Tables of People's Reaction to Party's Deeds
(Inspired by the wonderful 500poundsofnothing)
Introduction
After reading Pound's writings in the Thinking's Adventure Inner Circle, I've decided to make a bunch of tables like hers, to simulate people's reaction to various actions that parties may take. Because I like random tables.
Mortifying Murder
When a member of the party murders a human being in a way that leaves a possibility of them being connected to the crime, roll 2d6. Add 3 if the person murdered was a respected member of their community, substract 2 if that person was disliked. Substract 1-4 for a good coverup(depending on just how good it was).
- 2- The authorities decide that the death was not actually a murder, but instead a suicide/accident.
- 3-4 The authorities decide that the case is not important enough for them to pursue; they got away, end of the story.
- 5-6 The authorities actually investigate the murder; one of the party members is implicated, and they will be arrested and interrogated. If they flounder the explaination, or can not find a good alibi, they may actually get tried. If they manage to get out of that, however, they are found not guilty. If they escape the arrest, go to 11-12.
- 7-8 As above, but each party member is arrested and interrogated separately. Each is given a chance to snitch on others, so that he may go free. If they escape the arrest, go to 11-12.
- 9-10 As above, but there is enough evidence to charge them with, at the very least, conspiracy. They will probably be banished from the place they have commited the crime in, but there are no executions as the authorities can not determine who actually did it (unless the party screws up, of course).
- 11-12 The party is accused and found guilty in absentia, becoming outlaws, due to "overwhelming evidence" (probably the guards wanting to pin the things on someone and you just being good suspects). There is a 300 SP bounty on each of their heads now - there is a 1-in-6 (cumulative) chance each time they enter a settlement that the bounty is known about there.
- 13+ As above, but the heinousness of their crimes sends the people into a frenzy. The Powers That Be have to do something - thus, a team of 20 lawmen is on their tail - the party better get a good headstart, because they have bloodhounds and muskets.
Incredible Inflation
When the party introduces way more gold into the economy of a city than what was previously present (as with a great treasure haul), roll 1d6 (each result is cumulative)
- 1 The following day, prices of everything rise two times causing hunger and fleeing to the countryside
- 2-3 Furthermore, there are riots in the streets
- 4-5 Furthermore, the local government thinks that you are responsible for it and wants to kill you to "return the balance"
- 6 Furthermore, a revolution happens, changing the local government. The new one hates you even more.
Accident At Adventure
When a hireling dies during an expedition, roll 2d6. Substract 2 if you treat your hirelings well, add 2 if you treat them like shit. If a hireling is established as having no family, then other kinds of people want your money, probably their debt-holders.
- 2- You have to pay 5 SP for the funereal.
- 3-4 Furthermore, you have to pay 10 GP to the grieving parents.
- 5-6 Furthermore, you have to pay 20 GP to the widow, who hates you for "killing my spouse".
- 7-8 Furthermore, a random other hireling resigns from their post, reminded of their mortality
- 9-10 Furthermore, no one from the place the hireling is from now wants to work for you.
- 11-12 Furthermore, you are accused of being responsible for the hireling's death, and local law-enforcement will keep looking for evidence of your evil deeds. They may even find something.
- 13+ Furthermore, a popular song depicting you as bad bosses spreads throughout the land on the lips of bards. Soon, all hirelings will demand double rates from you, if they'll work for you at all.
Cunning Colonialism
When you start a settlement in previously unexploited/unexplored land(previous inhabitants don't count), roll 2d6 (adding 2 if you have properly checked the land out before doing that):
- 2- 2d6*10 desperates arrive, wanting to make a better life for themselves.
- 3-4 Furthermore, you find areable land and a source of water to make it useable.
- 5-6 Furthermore, you find a place that is naturally defensible nearby, which may be made into a "fortress".
- 7-8 Furthermore, 1d6*10 citydwellers arrive, bringing various useful trades with them to the frontier. Now there's the possibility of a barber, a saloon, and even a brothel.
- 9-10 Furthermore, you find a source of useful trade goods (depending on the climate it may be beavers, or coal/iron or something stranger). A trading company wants to open up an office.
- 11-12 Furthermore, you find a source of a rare resource (like precious metals or magical components) - it attracts 2d6*5 prospectors each season, with half going away empty-handed or dying by the end of it.
- 13+ Furthermore, the tales of your wealth spread far and wide, attracting more settlement in the general area. In about a year, 2d6 more will arise in up to 1 day walk from you, making you into a trade hub.
THE BLACK SUN RISES ON THE SKY OF STONE
When the players are left without a source of light in the dungeon, THE BLACK SUN offers them one last chance of return to the surface. If they accept, roll 2d6 for the price that it will cost them:
- 2-3 A brand on the forehead of one of them chosen at random, marking them for all to see as ITS worshipper. Gives a -2 penalty to reaction rolls from those who understand it (revolutionaries and chaos warriors)
- 4-6 Furthermore, its caustic light causes horrible burns that will never heal as it leads you out of the dungeon, costing you 2 points of max HP.
- 7-9 Furthermore, when you go to the surface, you will have to sacrifice at least 1 Undesirable to THE BLACK SUN in a week, or suffer its Woe.
- 10-12 Furthermore, you allow its power to enter the dungeon. Choose an enemy at random, and corrupt it, Game Master, so that it may Serve. Soon, THE BLACK SUN's herald will lead an army.
Post Scriptum
I encourage you to make your own and post them. These tables are fun to make and use! They are a thing we can steal from PBtA and adapt into our own games. Here are some by: