21 September 2011

Alehouse, villainous


The players wander into an alehouse to buy drinks and listen to rumors. How much does it cost them, what complication results? Prices are based on the food and drink costs in the Grindhouse Edition of Lamentations of the Flame Princess. If the PCs can't pay, then they are unable to pay their tab and face whatever consequences seem appropriate.

I'll be adding more tables for different kinds of alehouses. These assume the players give you some idea of where they are going. Eventually, I'll compile them into one big table setup to be used in a variety of ways. Potential problem: reusing the table too often gets dull.

Alehouse, villainous:
  1. 1d4 copper, laborer feels like fisticuffs.
  2. 3d4 copper, laborer plans to tell his friends he spotted some easy marks.
  3. 2d6 silver, laborer knows nothing but gets the PCs to buy too many drinks.
  4. 3d6 copper, hard man plans to mug PCs later.
  5. 2d4 copper, hard man feels like a knife fight.
  6. 3d6 silver, hard man takes a liking to a PC, has a bit of work needs doing.
  7. 1d4 copper, hard man mistakes a PC for a friend of a friend, insists on buying a round.
  8. 1d6 silver, pimp thinks PCs are competition, decides to follow them.
  9. 2d4 copper, pimp feels like a knife fight.
  10. 2d4 copper, pimp is insistent that the PCs come with him, knows a nice lass/lad.
  11. 2d6 silver, pimp takes a liking to the PCs.
  12. 3d4 silver, proprietor of the alehouse takes a liking to the PCs.
  13. 2d4 copper, prostitute tells an incredibly desperate tale, needs help.
  14. 2d4 copper, prostitute tells an incredibly desperate tale, is setting the PCs up for a mugging
  15. 2d4 copper, off duty beggar pegs the PCs as easy marks, tells his friend the pick pocket.
  16. 4d8 silver, gambler bests the PCs at dice.
  17. Gain 2d6 silver, gambler loses badly, but is a good sport.
  18. Gain 2d6 silver, gambler is not a good sport, fond of knives.
  19. 4d4 copper, no one is forthcoming, save vs. poison or endure 1-2 days of food sickness
  20. 4d8 silver, no one remembers anything, PCs miraculously make it home intact, lose a day to hangover.


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