Yeah, Gray Mouser may be a thief, but he knows what Carousing table he's rolling on tonight...
Carousing Table Three:
"The Dark Arts"
(Wizards preferred, But Any Class May Roll).
Roll (1d30) modified by Luck
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Result
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1 or less
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My
Experiments, They Have Gone Terribly Awry! After purchasing a collection of dusty
scrolls and ancient tomes, you followed the arcane alchemical processes they
detailed to the letter, but too late have learned of the terrible flaw in the
formulae within. Lose all coin and
treasure, Gain 15 XP, and roll 1d10 on the following table to learn your fate
after drinking the potion:
(1) Permanently
lose (roll 1d4): (1) 1 point of
Stamina, (2) 1 hit point, (3) 1 point of Agility, or (4) 1 point of Strength.
(2)
Roll on the Greater Corruption Table (p. 118).
(3-4) Roll on the Major Corruption
Table (p. 117).
(5) Roll on the Minor Corruption Table (p.
116).
(6)
Roll a 1st level
Wizard spell at random, and roll an associated corruption effect.
(7)
Roll a 2nd level
Wizard spell at random, and roll an associated corruption effect.
(8)
Roll a 3rd level
Wizard spell at random, and roll an associated corruption effect.
(9)
Roll a 4th level
Wizard spell at random, and roll an associated corruption effect.
(10)
Roll twice on this table, and apply both results.
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2
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Attempted
Lynching. Your dark ways have the unwashed masses howling for your blood, and you have
found yourself the victim of an attempted lynching. Roll a Luck check. On a success, you escaped easily and gain
10 XP. On a natural 1 (the best
result) you also gain 1 point of Strength or Agility (max 18), your
choice. On a failure, you were badly
beaten and nearly lynched and have spent the last few days abed healing, and
begin this adventure with only 1d4 hit points.
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3
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A
Charlatan’s Forgeries!
Bah, that charlatan tricked you, and the “ancient writings” that
seemed at first glance to be so promising are nothing more than clever
forgeries! Lose all coins and
non-magical treasure. Gain 5 XP.
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4
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That
Ungrateful Wretch of an Apprentice! The young boy seemed like a good candidate
for apprenticeship, but it was merely a mummer’s scam, and now he has run
off and robbed you blind! Lose 1d6x100
gold and treasure (or whatever you have available). Gain 5 XP.
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5
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Blundered
Summoning! O, Curse ye
gods! The summoning detailed in that
ancient scroll you acquired was no mere mummery, but opened a portal to the
very pit of hell! Make a Luck
check. On a success, you managed to
stop the summoning before it was too late.
On a failure, you were nearly torn apart limb from limb by an eldritch
horror from beyond this world. You
start with only 1d4 hit points remaining.
Either way, gain 10 XP.
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6
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Unhappy
Cultists. Your occult
researches have led to, ahem, complications with one of Cauldron’s many dark
cults, roll 1d6: (1) Cult of the
Spider God, Lamu; (2) Cult of the Crawling God, Jubilex; (3) Cult of
Bobugbubilz, the Demon Lord of Amphibians; (4) Cult of the Living Flame; (5)
Cult of the Yellow Sign, the Unspeakable One, He Who Must Not Be Named
(Hastur); (6) Cult of Orcus, the Demon Prince of Death. Roll a Luck check. On a success, you managed to flee the
cult’s dark sanctum without being identified.
On a failure, the cult knows your face and name, and definitely be
seeking revenge for your sacrilege in the very near future. Gain 10 XP either way.
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7
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That
Old Charlatan! A
wandering “sorcerer” from some far-off land promised keen insights to matters
arcane, but he was a fraud and a sham, and his “lessons” have simply left you
penniless. Lose all coin and
non-magical treasure, and gain 5 XP.
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8
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Purloined
Magicks. You procured an
apprenticeship with one of Cauldron’s dark sorcerers but, alas, your greed
overcame you, and you fled in the night with a collection of purloined
scrolls and writings. Make a Luck
check. On a success, the writings
contained no mere mummery but true magic.
