I've been using a few carousing rules in my campaign to encourage the chance of something "interesting" happening when the PCs are out and about on the town.
Drinking.
Every character gets to imbibe a round of drink with no harm. Dwarves and other noted for high tolerance get 4 round of drink with no harm. Each round after the safe ones require a saving throw to avoid intoxication. Each failed roll moves one along the track of drunkenness from sober to Tipsy to Drunk to Roaring Drunk to Unconscious.
Intoxication Track
.......................Tipsy..... Drunk..... Roaring..... Unconscious
Hit Roll..........0............ -1 ........... +1............... no chance
Morale...........+1........... +2.......... 0................. zzzzzz
Endurance.....+1.......... +2........... -2............... -4
Initiative........-1........... -2............ -3............... none
Will Power.... -1........... -3............ -5............... uneffected
Fall-Down...... 10%...... 20%........ 33%........... down already
Hit Roll- this modifier is applied to the chance to hit in melee combat
Morale- temporary improvement to henchman and hireling morale scores
Endurance-this modifier applies to save vs physical hardship
Initiative- this is a negative modifier applied to those engaging in combat when drunk. (I use high roll is better initiative)
Will Power- applies to save vs attempts at control by others and to saves to resist temptation.
Fall-Down- any time the intoxicated character is struck in a fight, fails a physical activity or scores a critical success they must check vs falling down.
Each round of drinks take 20-40 minutes depending on the culture and situation on hand.
Rewards:
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Each round of drinks after the first earns 2 experience points. Only roguish types can gain a level by drinking. Thieves and Bards in my games. Everyone else just can't gain points past 1 shy of that required to gain a level.
Those with a personal goal that supports carousing also earn 1 exp per 2 g.p. spent on drinking, smoking and other such activities.
The Risks:
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As people drink they get clumsy and their will power weakens making them easier marks for thieves and kid-nappers.
If the more than one character is roaring drunk the chance of a random encounters is doubled.
If the entire party is roaring drunk the chance of random encounters is tripled.
Every three drinking rounds everyone roaring drunk must make a save or wander off. A sober companion can keep two roaring drunk companions from wandering off. A tipsy character can keep one roaring drunk character from wandering off unless there are 2 or more other drunk companions in a group. a charcetr that wanders off must roll 1d8 on the Wandering Off Table.
If a lone character (away from companions) or an entire party is rendered unconscious in a place they can't trust roll 1d6+2 on the Wandering Off Table.
Wandering Off Table
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1. Sober up 2d6 turns away from drinking spot.
2. Wander away, roll up a wandering encounter which the drunken character must face alone
3. Wake up next morning sleeping aside a stranger of the opposite sex.
4. Wander off in straight line for 2d12 turns. Fall victim to any physical obstacles.
5. Mean case of the munchies, wander away from drinking buddies to nearest source of food.
6. Wake up in own bed chamber/bedroll... all is good.
7. Wake up in the gutter/alley minus coin purse.
8. Wake up kidnapped, chained to an oar in a galley, in a cage or other such situation.
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