Charges

Crime

Modifier

Desertion, expectorate on gentleman, trip soldier, foul road

0

Probation violation, slap, bothering a lady, public drunkenness

-1

Escapee, property damage, vagrancy, trespassing, disorderly conduct

-2

Fugitive from justice, theft, arson, manslaughter, bandit

-3

Rape, assault and battery, kidnapping, extortion

-4

Outlaw, murder, treason, tax evasion, expectorate on nobleman, climb city walls

-5

 

Modifying Circumstance

Modifier

Use of illegal magic

-2

Fair fight

+2

Resisting arrest

-2

Insolence

-1

 

Magistrate’s Disposition

1d8 Roll

Modifier

Angry

1

-4

Distracted

2

-3

Irritated

3

-2

Hung over

4

-1

Bored

5

0

Interested

6

+1

Sympathetic

7

+2

Amiable

8

+3

 

Weather

1d8 Roll

Modifier

Raining (downpour)

1

-3

Raining (drizzle)

2

-2

Foggy

3

-1

Cloudy

4

+1

Clear

5

+2

Sunny

6

+3

Holiday *

7

+1

Unseasonably cold *

8

-1

* if this result is gained, note it, and re-roll (ignoring any result of 7 or higher)

 

 

 

 

 

 

 

Solicitor’s Disposition

1d8 Roll

Modifier

Didn’t show up

1

-3

Hates client

2

-4

Dislikes client

3

-2

Concerned

4

0

Deeply concerned

5

+1

Lucid

6

+2

Eloquent

7

+3

Inspired

8

+4

 

Charisma / Donation

10 - 99 gp

100 - 999 gp

1,000 + gp

3 - 8

+1

+2

+3

9 - 12

+2

+3

+4

13  - 18

+3

+4

+5

19 +

+4

+5

+6

 

Roll 1d20, and add the sum modifier to the die roll.

1d20

Roll

 

Punishment

Chance of Successful Bribe *

Chance of Successful Escape

1

Drawn and Quartered

1 %

1 %

2

Impaled or Beheaded

1 %

2 %

3

Hanged

2 %

3 %

4

Tortured

2 %

4 %

5

Flayed

3 %

5 %

6

Imprisonment

4 %

6 %

7

Whipped

3 %

7 %

8

Gauntlet

3 %

8 %

9

Enslaved

2 %

9 %

10

Impressed

1 %

10 %

11

Jailed

4 %

11 %

12

Humiliated

2 %

12 %

13

Stocks

1 %

13 %

14

Apprenticed

-

14 %

15

Fined

1 %

15 %

16

Probation

-

16 %

17

Pay Court Cost

-

5 %

18

Case Dismissed

-

-

19

Favorable Judgment

-

-

20

Beneficial Judgment

-

-

*              Per 1 gp paid in bribery to the guards

 

 

Explanation of Punishments

 

1. Drawn and Quartered:            Death.

 

2. Impaled or Beheaded:            Death.

 

3.  Hanged:                               The condemned is hanged by the neck until he is dead.

 

4.  Torture:

1d8

Level

Damage

Duration

Bribe*

Reprisal**

1

Quickly

1d6

Instant

Nil

Nil

2

Hot Foot

1d6

10 minute

50

7 %

3

Tickling

1d4/day

3d6 days

70

10 %

4

Stoning

1d100

1d6 rounds

100

14 %

5

Mild

3d6

1d6 rounds

140

20 %

6

Moderate

4d6

1d6 turns

200

28 %

7

Severe

5d6

1d6 hours

280

40 %

8

Extreme

6d6

1d6 + 4 hours

400

60 %

*              Amount in gp needed to lower the torture level by one level.

**           Each time a bribe is paid, the reprisal chance must be rolled.  If a reprisal has been made, it has two

                effects.  First, roll on the Reprisal table below.  Second, no further attempts can be made to lower

                the torture level.

 

1d6

Result

1

Guards want more money (double original bribe), or use result # 4.

2

Guards want more money (five times original bribe), or use result # 5.

3

Guards want more money (ten times original bribe), or use result # 6.

4

Use original level of punishment, bribe returned.

5

Use original level of punishment, bribe kept.

6

Increase original level of punishment by one, and charged with bribery.

 

5.  Flayed:            The condemned is tied to a post and flayed by day, and taken down by night.  Damage is 1d4 hit points per day.

1d6

Number of Days

Bribe *

Reprisal **

1

1

30

Nil

2

3

45

1 %

3

9

100

3 %

4

13

140

4 %

5

19

160

7 %

6

21

180

9 %

*              Amount in gp needed to lower the torture level by one level.

**           Each time a bribe is paid, the reprisal chance must be rolled.  If a reprisal has been made, it has two

                effects.  First, roll on the Reprisal table above.  Second, no further attempts can be made to lower

                the torture level.

6.            Imprisoned:      Roll 1d10, and consult the following table.

1d10

Duration

1d10

 

1

one day

6

six months

2

ten days

7

one year

3

thirty days

8

two years

4

sixty days

9

three years

5

ninety days

10

four years

 

7.            Whipped

1d6

Implement

Bribe *

Reprisal **

1

Silk cord

Nil

Nil

2

Rope

10

2 %

3

Belt

40

4 %

4

Whip

60

6 %

5

Wire

100

8 %

6

Cat o’ nine tails

160

10 %

7

Scourge

180

12 %

8

Flail

200

16 %

*              Amount in gp needed to lower the torture level by one level.