Roll a 1st level spell at random.
If you are a wizard or an elf, you may elect to learn this spell (if
you have unused slots left) either now or when you next gain a level, with
the “Powerful Caster” (+1 die type) Mercurial Magic result. If you are not a wizard, you may cast that
spell once per adventure with a 1d12+Int Spell Check result, roll Mercurial
Magic as normal. On a failure, the
writings are vague, cryptic, and useless.
Either way, the wizard you have betrayed will certainly be seeking
revenge in the near future, and you gain 10 XP. Determine the wizard’s identity by rolling
1d4 on the following table: (1)
Mutatus the Formless, dreaded transmuter of all things; (2) Phandon the
Baleful, the Shadowless Sorcerer; (3) Hadrathus the Abjurer, Keeper of the
Cold Flame; or (4) Oryx the Black Warlock.
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9
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A
Duel of Wizards! Over drinks with a
couple other students of the arcane arts, you fell first to bragging and then
to heated words. Now, you have been
challenged to a sorcerous duel to resolve the matter. You are expected to appear for a duel at
the Standing Stones, an ancient circle of menhirs in the Valley of the Dead,
at dusk this very day. If you appear
for the duel, and win, gain 20 XP.
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10
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Thieves,
as Thick as Fleas.
You have become the target for a group of thieves, who are convinced
you possess ancient and incredibly valuable treasures. Roll a Luck check. On a success, you have avoided robbery
through wariness and a bit of luck. On
a failure, you are badly beaten and robbed:
lose all coin and non-magical treasure, and roll a Luck check for each
magical item in your possession. On a
failed check, that item has also been stolen.
Gain 10 XP plus 1 XP for each 100gp stolen (rounded up) plus 10 XP for
each magical item stolen.
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11-12
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Cryptic
Writings. Days and days of
searching, and no small amount of coin, have turned up a handful of ancient
writings that offer cryptic clues about what lies deep in Skull
Mountain. Lose 1d6x10 gp, or
equivalent equipment, and learn 1 random Dungeon Rumor.
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13
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A
Potent Charm of Protection.
Through diligence and effort (or perhaps simple theft), you have come
up with an amulet or other charm (your choice) that seems to offer some
humble protection. Gain +1 Luck as
long as you have this charm. If you
ever lose it, lose -2 Luck immediately.
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14
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A
Minor Breakthrough.
Your arcane researches have, perhaps, yielded some minor
breakthrough. Roll and Intelligence
check. On a success, gain 5 XP. If a wizard or an elf, you may also opt to
re-roll the Mercurial Magic result for one spell you know, with a +20 bonus,
but are stuck with the result. If you
are not a wizard, roll one random 1st level spell; you may cast that spell
once per adventure with a 1d14+Int Spell Check result, roll Mercurial Magic
as normal. On a failure, gain 5
XP. Either way, lose treasure and coin
equal to 2d6x100gp, up to the full amount of your treasure.
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15
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Wealthy
Patronage. Ah, some useful
noble fool fancies himself a student of the dark arts, has heard (rightly or
wrongly) of your many occult secrets, and is willing to pay you with gold for
your advice and insights. Gain 5 XP
and 1d10x100 gp.
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16-21
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Sorcerous
Master. You have, by
selling your labor and through no small amount of coin, purchased a short
apprenticeship with one of Cauldron’s dark sorcerers. Determine the wizard’s identity by rolling
1d4 on the following table: (1)
Mutatus the Formless, dreaded transmuter of all things; (2) Phandon the
Baleful, the Shadowless Sorcerer; (3) Hadrathus the Abjurer, Keeper of the
Cold Flame; or (4) Oryx the Black Warlock.
Gain 5 XP. Additionally, if a
wizard or elf, you may trade gold for XPs on a 100 gp to 1 XP basis (maximum
50 XP may be gained this way per month).
If you are not a wizard, you learn one 1st level spell at random, and
you may cast that spell once per adventure with a 1d16+Int Spell Check
result, roll Mercurial Magic as normal.
