Environment (8, ROWDY BAR, source: Bonus Reaction)
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ROWDY BAR
Tier 1 Social
A raucous watering hole full of interesting characters.
Impulses: Test bravado, tempt with vice, erupt into chaos.
Difficulty: 13
Potential Adversaries: Head Guard, Merchant, Petty Noble, Jagged Knife Bandit, Pirate Tough
FEATURES
Drinking Contest - Passive:
PCs can challenge locals (or each other) to a drinking game. Describe a few rounds, then have the PCs begin taking it in turns taking strong drinks, and making rolls with checks they think would help them keep their composure. Default: Strength or Finesse.
For any NPCs taking part, the GM rolls a d20 against the difficulty of the environment and can Spend a Fear to turn a failure into a success. On a failure, the NPC is out of the game.
For any NPCs taking part, the GM rolls a d20 against the difficulty of the environment and can Spend a Fear to turn a failure into a success. On a failure, the NPC is out of the game.
- Critical Success: The PC gets advantage on the next roll.
- Success with Hope: The PC handles the shot no issue
- Success with Fear: The PC just keeps the drink down
- Failure with Hope: The PC is out of the game
- Failure with Fear: The PC throws up
Gambling Game - Passive:
PCs can take part in a card game, buy-in is one handful of gold, they must make a Presence, Knowledge or Instinct check for the following:
- Critical Success: The PC gets 3 handfuls of gold.
- Success with Hope: The PC gets 2 handfuls of gold.
- Success with Fear: The PC gets 1 hadful of gold.
- Failure with Hope: The PC gets nothing.
- Failure with Fear: The PC gets nothing and takes a stress.
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