Carousing Results Chart
| Roll | Result |
|---|---|
| 1 | Gambling win! 1-4: get your money back (but still gain the XP!), 5: win your money back plus 1d6 x 100 SP, 6: as 5, plus you make a nasty enemy. |
| 2 | Extreme hangover, -2 to attacks this session. Save vs poison negates. |
| 3 | Hear an interesting rumor. |
| 4 | Lose a random item of equipment. Yes, even armor. |
| 5 | Get a tattoo. 1-3: it’s actually pretty cool (you choose), 4: it’s lame (player to the right chooses), 5: it could have been badass, but something is goofed up or misspelled (DM chooses), 6: it says something insulting, crude or stupid in an unknown language (DM chooses). |
| 6 | Got pregnant / got someone pregnant. Results not obvious for some time. |
| 7 | End up in jail for some minor crime. Have to pay 50 SP bail / reparations. |
| 8 | Unscrupulous liaison – catch a venereal disease. Save vs poison negates. |
| 9 | Where did this come from!? You wake up with a new possession. 1: a weapon, 2: a gem (1d20 x 5 SP), 3: a distinctive ring (1d4 x 50 SP), 4: a scrawled treasure map, 5: an unmarked potion, 6: a religious item. |
| 10 | Fall in love. 50% chance with someone inappropriate. Save vs spells to avoid. |
| 11 | Got into a fight – lose 1d3 HP (cannot be fatal). Save vs paralysis negates. |
| 12 | In a drunken stupor you plea to a cosmic power to get you out of some sorry mess. They oblige, but you now find yourself under the effects of a quest spell. |
| 13 | Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1-4: it’s bogus, 5: it’s bogus, illegal, and the law think you’re in on it, 6: actual money making opportunity returns d% profits in 3d4 months. |
| 14 | Beaten and robbed. Lose all your personal effects and reduced to half hit points. Save vs wands to avoid. |
| 15 | Overhear someone bragging about a valuable item… 1: in their possession, 2: in a secret location in town, 3: owned by someone unexpected, 4: in a temple, 5: buried, 6: coming through soon with a merchant caravan. |
| 16 | Can’t quite remember what happened – lose d100% of all your available gold, gems & jewelry. Save vs spells to avoid. |
| 17 | Make a fool of yourself in public. Gain no XP. Gain a reputation in this town as a drunken lout. Standard ability check against charisma to save reputation. |
| 18 | You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. If you succeed a difficult ability check against intelligence check you remember the signs and passwords. Save vs spells to avoid. |
| 19 | Wake up stark naked in a random local temple. 1-3: the clerics are majorly pissed off, 4-5 they smile and thank you for stopping by, 6: the cosmic power likes the cut of your jib, you get +1 at hit and damage this session. |
| 20 | The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice. 1-2: burn down your favorite inn, 3-4: some other den of ill repute is reduced to ash, 5-6: a big chunk of town goes up in smoke. 1-2: no one knows it was you, 3-4: your fellow carousers know you did it, 5: someone else knows, perhaps a blackmailer, 6: everybody knows. Save vs wands to avoid. |
| 21 | A drinking partner earnestly presses an object into your hands. 1: something which implicates you in a crime, 2: something which leads to an adventure, 3: an urgent message which must be delivered, 4: an urgent message which must be delivered and which presents an extremely interesting opportunity for blackmail, 5: something valuable, 6: something downright inexplicable. |
| 22 | You agree to some outrageous dare. Make a difficult ability check against dexterity. If it succeeds you gain a reputation as an excellent sport. If it fails you’re the laughing stock of the town. |
| 23 | Wake up in bed with… 1: an animal, 2: succubus / incubus, 3: (apparently) normal person, 4: randomly determined other PC, 5: someone of inappropriate race / sex, 6: someone important. |
| 24 | Gravely offend…
1: Priest of influential cosmic power, 2: Local ruler, 3: Tavern owner, 4: Chief of local law enforcement, 5: Wizard, 6: Noble. |
| 25 | You make an implausible wager with someone influential in the town. You now have 1d4 weeks to prove you can do what you claimed. 1d100 x 10 SP are at stake. |
| 26 | Take part in a ludicrous contest. 1: pig chasing, 2: goat racing, 3: egg and spoon race, 4: dancing competition, 5: cabbage throwing, 6: blind / naked wrestling.
Make a difficult ability check against dexterity to win the prize. 1: 1d6 x 10 SP, 2: a date with the landlord’s nubile daughter, 3: a kiss from a local prince/ss, 4: “king for a day”, 5: a local relic (you’re expected to give it back tomorrow), 6: a commemorative plaque. |
| 27 | Overhear a group planning a crime. |
| 28 | Gambling spree gone wrong – lose double your money (but don’t get double XP). |
| 29 | Wake up… 1: with a skull on your pillow, 2: covered in cold slime, 3: next to a corpse, 4: in a graveyard, 5: with a crow or owl staring at you, 6: in a trash or dung heap. |
| 30 | A witch or wizard casts a spell on you: 1: charm person, 2: polymorph others, 3: geas, 4: invisibility, 5: feign death, 6: dispel magic. Save vs spells to avoid. |



