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A Night at The Tavern v0.3

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0% found this document useful (0 votes)
67 views2 pages

A Night at The Tavern v0.3

Uploaded by

knight.errant
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Create a Tavern Core Mechanic

1 Roll twice on the Tavern Name Table (A) to create a name. 1 Roll d20 to equal/exceed a target number or opponents roll
A NIGHT AT 2 Roll on Tavern Reputation Table (B) and note down the
reputation and feature of the tavern. 2 (ADV) Advantage means roll twice and use the highest
result; (DIS) Disadvantage uses lowest result.

THE TAVERN
TAV E R N G E N E R ATO R & M I N I - G A M E
A
d6
01
Tavern Name Table (The “Name 1”, “Name 2” Tavern)
Name 1
Red or Golden
Name 2
Dragon or Lion
3 On a natural 20, the game is won immediately. On a natural 1,
another patron steps in at the end of the game.

02 Crimson or Brave Priest or Knight


THE NAMELESS DESIGNER Playing the Game
03 Hungry or Thirsty King or Queen
04 Lucky or Lost Head or Hand 1 Players enter the tavern at 6pm and take it in turns to act. Each
05 Noble or Just Shield or Sword player may choose to have (ADV) advantage) for two
06 Wandering or Enchanted Wench or Maiden attributes from; strength; intelligence; wisdom; dexterity;
constitution or charisma. If you are using this with a role-
B Tavern Reputation Table playing game system, link these to class or skills.
d6 Reputation Feature
01 Rough ADV to strength invites
2 Players select a patron and invite them to perform a starting
action from the Actions Table (E). A check is made by the
02 Up-Market ADV to intelligence invites patron to accept the invite otherwise they decline and play
03 Workers place ADV to wisdom invites moves onto the next player.
04 Grifters place ADV to dexterity invites Players must bet on what they are hoping to gain from the
05 Drinkers place ADV to constitution invites
3 action from; health; information; money or reputation. The
06 Entertainment place ADV to charisma invites available benefits depend on the action. Losses may also occur.

