Declare Yourselves!

Variant reaction roll for when you arrive at a settlement in an 'iron age' type game. I'm not a historian, this is primarily inspired by Beowulf, when he and his company come across Hrothgar's men.

A couple years back I very briefly ran Wolves Upon the Coast, but felt I wasn't doing a good job providing direction to the adventure locations, and was unprepared to handle lodgings without inns and taverns. This is my attempt to give myself a framework for both of these things in the future.

If I was using these rules at my table, I would set prices for lodging depending on reaction rolled, based on what felt appropriate for the system.

 

Declaring Yourself

When coming into contact with warriors of a town or larger settlement, you may be asked to declare yourselves.

To do so, state who you are, what your purpose is, and what you wish to gain from the settlement (a place to rest, a place to trade). Brag about your accomplishments for good measure.

Make a reaction roll (2d6). Optionally, add or subtract 1 for aligned or opposed goals, or for a sympathetic story. Add or subtract 2 for differences in stated faith.

 

Reactions

2 or less: Turned away. Your ilk are not wanted in these parts.

3 to 5: Distrusted. You will be watched in town. You may not meet their leader. You may not stay the night in town.

6-8: Uninterested. You may enter the settlement to trade and swap rumors, but are not invited to meet with the settlement's leader. You may trade coin or goods for accommodations, but they won't be particularly comfortable.

9-11: Welcomed. You may meet with the settlements leader, and enjoy their hospitality for the night, after which point you must organize accommodations in town if you wish to stay longer. At their table you may trade rumors and tales of heroism.

12+: Welcomed as friends. You are given a heroic welcome, and may enjoy the town leader's hospitality for a week's time.

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