**           Each time a bribe is paid, the reprisal chance must be rolled.  If a reprisal has been made, it has two

                effects.  First, roll on the Reprisal table above.  Second, no further attempts can be made to lower

                the torture level.

 

8.            Gauntlet

1d8

AC

MV

Distance

Strikers

Stumble

Bribe*

Reprisal**

1

Plate

12’

60’

10-60

10 %

Nil

Nil

2

Chain

18’

60’

10-60

8 %

5

6 %

3

Leather

24’

60’

10-60

6 %

10

10 %

4

No armor

30’

60’

10-60

6 %

15

18 %

5

No armor

30’

80’

10-80

4 %

40

28 %

6

Weighted Boots

10’

80’

10-80

12 %

80

40 %

7

Legs tied

8’

100’

10-100

18 %

120

60 %

8

Ball and chain

6’

100’

10-120

24 %

200

80 %

*              Amount in gp needed to lower the torture level by one level.

**           Each time a bribe is paid, the reprisal chance must be rolled.  If a reprisal has been made, it has two effects.  First, roll on the Reprisal table above.  Second, no further attempts can be made to lower the torture level.

 

 

 

 

 

9.  Enslaved:            Slavery is permanent, unless the slave is allowed to buy his freedom.

1d8

Master

1d8

Master

1

Gladiator

5

Zoo or Stable

2

Quarry or Mines

6

Beggar or Street scooper

3

Merchant or Farmer

7

To Plaintiff

4

Prostitute or Knight

8

Adventurer (1d6+5 Levels)

 

10.  Impressed

1d10

Service

1d10

Service

1

Cavalry

6

Constable

2

Marines

7

Wall repair

3

Militia

8

Road repair

4

Ship’s Crew

9

Warehouse

5

Remote Garrison

10

Street scooper

Length of Impression:                   1 - 50%     1 year

                                                51 - 100 %             Permanent

 

11.  Jailed:            Same as prison sentence, only divide time served by ½.

 

12.  Humiliated:            Chance to bribe is equal to the victim’s Charisma (percentage).  Every 10 gp bribe reduces the condemned’s humiliation level by one point.  If the bribe fails, roll for Reprisal as on previous punishments.

1d8

Punishment

1

Carry 50 lb. candle down main street.

2

Crawl down main street on hands and knees.

3

Expectorate Gauntlet.

4

Dragged down main street by a jackass.

5

Public dunking.

6

Yellow stripe painted down back.

7

Crawl down main street naked.

8

Crawl down main street naked, being ridden by a jester.

 

13.  Stocks:            The length of the sentence is 1d10 + 10 days.  Each day, there is a chance of taking 1d6 hit points of damage due to stoning.  The chance is 30%, minus the condemned’s Charisma score.

 

14.  Apprenticed:            Length of sentence is the same as for prison sentence.  To determine the condemned’s new master, roll 1d100%.  On a roll of 50 or less, the new master is a merchant, otherwise, he is a guild member.

 

Merchant:            Roll 1d12:  1-8 common, 9-11 rare, 12, extraordinary.

 

 

Common

1d8

Stock

1

Food stuffs

2

Wine

3

Beer

4

Clothing

5

Small livestock

6

Rope

7

Tools

8

Feed and Seed

Rare

1d10

Stock

1

Armor

2

Weapons

3

Foundry

4

Horses

5

Cattle

6

Shipyard

7

Leather goods

8

Wagon caravan

9

Hotel owner

10

Spices

11

Rugs and tapestries

12

Building supplies

13

Books or Objects d’art

14

Quarry or mines

15

Precious gems and/or metals

16

Lumber

17

Perfumes and soaps

18

Showman

19

Processed foods

20

Shipping line

Extraordinary

1d8

Stock

1

Magic weapons

2

Magic armor

3

Magic items

4

Magic books and scrolls

5

Magic potions

6

Fantastic creatures

7

Fantastic creature eggs

8

Fantastic creature parts

Guild

1d20

Guild

1d20

Guild

1

Accountant

11

Executioner

2

Alchemist

12

Goldsmith

3

Armorer

13

Jeweler

4

Assassin

14

Solicitor

5

Cleric

15

Miner

6

Ship builder

16

Mage

7

Cobbler

17

Navigator

8

Bricklayer

18

Sage

9

Carpenter

19

Thief

10

Engineer

20

Blacksmith

 

15.  Fined

1d8

Fine

1d8

Fine

1

one cp

5

100 gp

2

one sp

6

1,000 gp

3

one gp

7

5,000 gp

4

ten gp

8

All possessions

 

16.  Probation:            Length of sentence is the same as for Jail term.  The convicted must report to the Town Hall once per week, or be treated as an Escapee.  The convicted may not wear armor, nor may he carry any weapon other than a dagger.  Furthermore, the convicted may not get drunk.

                        If the convicted breaks any of the terms of his parole, there is a chance (assigned by the DM) of an anonymous informer turning him in.  Each parole violation for which the convicted is caught adds 1 month to the duration of his probation.

 

17.  Court Costs:               1d100 x 10 gp.

 

18.  Case Dismissed:                    Accused found not guilty, all charges dropped.

 

19.  Favorable Judgment:            Accused found not guilty.  Accused is assessed compensation for his time and inconvenience (roll amount on fine chart).

 

20.  Beneficial Judgment:            Accused found not guilty.  Accused is assessed compensation for his time and inconvenience (roll amount on fine chart, and multiply this amount by the Accused’s hit dice).

 

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