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May 24, 2013, 9:26pm




Original D&D Discussion :: Dungeons & Dragons (1971-1978) :: The Underworld & Wilderness Adventures (1974) :: The Angry Villager Rule
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 AuthorTopic: The Angry Villager Rule (Read 1,589 times)
Cameron DuBeers
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 Re: The Angry Villager Rule
« Reply #15 on Oct 2, 2009, 9:55am »


Oct 2, 2009, 8:33am, chgowiz wrote:
7: Interviewed by strange constable with fake arm (45% of losing 1d100*10 gp in game of darts)


You forgot about the corny German accent! 8-)
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chgowiz
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 Re: The Angry Villager Rule
« Reply #16 on Oct 2, 2009, 2:29pm »


Oct 2, 2009, 9:55am, Cameron DuBeers wrote:

Oct 2, 2009, 8:33am, chgowiz wrote:
7: Interviewed by strange constable with fake arm (45% of losing 1d100*10 gp in game of darts)


You forgot about the corny German accent! 8-)


We can't get TOO specific - each campaign may have a different strange constable :P
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Random
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 Re: The Angry Villager Rule
« Reply #17 on Oct 2, 2009, 2:52pm »

Chgowiz, #8 doesn't specify what happens to the PCs. They are the ones the villagers are angry with, so the riot should end shortly after they trounce the PCs, right?

Perhaps...
8. Bounty on Head (50% Advertised Throughout the "Kingdom")
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 Re: The Angry Villager Rule
« Reply #18 on Oct 2, 2009, 3:58pm »


Oct 2, 2009, 2:29pm, chgowiz wrote:

Oct 2, 2009, 9:55am, Cameron DuBeers wrote:


You forgot about the corny German accent! 8-)


We can't get TOO specific - each campaign may have a different strange constable :P


He should have Burning Hands once per day as a special power too ;)
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chronoplasm
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 Re: The Angry Villager Rule
« Reply #19 on Oct 2, 2009, 5:38pm »


Oct 2, 2009, 8:33am, chgowiz wrote:

Oct 1, 2009, 4:57pm, Random wrote:
Angry Villager Response Chart (1d6 and %)
-------------------------------------------------------
1: Tarred and Feathered (10% of Chickening Instead)
2: Stripped and Beaten (25% to Death)
3: Hanged (15% also Drawn and Quartered)
4: Thrown in a Dungeon (35% Throwing Away the Key)
5: Simply Killed (20% with Preliminary Torturing)
6: Driven Out of Town (75% Pelted by Vegetables)


Make it a d8... :D More dice are better!

7: Interviewed by strange constable with fake arm (45% of losing 1d100*10 gp in game of darts)
8: Town descends into days of rioting (an ugly affair) with subsequent loss of income for the month (60% chance of town requiring expenditures to make repairs)


Make it a d10!

9: The angry villagers hire a different group of heroic adventurers to stop you. There is a 15% chance that the villagers will decide that a dragon or an archlich is a lesser evil compared to you. There is a 5% chance that the gods themselves will send down a champion to destroy you.
10: The village bard writes a scathing poem about you.
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chgowiz
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 Re: The Angry Villager Rule
« Reply #20 on Oct 3, 2009, 11:35am »


Oct 2, 2009, 2:52pm, Random wrote:
Chgowiz, #8 doesn't specify what happens to the PCs. They are the ones the villagers are angry with, so the riot should end shortly after they trounce the PCs, right?

Perhaps...
8. Bounty on Head (50% Advertised Throughout the "Kingdom")


Oh ... the part about the PCs having to pay for the village to be repaired! Nothing really annoys PCs more than having to give up their *cough* hard earned *cough* gold for repairing stuff that isn't theirs! :D
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 Re: The Angry Villager Rule
« Reply #21 on Oct 3, 2009, 2:11pm »

Up to 10 already! I've created a monster.

*sniff* I'm so happy!
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Dieter the Deathless, anger-fueled fighting machine.
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 Re: The Angry Villager Rule
« Reply #22 on Oct 3, 2009, 7:09pm »

11. Politicians play on Angry Villager sympathies and use the PC/Party and other adventuring types as scapegoats for the deterioration of all moral fiber in the area.
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 Re: The Angry Villager Rule
« Reply #23 on Oct 3, 2009, 8:54pm »

12. Leaders in the Church play on Angry Villager sympathies and use the PC/Party and other adventuring types as scapegoats for the deterioration of all moral fiber in the area.

(Sorry to swipe, I just saw a trend going there...)
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 Re: The Angry Villager Rule
« Reply #24 on Oct 8, 2009, 4:17pm »

13. The mob defuses after a couple hours and threatening looks from the PCs, but local Thief(ves) realize that the mob being out means empty homes & distracted constabulary; go on successful crime spree (roll d4 for race of Thief: 1-2, Halfling, 3, Gnome, 4, Human). (50% chance PCs are blamed).
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 Re: The Angry Villager Rule
« Reply #25 on Oct 8, 2009, 6:20pm »

14. Torch-wielding villagers, deranged with fury, set things on fire. PCs in center of conflagration. Ask them what they do now.
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 Re: The Angry Villager Rule
« Reply #26 on Oct 8, 2009, 6:46pm »

15. A very well known Barbarian meets the PC's and thinks they're minions of some stygian sorcerer. (allmost btb!)

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chgowiz
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 Re: The Angry Villager Rule
« Reply #27 on Oct 9, 2009, 9:42am »

16. Town decides to turn to Evil and appeals to nastiest Frog God to intercede. God says "Yes." (45% chance player's stronghold is designated Ground Zero for Frog God's arrival.)

NOTE TO CALITHENA - almost to 20... we might make it for FO #7!
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 Re: The Angry Villager Rule
« Reply #28 on Oct 9, 2009, 1:57pm »

17. The local villagers seem very angry, but decide to let it brew for a while. Increase % chances of additional or more creative punishment on subsequent rolls by 20%.
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 Re: The Angry Villager Rule
« Reply #29 on Oct 9, 2009, 2:11pm »

Also, I would suggest combining 11 and 12 into:

Politicians play on Angry Villager sympathies and use the PC/Party and other adventuring types as scapegoats for the deterioration of all moral fiber in the area. (50% Leaders in the Church do this instead.)
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