Create Patrons 4 A check is made to determine the outcome of the action as


described in the Actions Table (E). This may unlock further
actions which can be performed with that patron only.
1 Roll d6 + no. of players to determine the number of patrons.
2 Roll for each patron on the Patrons Table (C). Patrons may 5 Players may also choose the ‘Quiet Meal’ or ‘See What
Happens’ action instead of interacting.
have advantage (ADV) or disadvantage (DIS) in one of their
attributes; strength; intelligence; wisdom; dexterity; 6 After each player has acted the clock advances 1 hour and the
constitution or charisma. game ends after 6 turns (when the clock strikes midnight).
3 Roll twice on the Patrons Details Table (D) to determine the 7 At the end of the evening add up the points earned for each
patrons companions and mood. Note any attribute adjustments category. The referee interprets these results and allocate
C Patrons Table rewards for the next adventure, such as:
Version 0.3
d6 Description VIP • Reputation (favours; contacts, reactions)
• A supplement for fantasy role-playing games 01 Thug (DIS random attribute) Criminal (ADV DEX) • Money (treasure, debt, debtor)
• Create and name a tavern 02 Commoner (N/A) Mysterious (ADV random attribute)
• Information (rumours, clues facts, contacts)
03 Merchant (ADV WIS) Entertainer (ADV CHA)
• Create the patrons occupying the tavern • Health (well rested, temp. bonus, hangover, illness).
04 Guard (ADV STR) Priest (ADV INT & WIS)
• Spend an evening carousing in the tavern 05 Noble (ADV INT, CHA) Knight (ADV STR & CON) The higher the number of points the greater the reward and
• Your actions can earn rewards or incur consequences 06 VIP (Roll on VIP Section) Non-Human (ADV 2 stats of choice) the lower the number of points, the greater the consequences.
• Usable with any fantasy role-playing game system D Patrons Details Table
d6 Companions Mood Important Note: Dice rolls are not always required if you want
• d6 & d20 dice required 01 Single (ADV WIS & CHA invites) Boasting (ADV STR checks) to role-play each action.
Image: From “A series of original portraits and caricature etching” by 02 Partner (DIS STR & CON invites) Debating (ADV INT checks) (Player) “I approach the Nobleman, complement him on his fine
J. Kay (1877) (Source: British Library online) 03 Family (DIS all invites) Whispering (ADV WIS checks) appearance and enquire whether he wishes to participate in a
04 Sml Group (ADV INT & DEX invites) Gaming (ADV DEX checks) game of chance?”
h ttps ://name less- d es i g n e r. i tc h . i o/a - n i g h t-a t- t h e - tave r n / 05 Lrg Group (ADV CON, CHA invites) Boisterous (ADV CON checks)
(Referee) (Likes the role-playing approach and ignores the need for
06 Entourage (All bets doubled) Singing (ADV CHA checks) a die roll) “He accepts.”
E Actions Table
Action/Attribute Starting Action (Invite Patron 3) Unlockable Action (Invite Patron 6) Unlockable Action (Invite Patron 9) Unlockable Action (Invite Patron 12) Escalation (Special Actions) Other Actions
CONTEST (STR) [Power Pose/Flex] (Look at me!) [Arm Wrestle] (Can you beat me?) [Test of Strength] (Do you lift?) [Wrestling] (Watch ya gonna do’?) [Fight] (That got ugly fast!) [Quiet Meal] (Want a quiet night)
Bet: 1 Health or 1 Make STR 10 check: Make an opposed STR check: Make STR 5, 10, 15, 20 check. First to
Opposed STR or DEX check. First to Opposed STR or CON check. First to • Cost = money +1
Money (not on • Success [Arm Wrestle] • Success [Test of Strength] fail loses: gain 2 successes wins or be 1 ahead: gain 2 successes wins or be 1 ahead: • Gain = health +1
starting action) • Failure [Stop] • Draw [Arm Wrestle] • Success [Wrestle] • 2-0 win [Fight] • Win by 2, health -1, reputation +2 • Then choose another starting
• Failure [Stop] • Draw [Wrestle] • 2-1 win [Wrestling] • Win by 1, health -1, reputation +1 action.
• Failure [Test of Strength] • 1-2 loss [Stop] • Lose, health -2
• 0-2 loss, you leave, end game. • Kicked out after fight, end game.
WITS (INT) [Interesting Facts] (Did you know?) [Riddle] (Can you beat me?) [Tavern Quiz] (I drink and I think) [Quickfire Quiz] (Rapid fire quiz) [Witchcraft] (Must be sorcery!) [See What Happens] (Watching)
Bet: 1 Reputation or 1 Make INT 10 check: Make an opposed INT check: Opposed INT check. First to gain 2 Make a INT 5, 10, 15, 20 check (then Opposed CHA (you) vs INT checks. Roll d20:
Information (not on • Success [Riddle] • Success [Tavern Quiz] successes wins or be 1 ahead: repeat). First to 3 successes wins: First to 2 wins or be 1 ahead: • <1O odds, a patron leaves
starting action) • Failure [Stop] • Draw [Riddle] • 2-0 win [Stop] • Win by 3 pts [Witchcraft] • Success, persuade no witchcraft • >10 odds, a patron arrives
• Failure [Stop] • 2-1 win [Quickfire Quiz] • Win by 2 pts [Stop] involved. Choose starting action • <11 evens, late opening +1 turn
• 1-2 loss [Tavern Quiz] • Win by 1 pt [Quickfire Quiz] • Failure, kicked out, reputation -1 • >11 evens, early close -1 turn
• 0-2 loss, you leave, end game. • Lose, you leave, end game.
GOSSIP (WIS) [Greetings] (Hello there!) [Chit Chat] (How’s business?) [Rumours] (Did your hear about?) [Questions] (Tell me about?) [Spy] (Questions! Are you a spy?) [Stop] (Had enough, thanks)
Bet: 1 Reputation or 1 Make WIS 10 check: Make an opposed WIS check: Make an opposed WIS check. First to Opposed WIS check. First to gain 2 Opposed CHA (you) vs WIS checks. Make an opposed CHA check:
Information (not on • Success [News] • Success [Rumours] 2 success wins or be 1 ahead: successes wins or be 1 ahead: First to 2 wins or be 1 ahead: • Success, goto previous action
starting action) • Failure [Stop] • Draw [Chit Chat] • Success [Questions] • Win by 2 [Spy] • Success, agree it’s a • Draw, choose starting action
• Failure [Stop] • Failure [Chit Chat] • Win by 1 [Stop] misunderstanding. Choose • Failure [Leave me alone]
• Lose by 1 [Rumours] starting action
• Lose by 2, you leave, end game. • Failure, kicked out, reputation -1
SKILL (DEX) [Juggling Trick] (Seen this?) [Ball Cup Trick] (Guess which?) [Darts] (Can you beat me’?) [Daggers] (How good are you?) [Apple on Head] (High stakes) [Leave Me Alone] (Go away)
Bet: 1 Reputation or 1 Make DEX 10 check: Make an opposed DEX (you) vs. WIS Opposed DEX check. First to gain 2 Make a DEX 5, 10, 15 & 20 check. Add Make a 15 check. Make an opposed CHA check.
Money (not on • Success [Ball Cup Trick] check: successes wins or be 1 ahead: number of successes. • Nat 20, reputation +3 • Success, another starting
starting action) • Failure [Stop] • Success [Darts] • Win by 2 [Daggers] • Win by 3+ [Apple on Head] • Success, reputation +2 action.
• Draw [Ball Cup Trick] • Win by 1 [Darts] • Win by 1+ [Daggers] • Fail, reputation -2, injury • Failure, patron leave
• Failure [Ball Cup Trick] • Lose by 1 [Darts] • Lose by 1+ [Daggers] • Nat 1, reputation -3, death
• Lose by 2 [Stop] • Lose by 3+ you leave.

