TEXT: Drunken Debauchery!
  Revelry Rules for AS&SH™
  by Colin Chapman
  Sword & sorcery characters seldom start any adventure laden with great wealth, and they frequently squander their 
  hard-won money and treasure on temporary pleasures. When a player character finishes an adventure and returns 
  to whatever passes for civilization to rest and recuperate, follow this procedure to determine the results of their 
  carousing:
  1. 
  Roll a d6 to determine how much of their acquired wealth they spent: (d6, 1–4) They spent 1d6 × 10% of the wealth 
  and treasure they acquired from the adventure; (d6, 5–6) They spent (1d6 × 10%) + 40% of their gains instead.
  2. 
  Roll on the following percentile table to see what happened. Some results are beneficial, many can serve as 
  springboards for further adventures, and others are simply fun. In any regard, the referee determines the specifics of 
  any items and circumstances. In some cases, the referee may apply the same result to all characters in the group in 
  order to better facilitate further adventures.
  Drunken Debauchery!
  d%
  Roll
  Result
  01–02
  Behold My Grace! You boasted of your adroitness! Roll 1d6: 1–2 = Balancing on a Ledge/Beam/Rope; 3 = Bull-Leaping; 
  4 = Dancing; 5 = Five-Finger Fillet; 6 = Juggling Random Items. Next, make a test of dexterity to see if you showed true 
  prowess or bungled it!
  03–04
  Behold My Might! You boasted of your strength! Roll 1d6: 1–2 = Arm Wrestling; 3–4= Wrestling Match; 5 = Keg Tossing;  
  6 = Lifting Heavy Objects. Next, make a test of strength to see if you actually managed something impressive!
  05–06
  Behold My Stamina! You boasted of your constitution! Roll 1d6: 1–3 = Drinking Contest; 4–5 = Eating Contest;  
  6 = Long Distance Running / Swimming Challenge. Next, make a test of constitution to see if you showed great 
  endurance!
  07–08
  Big Business! You invested another 1d4 × 10% of  your money in a merchant’s caravan / ship venture! Referee secretly 
  rolls 1d6: 1–2 = It’s a con; 3–4 = It’s legitimate, and in 2d6 months you’ll have doubled your investment (if you’re still alive 
  and around!); 5–6 = It’s legitimate, but the caravan / ship didn’t survive.
  09
  Brotherly Love! You woke up next to one of the other players’ characters (referee determines randomly)!
  10–11
  Brrr . . . Chilly! Someone stole your coat / clothes while you were intoxicated!
  12–14
  Dangerous Liaison! You bedded the son / daughter / husband / wife / temple virgin of someone who can make your 
  life in this area very difficult! Roll 1d6: 1 = Local Crime Lord; 2 = Local Militia Commander; 3 = Local Sorcerer; 4 = Local 
  Temple Leader; 5–6 = Important Local Leader / Noble. 
  15–22
  Drunken Brawl! You started a drunken brawl! You must spend an additional 1d20 × 10 gold pieces on damages and fines 
  to avoid incarceration, or flee and be declared outlaw. If you don’t have enough wealth to pay the fine and do not flee, you 
  will be incarcerated and your belongings will be confiscated and sold.
  23
  Fire! You accidentally started a fire in the inn / den of ill repute you were carousing in! You must spend an additional  
  1d20 × 10 gold pieces on damages and fines to avoid incarceration, or flee and be declared outlaw! If you don’t have 
  enough wealth to pay the fine and do not flee, you will be incarcerated and your belongings will be confiscated and sold.
  24–31
  Gambling! You gambled away your money on a game! Roll 1d6: 1 = Dice Game; 2 = Card Game; 3 = Cock Fight;  
  4 = Dog Fight; 5 = Arm / Wrestling Match; 6 = Pit Fight.
  32–34
  Go Directly to Jail! You woke up in jail charged with a crime! Roll 1d6: 1–2 = Drunken Disorderly; 3 = Lewd Conduct;  
  4 = Vandalism; 5 = Theft; 6 = Murder. You decide if your character did it or not. An escape may be necessary . . .
  35–37
  Have at You! You incurred someone’s anger (or were angered yourself) and have agreed to a duel, physical or sorcerous! 
  Referee secretly rolls 1d6: 1–2 = They’re lower level; 3–4 = They’re the same level; 5–6 = They’re higher level. Next, the 
  referee secretly rolls 1d4 to determine level difference.
  38–40
  How’d I Get Here? You woke up in a strange place with no idea how you’d got there! Roll 1d6: 1 = Aboard a ship (maybe 
  heading out to sea!); 2 = In a tree or on a roof; 3 = In the back of a wagon (maybe travelling somewhere!);  
  4 = In the nearest stable / animal pen; 5 = In the nearest temple; 6 = In the sewer / gutter.
