Showing posts with label carousing. Show all posts
Showing posts with label carousing. Show all posts

Saturday, November 29, 2014

Carousing Tables - HMS Apollyon Player's Guide



CAROUSING

The scavenger lifestyle is one of contrasts, danger and deprivation can lead to a sudden influx of luxurious amounts of cash, and a corresponding amount of fear, and bad memories.  Most scavengers don’t think of the future if they can help it, given that their future most likely involves a horrible terrifying death somewhere down a decaying gangway.  The most common way to avoid thinking about the inevitable during downtime between expeditions is to carouse with the abandon of the doomed.  As wounds heal, memories fade and wealth dwindles Scavengers may spend up to their Level x 100GP on carousing from one of the three tables below between sessions.
Carousing can provide additional experience, either directly or by providing time for reflection on the events of recent expeditions.  More often than not any sage advice, or personal revelation is lost to the haze of drugs, violence, lust and the ever present drinking of the Rust Gate’s bars and food stands.  Before carousing the player chooses which type of vices their character will seek: debauchery, lust, or violence, and spending their stake, a scavenger must roll a save vs. poison and a D20.  On a successful save the scavenger gains an addition XP equal to the GP spent on carousing, while on failure the carouser gains no XP.   Regardless of the result of the first roll the carouser   then rolls on the appropriate table.

Thursday, September 27, 2012

HMS Apollyon - Drugs emerge from actual play...

Ghost Salt - HMS Apollyon

Cowboy beset by ghosts - Z. Binks
Last night's session aboard the HMS Apollyon was primarily an epic battle between the part, a NPC party (who were decimated) and a roving force of "war dead" zombies.  I never threw the wraiths in because the zombie war-machine managed to scare people enough and the 20ish 3HD zombies were hard enough to kill.

Unrefined Ghost Salt
hallucinogenic/necromantic
Dose: 3/gram
Value: 50GP/gram
Onset: 1-6 rounds (1-6 minutes)
Duration: 2D12 turns (20min - 4hrs)

Appearance: Grey granular flakes of salt like crystals.  For all intents Ghost Salt is sea salt, only infused with supernatural power.  It can be ground finely into a greyish powder (sometimes to cut it with regular salt).  It's only distinctive feature is the that rather than the briny smell of sea salt ghost salt has the faint scent of decay beneath sharp smell of sea ice.

Thursday, June 14, 2012

SESSION VIII - Extra Innings


AFTER SESSION VIII

The value of electronic communication is established, Huxley's fate revealed and the realization that the favoritism of the gods is fickle. Purchases are made.

The following decisions were made via email as the party wrapped up it's Obelisk adventure and couldn't wait to determine what happened to Huxley after he decided to play with a broken laser weapon.

The party clusters around Huxley - he's living, but badly burnt, barely conscious and even divine power wouldn't keep him from serious scars. Not much more can be done and the night will tell if Huxley survives. (Note - system shock rolls would be perfect here – but were a waste of ½ a page in the Player's handbook)
Raygun - Fabricated by Tom Banwell

Friday, June 1, 2012

Gossip Kills


Denethix Treasure/Adventure Rumors 
Rumors about distant lands for PC's feeling like a long trip. Drovers, sailors and other adventurers tend to tell these stories.
250 Miles South West of Denethix : Filled with Gold, or Teeming with Spirits? Photo Unaccredited

Thursday, May 31, 2012

Session V - Drunken Loutishness in Denethix and Beyond

The Adventurers drown their sorrows, interview with dusty travelers, and Grimgrim makes a demanding friend.

SESSION V

Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 1

Lemon Jackson – An loin cloth wearing wizard with strange yellow eyes and who tattoos himself with spells. (M) Magic User 1

Huxley McTeeth (Hux) – A gaucho with a past, clad in plains finery (M) Fighter 1

“Eyestabs” Nell – A tall scary woman armed with many poison hat pins (F) Assassin 1

Drusilla – Eleven lass of surpassing beauty, disturbingly unpleasant affect and taste for human babies (F) Elf 1

The diminished party has been lurking in their apartment looking at their dwindling stack of Gold for a week after their disastrous foray into the ASE gatehouse.

The party has reached the following conclusions:
  1. They aren't going back into the gatehouse for a while. (They don't realize they've already killed the meanest thing in there)
  2. They need to beef up their ability to not die – oil is going to get more popular I think, but there's talk of buying dogs or slaves and of hiring henchman. Of course they lack money for these things.
  3. They need to get rich quick. (I really like ASE's treasure progression/cost of living, while advancement feels a little slow the party is so far cash strapped and a bit desperate, just as unestablished treasure seekers should be.)

Monday, May 28, 2012

Drinking in Denethix


 What good is carousing without Fantastic Booze? -1D4, 1D6, 1D10 or 1D20 - A dive bar is likely to have a D4 or D6 selection (roll once per patron and don't ignore repeats). Better bars will use a D8, D10 or even a D20. It's also useful as treasure, many creatures are more likely to have some hooch than a gemstone. Heck, a case of cheap beetle whiskey is worth 12GP.