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22
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Forbidden
Sorceries. You have stumbled
upon a truly rare and even dangerous spell in your arcane researches. Roll one random spell at a level higher
than you can cast. You learn the rough
workings of that spell, and can choose to learn it (or not) once you gain
access to the new spell level.
Additionally, if a wizard or elf, you may trade gold for XPs on a 100
gp to 1 XP basis (maximum 50 XP may be gained this way per month). If you are not a wizard, you learn one 1st
level spell at random, and you may cast that spell once per adventure with a
1d16+Int Spell Check result, roll Mercurial Magic as normal.
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23
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A
Rare Find! Amid the ancient
writings found amid some old trove, you have discovered a dark and terrible
arcane scroll. Additionally, if a
wizard or elf, you may trade gold for XPs on a 100 gp to 1 XP basis (maximum
50 XP may be gained this way per month).
Determine the scroll as follows (roll 1d12):
(1)
Charm Person;
(2)
Mending;
(3)
Ward Portal;
(4)
Ekim’s Mystical Mask;
(5)
Knock;
(6)
Locate Object;
(7)
Levitate;
(8)
Lightning Bolt;
(9)
Turn to Stone;
(10) Breathe Life;
(11)
Polymorph;
(12)
Magic Bulwark.
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24
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A
Familiar Most Useful.
Aha, you have gained the services of a familiar most useful, as
determined below: (Roll 1d12 modified
by Alignment, Lawful -2, Neutral +0, Chaotic +2):
(1) Argos, the Faithful Hound – Guardian Familiar, AC 16, HP: 10, Wiz’s
saves +1, Int. 5, +4 attack (1d6 damage, crit 1d12, Table III, attack bonus
increases with wizard’s). Personality: Amiable, sleepy, howling, keen nose for
danger. Bonus to Wizard: +10 hp, +4 tracking rolls, followers
receive +2 to morale checks, telepathic communication.
(2) Nevermore/Nevermore, the Quizzical Crow
– Focal Familiar, AC 14, HP: 4, Wiz’s saves, Int. 5, +1 attack (1d3
damage). Personality: Curious, Loud. Bonus to Wizard: +4 hp, +4 search rolls, telepathic
communication, can speak simple words and phrases, likes and can find shiny
objects, wizard can cast spells with Crow as focal point, with +1 to spell
check.
(3) Jackpad/Grimalkin, the Grey/Black Cat
– Focal Familiar, AC 14, HP: 5, Wiz’s saves, Int. 5, +1 attack (1d3
damage). Personality: Narcissistic, preening. Bonus to Wizard: +4 hp, +4 move silently rolls, telepathic
communication, wizard can cast spells with Crow as focal point, with +1 to
spell check.
(4) Goyle, the Stunted Dwarf – Guardian
Familiar, AC 16, HP: 12, Wiz’s saves +1, Int. 5, +4 attack (1d6 damage, crit
1d12, Table III, attack bonus increases with wizard’s). Personality: Freakish, yes, master, boils, hump, can
speak. Bonus to Wizard: +14 hit points, telepathic and verbal
communication.
(5) Snitch, the Rat – Focal Familiar, AC
14, HP: 4, Wiz’s saves, Int. 5, +1 attack (1d3 damage). Personality: Gushing, talkative, oh yeah boss. Bonus to Wizard: +4 hp, +4 move silently/hide in shadows
rolls, telepathic communication, wizard can cast spells with Snitch as focal
point, with +1 to spell check, grants Wizard infravision 60’.
(6) Groan, the Freshly Deceased – Guardian
Familiar, AC 16, HP: 12, Wiz’s saves +1, Int. 5, +4 attack (1d6 damage, crit
1d12, Table III, attack bonus increases with wizard’s). Personality: Groaning zombie, shuffles, move 20’
shuffle. Bonus to Wizard: +12 hit points, +2 AC, but movement reduced
by -5’, telepathic and limited verbal communication.
