In my current Barrowmaze game, carousing is one of the things we do to kick off each session. I love the carousing table created by Jeff and Zak. I built off of that one for this (and I did one for Hubris years ago).
Feel free to use!
Carousing in Barrowmaze
Characters shrug off the horrors found in dungeons by delving deep into a pint of ale, mead, whisky, or whatever alcoholic beverage comes their way. If characters are willing to pay gold and take a gamble on what happens for the evening, they gain XP. When a player carouses they roll a die and spend an amount of gold equal to what was rolled x 100 gp. The die rolled corresponds to how large the city is: 1d4 for villages; 1d6 for a town or city; 1d8 for a metropolis. The character then must succeed on Constitution-based save. If the number rolled on the die is higher than their level, they suffer Disadvantage to the roll. If the character succeeds roll on the night passed without incident and a good time was had by all. If the character fails they roll on the Carousing Mishaps Table.
The amount rolled on the die also equals the amount of XP gained for carousing. If the player doesn’t have the actual amount of gold spent, they receive only half the XP gained and are now in debt to someone.
Carousing Mishaps Table
1- You make a complete fool out of yourself in public. You gain no XP. Roll a Luck roll. If successful you suffer -2 to Personality rolls for 24 hours. If the Luck roll failed you gain reputation as the drunken lout and all Personality rolls are made one step lower on the die ladder for the next 1d4 months.
2- Get into an epic pub brawl! Roll 1d3: 1-2) there are an equal number of brawlers to party members; 3) There are 1d4 more brawlers to party members. Party members suffer -2 to attack for being drunk.
3- A slight drunken misunderstanding with the local constabulary that results in a fine of 2d8x10gp. Failure to pay said fine results in 2d10 days in jail.
4- You wake up in bed with someone… roll on Wake Up in Bed With… table below.
5- You lose an additional 1d10x50 GP in gambling loses.
6- You drank and celebrated and were the life of the party. Roll a Charisma save- if you fail, you manage to be forgotten and fade into the mists of inebriation. If you succeed on the roll you become the stuff of legend and all future carousing in this location cost double for the next month due to people who glom onto you for free drinks and revelry (however you gain double the experience).
7-8- You insult a notable person of importance. Roll on Local Person of Rank table.
9- Sharing mugs, swapping spit (or worse) isn’t the smartest thing… You picked up a disease! Roll on the Diseases of Hubris table (pg 232).
10-You get hammered and decide it’s a great idea to get a new tattoo: Roll 1d8 1-2) PC chooses; 3) GM chooses; 4) player to your left chooses; 5) player to your right chooses; 6) PC carousing with you also gets the same tattoo; 7) PC chooses, but the tattoo artist botches it terribly; 8) PC chooses and the piece is a work of art.
11-The drunken player boasts about their vast amount of riches (whether true or not) and is set upon by a group of opportunistic thieves when the PC is alone (resolve combat as normal). Roll 1d4: 1) 1d3 level 1 thieves; 2) 1d2 level zero mooks; 3) 2d2 level zero mooks; 4) 2d5 level zero mooks, but after 1d3 rounds two city watchmen get involved in the fight.
12-Make a Luck roll: Success- You were set upon by thieves that attempted to mug you! You were able to fend them off and didn’t get harmed. Failure- You lose 1d10 items, 2d100 GP, and take 1d6 points of damage.
13- You wake up with the hangover from hell. All rolls (including spellcasting) are made with Disadvantage for 1d4 hours.
14- In your drunken stupor, you managed to upset a witch… She casts a horrible curse upon you (the curse lasts until cured). Roll 1d4: 1) turned into a goblin; 2) turned into a pig/goat/cat/or hawk; 3) become clumsy (suffer Disadvantage to all Dexterity rolls); 4) Bad luck (only 5-6 are successes for you on Luck rolls).
15-You joined a local organization… It’s kinda foggy on which one you joined, but you somehow remember all the secret codes, handshakes, and passwords. Roll on Local Organization table below.
16-You had a night of gambling: Roll 1d6: 1) You bet on an arm wrestling match and won! 1d10x2 gp; 2) You bet on a boxing match and lost! 2d4x10 gp; 3) You bet on a boring chess match and won! 3d6 gp! 4) You went to an arm wrestling match that went OVER THE TOP! Resolve with normal combat!; 5) You won big at a pie eating contest! 1d100 gp; 6) You went to a cage match- a giant spider VS a poodle… You bet on the poodle… sure thing, right? Wrong- lose 2d100 gp!
17-Wake up stark naked in local temple, roll a 1d# on the Local Organizations table below.
18-Someone slipped you a love potion. Roll on the Local Person of Rank table. Effect lasts for 1d10 days.
19- You got yourself in some sort of mess while in your drunken stupor and begged and whined to your god to get you out of this mess… Unfortunately for you, your god heard and answered you. Now they are demanding you go on a quest for them.
20- You manage to start a fire in your drunken idiocy. Roll 1d6 twice: Part One- 1-2) burn down your favorite inn or tavern; 3-4) you burn down some other den off ill-repute; 5-6) you burn down a large portion of the town. Part Two- 1-2) no one knows what you did; 2-3 your fellow carousers know what you did; 5) someone else knows and are planning on blackmailing you; 6) everybody knows and are quite angry…
Local Organizations (Roll 1d6 for deities only)
1- Herne the Hunter
2- Silvanus (AKA The Green Man)
5- St. Ygg
7- Thieves’ Guild
8- Silver Standard Merchants Caravan Co.
9- Mercenary Guild
10- Secret Cult to Orcus
Local Person of Rank (2d8)
2- Priest of a local religion- roll 1d6 on the Local Organizations table for the deity.
3- Billworth Turgen (halfling, merchant)
4- Vanarous (half orc, constable)
5- Osen (Guild master of Mercenary Guild)
6- Hanabis (Plague Doctor from distant lands)
7- Harold Humen Huffpuff (Halfling, jeweler and money lender)
8- Ballo (human, owner of Brazen Strumpet Tavern)
9- Taycee (human, barmaid)
10- Helga (human, barmaid)
11- Merda (half elf, barmaid/healer)
12- Pernicious “Perni” Ticklebottom (halfling, owns Gambling Den, and connections to black market)
13- Mazzah the Magnificent (human, eccentric wizard- will identify items for a price and sells trinkets)
14- Karg Barrelgut (dwarf, blacksmith)
15- Yargna the Witch (human, hedge magic user)
16- Burg Sawtooth (dwarf, woodcutter)
Wake Up In Bed/Smitten Subtable (1d)
1- A succubus- make a Luck roll- Success- she’s satisfied; failure- she’s not satiated and she’s angry.
2- A dead person: Roll 1d2- Even) random NPC (roll on favored NPC generator); Odd) roll on Local Person of Rank table
3- “Apparently” a normal attractive member of orientation-appropriate gender
4- Randomly determined other PC (neither remembers anything)
5- S/he’s ugly. You’re married. Hurray!
6- (Roll again on this table.) You’re married.
7- Goblin female who loves you
8- Half demon who is filled with regret.
9- Most important NPC in game
10- A witch. Look at the size of those warts!
11- Roll on “Local Person of Rank” table
12- Priest/ess of…Roll 1d6 on Local Organizations Subtable
13- A strange and hauntingly beautiful apparition.
14- A reoccurring villain of the game… they open dialogue with “so… what are you thinking about?”
15- A halfling crime boss.
16- A manifestation of yourself, but opposite gender.