Carousal is similar to Foraging (Int) however rather than finding food stuffs or building materials in nature, Carousal finds Entertainment, Scavenged Gear, Trade Bargains and work for the traveling adventurer.
Have each player roll a Carousal Roll to determine if they were successful; then roll for the result and finally a reward. Carousal has a base of DD 8. Players roll once for each day that they have been in town. Unless they have explicitly stated they all arrived together, have each roll 1d4 to determine how many days they have been in town.
1-2: Found Useful Item of minor value through scavenging (pgs 67 – 68 Rule Book) 3 – 6: Found a form of entertainment (game of chance, or other of player’s choice) 7 – 10: Found Work for Adventuring Types and Mercenaries. 11 – 12: Found a bargain in merchant (50% off)
For critical success, the player(s) get to choose an item that is scavenged. The same for finding a bargain item.
For critical failure, the player(s) have attracted a civilian attacker, for an appropriate reason related to what activity they would have rolled.
Post by Vadomar The Sorcerer on Mar 6, 2018 0:35:49 GMT
Thanks for the contribution, it suit's me well for my weekend session
Btw... Im working on a modification of the "Tracking" skill to manage labyrinths as tests (without maps). In this way, the group can experience the feeling of being really lost or disoriented (I share later in another post the details). I think I can mix the "Carousal" idea with my new labyrinth rules when the party have a map -or they know well the maze- and they are in the trail of items.
That sounds cool, your labyrinth idea. I also don’t use maps in a traditional sense, I have a general image of what the layout is or what featured rooms I want the players to encounter. It is much more a narrative experience, driven by player actions than by a 2d map drawn on a piece of paper.