine progress. Gain a useful rumour, fact, or location lead relevant to current concerns. |
| 10 | A breakthrough. Choose one: learn one minor skill (GM's discretion), gain a single-use scroll or formula, or +1 to one specific future roll relevant to your studies. |
Gourmandising
| d10 | Result |
|---|---|
| 1 | The fish was off. Save vs Poison. On a fail, begin next session at half maximum HP. On a success, just battle nausea: −1 to all rolls during the first encounter of next session. |
| 2 | Bad wine; sharp but brief illness. Begin next session at −1d4 HP (heals normally) and unable to keep down rations for the first turn of any meal. |
| 3 | Catastrophic indigestion. Once during next session, at a tense moment of the GM's choosing, you must abandon your action to find a chamber-pot, alley, or convenient bush. Mockery, danger, or both may follow. |
| 4 | You insulted a culinary master, vineyard heir, or spice merchant's signature dish. Once during next session, this rival appears — challenging you to a public duel of taste, sending a polite-but-ruinous critique to influential ears, or arranging for a key meal of the party's to be subtly sabotaged. |
| 5 | An elaborate tasting menu spirals out of control. Spend an additional 1d4 × 100 gp as wine-pairings, side dishes, and final cordials pile onto your bill. |
| 6 | Heavy fare leaves you sluggish. Reduce your movement rate by one-third during the first encounter of next session (e.g. 120' → 80'). |
| 7 | In a fit of gluttonous bravado, you ordered something hideously expensive — the gold-leafed roast, the rare deep-sea creature, the off-menu vintage. Spend an additional 3d6 × 10 gp and gain a "gourmand" nickname locally (purely cosmetic). |
| 8 | You acquire a strange new craving — pickled eels, raw onion, a specific imported spice. Once during next session, the craving distracts you at the worst time — drop a held item, mistake one word in a parlay, miss the first note of a song you were performing (GM's choice of moment). |
| 9 | Invigorating meal. Start next session with 1d4 bonus HP (lost first to damage; gone at session's end). |
| 10 | You befriend a chef, vintner, or food-merchant. Gain a useful rumour or piece of local information. |
Design Notes
- Tracking horizon: end of next session. Every effect resolves within the carousing week or next session of play.
- Money variety: entries now span 2d4 × 25, 1d4 × 50, 2d6 × 5, 2d6 × 10, 1d6 × 50, 1d4 × 100, 2d6 × 25, 3d6 × 10 — no two adjacent entries hit the same purse band.
- Mechanical variety: rather than blanket "−1 to all rolls," consequences target specific OSE rolls (saves, scribing, listen-at-doors, Reaction rolls), specific moments (the first encounter, a tense moment of the GM's choosing, a parlay), or specific items (a signet, a boot, a tattoo). Many entries offer a choice between gp and another cost.
- No 5e bleed-through. No short rests, no temporary HP, no proficiency, no perception checks. "Bonus HP" fades at session's end; OSE's own exploration rolls stand in for perception.
- HP losses are always recoverable with normal rest. No permanent maximum-HP reductions.
- Stat damage has been removed entirely.
- Hunted by enemies is downgraded to one-time complications — narrative friction, not ongoing pursuit.