  
  41–48
  How Embarrassing! You made a complete idiot of yourself in public! Locals snigger behind your back and consider you a 
  complete imbecile. Roll 1d6: 1 = You emptied your bladder . . . unexpectedly; 2 = You exposed yourself; 3 = You fell flat on 
  your face unconscious while attempting to seem intimidating / skilful / powerful; 4–5 = You performed the worst drunken 
  song and dance . . . ever; 6 = You soiled yourself.
  49–51
  I Here Swear! You made a foolish pledge, loudly and in public to do something hazardous. Roll 1d6: 1–2 = Clear Nearest 
  Monster Den / Ruin; 3–4 = Bring Down Local Bandits / Thieves / Thugs; 5–6 = Steal Valuable From Important Local (roll 
  as in Dangerous Liaison! to determine who).
  52
  Just Married! You woke up to find someone claiming to be your new wife / husband! Roll 1d6: 1–2 = Attractive;  
  3–4 = Average; 5 = Ugly; 6 = Pass the bucket! Referee also secretly rolls 1d6: 1–3 = It’s a con attempt; 4–6 = It’s true.
  53
  Love Never Dies! You woke up next to a corpse! Roll 1d6: 1–2 = They died of natural causes; 3–4 = They died of  
  drug / alcohol overdose; 5 = You think you accidentally killed them; 6 = You think you murdered them. Referee also 
  secretly rolls 1d6: 1–3 = It’s a setup; 4–6 = It’s true.
  54
  Mooooo! You woke up next to an animal! Roll 1d6: 1 = Chicken; 2 = Cow; 3 = Goat; 4 = Horse / Camel; 5 = Pig;  
  6 = Sheep.
  55–62
  My Friends! You spent your money on drink, companionship, and trinkets for your new “friends”!
  63
  My Land! You gambled / spent your money and acquired the deed to something! Roll 1d6: 1-2 = Disreputable Inn;  
  3 = Nearest Ruin; 4 = Plot of Wildland; 5–6 = Run-Down Farm. Referee secretly rolls 1d6: 1–3 = It’s a fake;  
  4–6 = It’s legitimate.
  64–66
  My Precious! When you were passed out or otherwise engaged, someone stole your single most valuable-looking item, 
  as determined by the referee! Track ‘em down and make ‘em pay!
  67–69
  Ooh, Shiny! You spent your money on a truly gaudy but otherwise unremarkable item. Roll 1d6: 1 = Armour;  
  2 = Garment; 3–4 = Jewellery Piece; 5 = Shield; 6 = Weapon. Actual item should be determined by referee based on 
  amount spent, item cost, and the character’s preferences.
  70–77
  Robbed! You didn’t spend your money / treasure! Someone stole it!
  78–80
  Tattoo You! You spent your money on a fantastic tattoo! Roll 1d6: 1–2 = It actually is awesome; 3–4 = It’s fairly good;  
  5 = It has an obvious flaw; 6 = It has an embarrassing flaw.
  81
  Treasure Map! You spent / gambled your money and obtained a dubious map to some undefined ruin / treasure!  
  Referee secretly rolls 1d6: 1–3 = It’s a con; 4–6 = It’s accurate.
  82–89
  Unexpected Companion! You woke up next to a member of your preferred gender. Determine attractiveness as Just 
  Married! entry.
  90
  Where’d This Come From? You awoke with an object in your possession, and you have no idea how you obtained it!  
  Roll 1d6: 1 = Dagger; 2 = Document; 3 = Gemstone; 4 = Map; 5 = Necklace; 6 = Ring. Referee secretly rolls 1d6:  
  1–2 = You purchased it; 3 = It was gifted to you; 4–5 = You stole it; 6 = It was planted on you! 
  91–93
  Yer Mother! You seriously insulted someone who can make your life in this area very difficult. Roll to determine who as in 
  Dangerous Liaison! entry.
  94–95
  You’re so Generous! You donated your money to a worthy institution. Roll 1d6: 1–2 = Local Poor; 3–4 = Local Temple; 
  5–6 = Orphanage / Urchins.
  96–00
  Madman! Roll twice and apply both results!
  “Astonishing Swordsmen & Sorcerers of Hyperborea”, “AS&SH”, and all other North Wind Adventures 
  product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and 
  other countries. ©2013 North Wind Adventures, LLC
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/1st Edition/Astonishing Swordsmen & Sorcerers of Hyperborea/ASSH - DrunkenDebauchery.pdf