Post-Adventure Weariness
by HåvardThis was spawned from a discussion in another forum. The idea is that after each adventure each player must roll once on this table to see if the adventure has had some unforseen effects:
Roll 1d12 Effect 1 Armor is dented. See an armorer or suffer a -1 penalty to AC until the armor is repaired. Repair cost is 10% of armor cost. 2 Weapon is dulled. See a weapon smith or suffer a -1 penalty to hit until the weapon is sharpened. 3 Mild flu: suffer -1 to Con until you have seen a doctor 4 Mild wasting disease: -1 Str until you have seen a doctor 5 Infectious wound. -1d8 Hp that won't heal until you have seen a doctor 6 Aura of heroism: Your adventure has given you a sense of confidence. add +1 to Cha until the end of your next adventure. 7 Sinful thoughts: Travelling on the road is hard. suffer -1 to Wis until you have seen a Cleric, or given in to your lusts. 8 Loneliness: Suffer -1 penalty to Cha until you have spent a night carousing or otherwise socializing 9 Disgruntled followers: Check morale for Henchmen 10 The legend grows: Free beer at the local inn. 11. Reward: Stories of your exploits have reached the ear of a local noble/merchant who wishes to give you 3d6 GP. 12 DM's choice