Carousing for Courageous Champion
To carouse, each participant pays for the cost of the event. Then, each participant rolls 1d8 + the event's bonus to determine their own outcome. Rolling 1 on 1d8 provides a rolled number of XP but the event changes to Carousing Mishaps.
Drinking
Drinking Event
| Cost | Event | Bonus |
|---|---|---|
| 10gp | A worthy night of drinking and festivity | +0 |
| 35gp | A full day and night of revelry, gambling, and recounting your exploits | +1 |
| 100gp | Two days of crawling dozens of taverns to sing, buy rounds, and celebrate | +2 |
| 200gp | A three-day voyage into the finest food, drink, and gambling you can find | +3 |
| 300gp | A hazy, weeklong bender that runs multiple well-known taverns dry | +4 |
| 400gp | A spirited fête lasting ten days that attracts hordes of revellers and takes over an entire town or a city district | +5 |
| 600gp | Two legendary weeks of drinking and debauchery widespread enough to take over a whole city. It attracts countless celebrants, including famous nobles and bards; the streets run red with wine | +6 |
Drinking Event Outcome
| d8 | Outcome | Benefit |
|---|---|---|
| 1 | Mishap | Gain 2 XP |
| 2 | You're thrown into the dungeon for 1d4 days and fined 20% of your total wealth for accidentally starting a magical fire | Gain 2 XP |
| 3 | You wake up in a strange alleyway with 15% of your total wealth spent on enchanted drinks and magical items | Gain 3 XP and a mysterious vial |
| 4 | You drunkenly donate 10% of your total wealth to a charming but unscrupulous cleric of a trickster deity | Gain 3 XP and a mischievous NPC ally |
| 5 | You're fined 10% of your total wealth for starting a magical barroom brawl | Gain 3 XP and be banned from a tavern |
| 6 | The Thieves' Guild swindles you out of 5% of your total wealth through a clever magical illusion | Gain 4 XP and a lesson in caution |
| 7 | You lead an entire tavern in a raucous song that awakens a powerful but whimsical fey creature who grants you a boon | Gain 4 XP and a fey's boon |
| 8 | You survive a dangerous drinking game involving enchanted knives and illusions | Gain 4 XP and a luck token |
| 9 | By talent (50%) or trickery (50%), you defeat a rival adventurer in a test of skill involving enchanted dice and illusions | Gain 5 XP and an NPC ally or enemy |
| 10 | An angry sorcerer casts a deadly spell at you, but you deflect it with a magical cup you won in a previous drinking contest | Gain 5 XP and a luck token |
| 11 | You pull off a daring prank on a corrupt noble, earning the admiration of the common folk and the ire of the noble's allies | Gain 5 XP and an ally among the locals |
| 12 | You defeat a powerful wizard in a high-stakes drinking contest, earning the respect of the magical community and a debt owed by the wizard | Gain 5 XP and a magical item from the wizard |
| 13 | You successfully infiltrate a feared sorcerer's stronghold and steal a powerful magical artefact | Gain 6 XP and an 80–100 item from your treasure table |
| 14 | You wake up in the throne room of the local ruler, holding a priceless family heirloom. Footsteps approach | Gain 6 XP and a 90–100 item from your treasure table, if you escape |
Drinking Event Mishap
| d20 | Mishap |
|---|---|
| 1 | Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a drunken lout |
| 2 | Get into a bar fight with a group of strange creatures. Roll Strength check or start adventure d3 hit points short due to a nasty bump on the head |
| 3 | Accidentally insult the local lord. Roll Charisma check. Success indicates a fine of 2d6 gold pieces. Failure (or inability to pay fine) indicates d6 days in the dungeon |
| 4 | Fall madly in love with a dryad. Roll Wisdom check to avoid being ensnared. Otherwise, 1-3 scorned lover, 4-6 angry entourage of forest creatures |
| 5 | Lose all your gold in a rigged game of dragon poker. Roll the dice as if you caroused again and lose 10xXP |
| 6 | Gain local reputation as the life of a party. Unless a Charisma check is failed, next future carousing in this burg costs double due to barflies and other parasites |
| 7 | Insult a powerful witch. A successful Charisma check indicates the witch will forgive you if you perform a quest for her |
| 8 | Wake up with strange magical powers. 1-3 you can now talk to animals, 4-5 you can now turn invisible at will, 6 you can now breathe fire. It lasts one day |
| 9 | Wake up with a strange magical tattoo. 1-3 it's actually pretty cool, 4 it's lame, 5 it could have been badass, but something is goofed up or misspelled, 6 it says something insulting, crude or stupid in an unknown language |
| 10 | Get ambushed by bandits on the way home. Lose 20% of your total wealth and start adventure d6 hit points short. |
| 11 | Gambling binge. Roll Wisdom check for each non-magical item, gold, gems and jewelry in your possession. Success indicates you double your winnings. Failure indicates it’s gone |
| 12 | Hangover from hell. First day of adventuring is at -1 to checks and you're plagued by hallucinations |
