Use a d30 to determine what happens to your character after a night of drunken debauchery. If you don’t have a d30, you can fake it using a d10 and a d6. The d6 is the “tens” (1-2 being 0, 3-4 being 10, 5-6 being 20), and the d10 is the ones. Sort of like rolling a regular d100, only with a d6 for the tens.
For those who don’t know, the “XP” that is referenced throughout refers to “experience”, the system that determines how your character “levels up”. For writing purposes, you can either choose to ignore this or use it to determine the outcome of the experience (so, if the situation gives the character experience, then the outcome of the situation is ultimately good and your character has learned something from it).
1: Divine Wrath!
You have inadvertently committed some mortal blasphemy and invoked the wrath of your patron god! It is just a matter of time before you suffer some dire misfortune. If a cleric, this game you start with a Divine Disapproval of 10, which increases as normal for each failed spell check this session (but returns to normal. If not a cleric, you immediately lose 1 point of Luck. Gain 5 XP either way.
2: Denounced for Heresy.
Your religious superiors have examined your faith and found it wanting. If a cleric, this game you start with a Divine Disapproval of 5, which increases as normal for each failed spell check this session (but returns to normal, but gain 5 XP. If not a cleric, you suffer no ill effect or benefit.
3: Attempted Robbery.
You are set upon by footpads who have heard of the riches of your temple. Roll a Luck check. On a success, you were able to drive off the robbers without serious injury. 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. You also begin the game with only half hit points (rounded up).
4: Stolen Offerings.
You were tasked with guarding the sacred treasures of your order but, alas, you vigilance was insufficient to prevent some thief’s blasphemy! If a cleric, you suffer a -2 penalty to all Spell/Turn Unholy/Lay on Hands checks until you are able (either from your own personal resources or from dungeon loot) to donate at least 1,000 gp to your temple, to replace the loss. If not a cleric, you simply lose 1 point of luck, which is restored when you make the donation. Gain 10 XP when you make the donation.
5: Prove Thy Faith!.
Your god has found your faith wanting, and sends you a dream demanding you perform some dangerous or burdensome task. Roll to determine the god’s demand:
(1) Slay a priest of a rival faith, who is even now journeying to Skull Mountain.
(2) Destroy/cast off your best weapon.
(3) Donate all monetary (non-equipment) treasure you own immediately to the temple;
(4) Defile a rival temple or shine, in Skull mountain, which appears in a vision to you;
(5) Rescue a friendly priest, who is currently lost and alone in the darkened halls of Skull Mountain;
(6) Recover the remains of a priest dead in Skull Mountain.
(7) Convert a fellow adventurer, a warrior or wizard of great power, to your faith.
(8) Cast away all your possessions but a loincloth and a single weapon, taking only that equipment and treasure that you can win with your own hands.
Until you complete the assigned task, you lose access to (1d3): (1) All spells; (2) Turn Unholy; or (3) Lay on Hands, or, if not a Cleric, 1 point of Luck. When you complete the task, gain 10 XP and gain 2 Luck (max 18).
6: Substantial Tithe Demanded.
The head of your order in Cauldron requires coin, and a lot of it, to pay the Overlord and secure a more desirable location in the Bazaar of the Gods (for minor cults) or temple on the Street of the Gods (for established religions). Until you are able to donate 1,000 gp or more to your order, you suffer a -10 penalty on all future rolls on the Bazaar of the Gods. Once you pay the tithe, gain 10 XP.
7: Divine Ire.
You have inadvertently committed some venal sin and raised the ire of your patron god. If a cleric, this game you start with a Divine Disapproval of 2, which increases as normal for each failed spell check this session (but returns to normal thereafter), but gain 5 XP. If not a cleric, you suffer no ill effect or benefit.
8: Attempted Lynching.
Your preaching not only fell upon deaf ears, but angered a large and unruly crowd of unbelievers, and you found yourself the victim of an attempted lynching. Roll a Luck check. On a success, you escaped easily and gain 20 XP from your near-martyrdom. On a failure, you were badly beaten and nearly lynched, gain 10 XP, and have spent the last few days abed healing, and begin this adventure down 2d6 hit points (minimum 1).
9: Rival Cultists.
Harsh words have led to even harsher deeds, and now your order is essentially “at war” with a rival faith or cult in Cauldron. If you succeed in slaying or capturing any members of the rival faith this session, you gain 20 XP. And you will likely have an opportunity, as your religious rivals are watching for your, craving your blood, even now….
10-11: The Flesh is Weak, and Must Be Castigated.
You have suffered a crisis of faith, and have taken great pains to beat, mutilate, and starve such weakness from your intemperate flesh. You begin this adventure down 2d6 hit points from self-flagellation, starvation, ritual burning or scarring, etc., but it can be healed normally. Gain 10 XP.
12: The Wagon, You Fell Off.
You intended to devote yourself to holy endeavors, you truly did, but the call of Cauldron’s many ale houses and brothels overcame your struggling faith. Roll on the Carousing Table, as normal.
13: Ill Omens.