(7) Malecoda the Red Viper – Arcane
Familiar, AC 14, HP: 4, Wiz’s saves, Int. 5, +1 attack (1d3 damage). Personality: Hissing, cunning, secretive. Bonus to Wizard: +4 hp, +4 move silently/hide in shadows
rolls, telepathic communication, grants the caster any one of the following
spells, usable as a normal spell (but no mercurial magic): Ropework (153), Animal Summoning (129) but
snakes only, or Snake Charm (as 2nd level cleric spell, but Minor corruption
if rolled).
(8) Paddock, the Demonic Toad – Demonic
Familiar, AC 14, HP: 5, Wiz’s saves, Int. 5, spit acid +2 (1d4). Personality: Croaking, evil, encourages evil, constantly
promotes Bobubbubilz and can teach his Patron Bond. Bonus to Wizard: +5 hp, grants +4 to Fortitude saves, 50%
chance of absorbing corruption result, claim to wizard’s soul, can breathe
underwater for 20 minutes.
(9) Boyle, the Diabolical Imp – Arcane
Familiar, AC 14, HP: 6, Wiz’s saves, Int. 6, +1 attack (1d3 damage). Personality: Clever, sly, urges to kill, promotes Orcus,
Demon Prince of the Undead. Bonus
to Wizard: +6 hp, telepathic and
verbal communication, grants +2 Luck that regenerates each night, and grants
the caster any one of the following spells, usable as a normal spell (but no
mercurial magic): Animate Dead (as
Cleric 3) with +2 on spell check, but on 1, corruption/misfire is as follows
(1d6 mod. by luck): (1-3) misfire,
undead rise and attack; (4) caster gaunt, loses 1 personality permanently,
smell of undeath, etc.; (5) caster more undead, loses 1 stamina permanently;
or (6) caster rolls on major corruption table.
(10) Sepulcher, the
Hungering Shadow – Guardian Familiar, AC 16, HP: 12 (immune damage except
fire/magic, but damaged by light), Wiz’s saves +1, Int. 12, +4 attack (1d6+2
damage, crit 1d12, Table U, attack bonus increases with wizard’s). Personality: Sly, indirect, devious, evil laugh. Bonus to Wizard: +12 hp, +4 hide/sneak rolls, telepathic and
verbal communication, see in dark 60’.
If familiar dies, caster keels
over in intense pain, loses hp equal to familiar’s max permanently +1 hp, and
suffers a -5 spell check penalty until the next game. If the wizard already has a familiar, treat
this result as “Loyal Henchman” below.
If not a wizard or an elf, treat this result as (22) Forbidden
Sorceries.
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25
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Ritual
Cleansing. You have undergone
a month of fasting, mediation, and cleansing rituals, with some success. You may remove 1 level of any Corruption
effect or Patron Taint, if applicable.
Additionally, if a wizard or elf, you may trade gold for XPs on a 100
gp to 1 XP basis (maximum 50 XP may be gained this way per month). If not a wizard or an elf, treat this result
as (22) Forbidden Sorceries.
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26
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A
Loyal Henchman. Your arcane
researches have not only progressed well, but you have also found a suitable
companion, a novice adventurer and henchman whom you have taken under your
wing. Roll a random 0-level
character. That character will now
accompany you as a henchman, who is incredibly loyal, and receives a +4
morale bonus as long as you are present.
After 1 adventure, you may spend 10 XP to level up your henchman. The henchman is run by the GM, but only
receives experience if you give him some of yours. But if your main character ever dies, you
may immediately take control of the henchman, at his current level. Additionally, if a wizard or elf, you may
trade gold for XPs on a 100 gp to 1 XP basis (maximum 50 XP may be gained
this way per month).
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27
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A
Dark Patron is Revealed.
In your arcane researches, you have found cryptic clues to a rite
that, if successful, would bond you to some dangerous outerplanar power. Roll the potential Patron, or simply : (1) Grombe, Lord of the Earth Elementals;
(2) Arioch, the Lord of the Seven Darks; (3) Bobubbubilz, the Demon Lord of
Amphibians; (4) Orcus, the Demon Prince of the Undead; (5) Imix, the Prince
of the Fire Elementals; or (6) choose randomly. You may opt to learn the appropriate Patron
Bind spell when you next have a spell slot.