DRINKING (CON) [Share Pint] (What ya drinking?) [Buy Round] (Let me get that) [Ale Tasting] (Know your ales?) [Drinking Competition] (glug glug) [Drunk] (How many have you had?) Tavern Example
Bet: 1 Health or 1 Make CON 10 check: Make an opposed CON check: Make CON 5, 10, 15, 20 check. First to Make a CON 5, 10, 15, 20 check (then Make a CON 5 check. This increases by
(Table A: 3,2) (Table B: 3)
Money (not on • Success earn [Buy Round] • Success [Ale Tasting] fail loses: repeat). First to 3 successes wins: +5 every time you check:
starting action) • Failure [Stop] • Draw [Buy Round] • Success [Drinking Competition] • Win by 3 pts [Fight] • Success, “I’m fine” return to last
The Thirsty Knight
Note: After each • Failure [Stop] • Draw [Drinking Competition] • Win by 2 pts [Stop] action. Workers Place (Inv. Wis ADV)
action here you must • Failure [Ale Tasting] • Win by 1 pt [Drinking Compo.] • Failure, “I’m hammered”, end
Patron Example
check the [Drunk] • Lose, you leave, end game. game.
action. (Table C: 6,4) (Table D: 2,1)
ENTERTAINING [Ribald Tale] (Here’s a good one..) [Song] (Time for some music!) [Poem] (The musings of..) [Ballad] (The tale of..) [Epic Tale] (The epic tale of..) Priest, boasting with partner
(CHA) Make CHA 10 check: Make CHA 11 check: Make CHA 12 check: Make CHA 13 check: Make CHA 15 check: Checks: ADV STR, INT & WIS
Bet: 1 Reputation or 1 • Success [Song] • Success [Poem] • Success earn [Ballad] • Success earn [Epic Tale] • Success, earn x3 bet Invites: DIS STR & CON
Money (not on • Failure [Stop] • Failure [Stop] • Failure [Stop] • Failure [Stop] • Failure [Song]
starting action) Rewards Example
GAMBLING (N/A) [Friendly Game] (Want to try?) [Low Stakes] (Friendly game..) [Medium Stakes] (Up the ante?) [High Stakes Card] (High rollers) [Deadly Stakes] (Life or Death)
Money -5, Reputation -3
Bet: 1 Money (not on Target 10 check: Make an opposed d20 check: Make a Target 5, 10, 15, 20 check Make a Target 5, 10, 15, 20 check Make a Target 5, 10, 15, 20 check (then
starting action) • Success [Low Stakes Game] • Success [Low Stakes] (then repeat). First to 3 wins: (then repeat). First to 3 wins: repeat). First to 3 wins: You are massively in debt
Note: No attribute • Failure [Stop] • Draw [Medium Stakes] • Win by 2+ pts [Stop] • Win by 2+ pts [Deadly Stakes] • Win by 2+ [Stop] earnx3 bet, -1 rep (250sp) and will face
bonuses apply here. • Failure [Low Stakes] • Win by 1 pt [High Stakes] • Win by 1 pt [Stop] • Win by 1 pt [Stop] earn x2 bet disadvantage on reactions at
• Lose [Medium Stakes] • Lose [High Stakes] • Lose, leave, end game, lose x2 bet the village of the Thirsty
Knight Inn.

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