You have carefully watched the signs and portents, and they all point to dire calamity in the near future. Your faith shaken, you suffer a -1 penalty to all Spell/Turn Unholy/Lay on Hands checks this adventure. If not a cleric, you suffer a -1 penalty to all saving throws this adventure. Gain 10 XP.
14: The Shepherd Must Care for His Flock.
The head of your order is pleased with your devotion, and so has charged you with the instruction and care of two would-be novices. If you are a cleric, roll 2 random 0-level characters, both of your alignment. Those followers will now accompany you on your adventures. After 1 adventure, you may spend 10 XP to level up either novice in any appropriate class. The followers are run by the GM, but only receive experience if you give him some of yours. But if your main character ever dies, you may immediately take control of either, at his or her current level. Gain 10 XP and +1 Luck. However, if either follower is slain, you immediately gain +2 disapproval. If not a cleric, treat this result as (15) below, Hear a Rumor.
15: Hear a Rumor.
In your time proselytizing and serving with your order in the Bazaar of the Gods, you have heard an interesting rumor regarding the dangers of Skull Mountain. Learn 1 random rumor.
16-22: In the Service of the Gods.
Your time proselytizing and serving with your order in the Bazaar of the Gods/Street of the Gods has strengthened your faith. Gain 5 XP. You may also donate up to 5,000 gp to your order, gaining +1 XP per 100 gp of treasure donated (50 XP max), and 10 XP for each magical item donated.
23-24: The Strength of My Faith.
Your time proselytizing and serving with your order in the Bazaar of the Gods/Street of the Gods has greatly strengthened your faith. Gain 5 XP. You may also donate up to 5,000 gp to your order, gaining +1 XP per 100 gp of treasure donated (50 XP max), and 10 XP for each magical item donated. Additionally, if a cleric, you receive a bonus benefit for this adventure (only) based upon your alignment: Lawful = +1 bonus to all Lay on Hands and Turn Unholy checks; Chaotic = +1 bonus to melee attack and damage rolls. Neutral = +1 bonus to all Spell Checks.
25: Devoted Companion.
As (16-22) above, but additionally you have recruited a devoted follower of your alignment and devoted to your god. 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.
26: Divine Favor.
As (16-22) above, but your devotion to your faith has pleased your god, and you find yourself in increased divine favor. Gain +1 Luck.
27: Pleased with Your Offerings.
As (16-22) above. But if you make an offering greater than 500 gp, your god rewards you with even more of his/her/its powers, and you start with a Disapproval rating of -1 (instead of the normal 1).
28: (Un)Holy Champion.
As (16-22) above. Additionally, your god has deemed you worthy of serving as his/her/its holy avenger, bestowing a measure of divine favor upon your weapon (your choice). For the rest of this session (and only this session), your weapon gains the following powers (1d8):
(1) +1 to hit and damage, glows as torch when willed.
(2) +1 to hit and damage, +2 to Will Saves.
(3) +1 to hit and damage, grants +4 bonus to Turn Unholy.
(4) +1 to hit and damage, as long as held in hand, the wielder regenerates 1 hp per round.
(5) +1 to hit and damage, Shock, deals 1d4 electrical damage on hit, or +2d4 if opponent metal or in metal armor.
(6) +2 to hit and damage, glows as torch at will.
(7) +2 to hit and damage, Demon Binding, outerplanar creatures hit must make DC 20 Will save or be bound in exact location for 1d4 turns.
(8) +3 to hit and damage, Holy Brand, inflicts +1d6 damage against creatures unholy to your faith.
29: Divine Grace.
Your services to your deity has not gone unnoticed. As (16-22) above. Additionally, this game, you receive a +2 bonus on all Spell Checks, Turn Unholy, and Lay on Hands. If not a cleric, you have been inducted into the clerical order. The GM chooses an appropriate power (either a spell, turn unholy, lay on hands). You may now once per session use that power as a Cleric, spell check is 1d16+Personality modifier+level. When using this power, your Disapproval is always treated as a 2, and you roll 2d4 on the appropriate Disapproval table on a natural (or modified) 1 or 2.
30: True Wisdom.
You have been marked for greater things by your order and by your god. As (16-22) above. Additionally, you receive a permanent +2 bonus on all future checks on this table, plus one of the following permanent benefits:
(1) Gain +1 Personality (max 18).
(2) Learn 1 additional spell slot, of any level you may know (chosen by GM).
(3) Gain a +1 bonus on all Spell checks.
(4) Gain a +1 bonus on all Turn Unholy checks.
(5) Gain 1 Luck (max 18).
(6) Gain a +1 bonus on all Lay on Hands checks.
(7) Gain a +1 bonus on Will save.
(8) Gain a +1 bonus on Fortitude save.
(9) Gain +1d4 hit points.
(10) Roll twice on this table.
If not a cleric, you have been inducted into the clerical order. The GM chooses an appropriate power (either a spell, turn unholy, lay on hands). You may now once per session use that power as a Cleric, spell check is 1d20+Personality modifier+level. When using this power, as long as you remain faithful and devoted to your god and religious superiors, your Disapproval is always treated as a 1, and you roll 2d4 on the appropriate Disapproval table on a natural (or modified) 1 or 2.
Source: 2 Orcs Walk into a Bar