Additionally, if a wizard or elf, you may trade gold for XPs on a 100
gp to 1 XP basis (maximum 50 XP may be gained this way per month). If not a wizard or an elf, you may opt to immediately
“bind” yourself to the patron, making an appropriate check at 1d20 + Int. +
level, but may not cast Invoke Patron.
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28
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A
Worthy Apprentice.
Your arcane researches have not only progressed well, but you have
also found a suitable apprentice. Roll
a random 0-level character, occupation determined as follows:
(1) Alchemist;
(2) Beggar;
(3) Cutpurse;
(4) Cook;
(5) Elven Scholar;
(6) Elven
Sorcerer’s Apprentice;
(7) Farmer;
(8) Goat Herder;
(9) Peddler;
(10) Potboy;
(11) Ragpicker;
(12) Rat-Catcher;
(13) Scholar;
(14) Scribe;
(15) Servant;
(16) Street Urchin;
(17) Swineherd;
(18-20) Wizard’s
Apprentice.
The apprentice has stats and
equipment as normal, but the apprentice’s Intelligence is rolled by taking a
base 10 and then rolling +2d4 (no bonus for occupation). That character will now accompany you as a
henchman, who is incredibly loyal, and receives a +4 morale bonus as long as
you are present. After 1 adventure,
you may spend 10 XP to level up your apprentice. The apprentice is run by the GM, but only
receives experience if you give him some of yours. But if your main character ever dies, you
may immediately take control of the apprentice, at his current level. Additionally, if a wizard or elf, you may
trade gold for XPs on a 100 gp to 1 XP basis (maximum 50 XP may be gained
this way per month). If not a wizard
or an elf, treat this result as (22) Forbidden Sorceries.
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29
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A
Magical Breakthrough!
Through your arcane researches and experiments, you have made a
significant magical breakthrough! Roll
(1d10) to determine your benefit:
(1)
You may opt to swap out one of your current spells for another, rolled
randomly.
(2)
Gain a +1 bonus to your Intelligence (max 18).
(3)
Gain a +1 bonus to your Will save.
(4)
Gain +1 hp permanently.
(5)
Increase the base die rolled for spell checks on one spell of your
choosing (max 1d30).
(6)
Gain a +1 bonus to Luck (max 18).
(7)
Gain 1 additional spell slot (1st Level).
(8)
Gain 1 additional spell slot of the highest level you currently can
learn.
(9)
Gain a permanent +1 bonus to all Spell Checks.
(10)
Gain 1 additional spell slot of any level you can currently cast, and
pick 1 spell of your choice to immediately learn.
Additionally, if a wizard or
elf, you may trade gold for XPs on a 100 gp to 1 XP basis (maximum 50 XP may
be gained this way per month). If not
a wizard or an elf, treat this result as (22) Forbidden Sorceries.
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30+
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Mighty
Eldritch Sorcery!
Through your arcane researches and experiments, you have made an
incredible magical breakthrough, one worthy of only the greatest
sorcerers! Roll (1d8) to determine
your benefit:
(1)
You may opt to swap out one of your current spells for another, rolled
randomly.
(2)
Gain a +2 bonus to your Intelligence (max 18).
(3)
Gain a permanent +1 bonus to your AC.
(4)
Gain +1d4 hp permanently.
(5)
Increase the base die rolled for spell checks on two spells of your
choosing (max 1d30).
(6)
Gain a +2 bonus to Luck (max 18).
(7)
Gain a permanent +1 bonus to all Spell Checks.
(8)
Gain 1 additional spell slot of any level you can currently cast, and
pick 1 spell of your choice to immediately learn.
Additionally, if a wizard or
elf, you may trade gold for XPs on a 100 gp to 1 XP basis (maximum 50 XP may
be gained this way per month). If not
a wizard or an elf, treat this result as (22) Forbidden Sorceries.
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