Sunday, September 6, 2015

My Skull Mountain Carousing Tables (Part 3)

Part three of my carousing tables - this time, "The Dark Arts" table.  Confused?  Start at the beginning of this series by clicking here.
 
 Yeah, Gray Mouser may be a thief, but he knows what Carousing table he's rolling on tonight...
A special carousing table just for your wizards and sorcerers and whatnot?  Absolutely!  Don't they deserve it?  As with all of these tables, roll 1d30 modified by Luck (in Dungeon Crawl Classics) or Charisma (in D&D).  The tables were built for DCC, but I'm sure they can be easily tweaked to fit the rule system of your choice.


Carousing Table Three:
"The Dark Arts"
(Wizards preferred, But Any Class May Roll).
 
Roll (1d30) modified by Luck

Result
1 or less
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.
2
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.
3
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.
4
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.
5
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.
6
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.
7
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.
8
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. 
9
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.
10
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.  
11-12
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.
13
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.
14
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.
15
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.
16-21
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. 
22
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. 
23
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.
24
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.
25
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.
26
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). 
27
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.
28
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.
29
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.
30+
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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