Warhammer Quest

Events- Jester

Peter Haresnape

A Jester is a strange fellow, who often acts in ways that others do not comprehend. His greatest weapon is being underestimated, and he will never make his true identity known. This means that there is always a chance that he might get in situations that others would not.
What follows is a list of Events from the roleplay book that are resolved differently for the Jester. After that is a table that the Jester can roll on if the Roleplay book claims that he has an Uneventful Day. The Jester's mission to perfect his skills before entering into the service of a worthy lord means that he has little time to waste, and is usually active.

 

Event No.    Difference
16 The Jester sees a travelling fair and sees a chance to make some money. He jokes and entertains the crowd, gaining 2D6x10 gold from the assembled crowd. If the Jester has the Entertainer skill, make an Initiative test at difficulty 8. If he succeeds, the circus offers to employ him, as he attracts a crowd. Every day he doesn't visit a trader or special location he can gain (1D6+2) x25 gold from donations and wages.
21 The Jester can choose to make an Initiative Test at difficulty 8. If he succeeds, he reclaims 1D6x25 gold from the trader. If he fails or chooses not to try he must resolve the event as normal.
51 Because of the Jester's persuasive tongue, he spends one less day in prison (minimum 1 day). If he has the skill Charismatic or Entertainer, he only spends 1D3 days in gaol.
64 If the Jester has the skill Charismatic or Entertainer, he may add +1 to his roll, because he can win over the people, though an unmodified 1 is still a 1.

 

Roll 1D6    Event
1 It seems that the people of this settlement do not suffer fools, and they include the Jester in this description! He is 'awarded' the post of village idiot and is pelted with rotten vegetables for the next 1D6 days. If the other warriors rescue him they must all leave the settlement immediately. If the Jester stays for the whole punishment he is at -1 Toughness in the next adventure, but he is given 1D6x30 gold for 'being a good sport'.
2 The Jester has an audience with a local leader, having been asked to entertain him. Whilst he is preparing, he overhears a plot to assassinate the duke! Roll 1D6. On a roll of 1 the Jester is implicated in the plot, and must leave the settlement immediately to avoid arrest. On a 2, the Jester embarrasses himself by 'exposing' the rehearsals of a group of fellow performers, but he is given 1D6x10 gold for amusing the duke, albeit accidentally. On a roll of 3-5 he alerts the authorities and the plot is foiled, and he gains 1D6x50 gold from the grateful duke. On a roll of 6 the jester saves the duke's life, and is awarded an item of treasure.
3 The Jester makes some money entertaining the crowds, gain 1D6x10 gold. If the dice comes up a 6, he is also given an item of treasure as a reward. It seems that a noble, dressed himself in rags to allow him to move among the people, and the Jester's amusing antics cheered him up somewhat.
4 The Jester has made many friends in this settlement, and he is welcomed wherever he goes. He may choose either to gain 10% off the price of one purchase, or reroll a single event, or gain +1D6 when searching for one location. He can choose to use this at any stage for the rest of his stay in the settlement.
5-6 It really is an Uneventful Day!

 

Peter Haresnape 29th July, 2003.
"Bigger Tables! Better Choices! More Rules! "