| 13 | Accidentally summon a demon. Save versus possession or you're possessed by the demon for the rest of the day |
| 14 | Join a secret society. Did you really make out with a dragon or was that just the ale talking? Roll Int check to remember the signs and passes |
| 15 | 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 and Johnny Law thinks you’re in on it 6 actual money making opportunity returns d% profits in 3d4 months |
| 16 | Wake up in a random local temple stark naked and up with a strange mark on your forehead. 1-3 the clerics are majorly pissed off, 4-6 they smile and thank you for stopping by |
| 17 | Get arrested for a crime you didn't commit. Imprisoned until fines and bribes totaling d6x100 gp paid. All weapons, armor, and magic items confiscated until paid |
| 18 | Fall in love with a cursed lady. 75% chance your beloved is already betrothed to a powerful demon |
| 19 | When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell |
| 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 |
Gourmandising
Gourmandising Event
| Cost | Event | Bonus |
|---|---|---|
| 10gp | A night of indulging in exotic cuisine and rare delicacies | +0 |
| 35gp | A day-long culinary adventure, sampling the finest dishes and drinks from around the region | +1 |
| 100gp | A weekend of exploring local markets, trying new flavors, and attending cooking classes | +2 |
| 200gp | A three-day tour of the best restaurants and wineries in the kingdom, with private tastings and exclusive menus | +3 |
| 300gp | A weeklong journey to distant lands, seeking out the most unusual and exotic dishes | +4 |
| 400gp | A grand feast lasting ten days, featuring dishes from all over the world and attended by renowned chefs and food critics | +5 |
| 600gp | Two legendary weeks of culinary exploration, with private chefs, rare ingredients, and exclusive access to the world's best restaurants | +6 |
Gourmandising Event Outcome
| d8 | Outcome | Benefit |
|---|---|---|
| 1 | Mishap | Gain 2 XP |
| 2 | You discover a new, exotic ingredient that enhances the flavor of all dishes it's added to | Gain 2 XP and a magical ingredient that can be used in potions |
| 3 | You are invited to cook for a royal banquet, gaining fame and prestige in the culinary world | Gain 2 XP and a noble patron |
| 4 | You compete in a cooking competition against a rival chef who is secretly a demon in disguise. | Gain 3 XP and a boon from a demon |
| 5 | You attend a banquet hosted by a powerful undead, and accidentally insult the host | Gain 3 XP and an enemy seeking revenge |
| 6 | You stumble upon a secret underground restaurant that serves dishes made from rare and dangerous creatures | Gain 3 XP and a rare ingredient for a powerful potions |
- Outcome: You try a new type of food that has an unexpected and magical effect on your body. Benefit: Gain 4 XP and a temporary +1 bonus to a random ability score.
- Outcome: You impress a wealthy dragon with your culinary skills and receive a lucrative commission to cook for the dragon's hoard. Benefit: Gain 4 XP and a significant amount of treasure.
- Outcome: You sample a rare and expensive delicacy that is said to have the power to grant wishes. Benefit: Gain 5 XP and a temporary wish-granting ability.
| 10 | You participate in a cooking competition that involves creating dishes using only ingredients found in a cursed forest. Benefit: Gain 5 XP and a magical item that can protect you from the forest's curses. | 11 | You are hired to cook for a group of fey creatures, but you accidentally insult the queen of the fey. Benefit: Gain 5 XP and a magical ingredient that can be used to appease the queen. | 12 | You discover a secret recipe that has been passed down for generations in a family of dwarven chefs. Benefit: Gain 5 XP and a magical utensil that can enhance the flavor of any dish. | 13 | You are hired to cook for a group of powerful wizards, but things go awry when a magical experiment goes wrong. Benefit: Gain 6 XP and a magical cookbook that contains recipes for creating magical creatures. | 14 | You are invited to cook for a dragon, but you accidentally use a cursed ingredient that enrages the dragon. Benefit: Gain 6 XP and a magical item that can protect you from dragon fire. | 15 | You are hired to cater a wedding for a wealthy patron, but the bride and groom turn out to be vampires. Benefit: Gain 6 XP and a magical item that can protect you from undead attacks.
Outcome: Mishap. Benefit: Gain 2 XP and a temporary bonus to a random ability score.
Outcome: You discover a rare and exotic drink that is said to have magical properties. Benefit: Gain 2 XP and a magical ingredient that can be used in potions or spells.
Outcome: You compete in a drinking contest against a rival adventurer who is secretly a demon in disguise. Benefit: Gain 3 XP and a powerful ally in the form of a demon who owes you a favor.
Outcome: You drink a concoction so potent that it transports you to another plane of existence. Benefit: Gain 3 XP and a recipe for the drink, along with a magical artifact from the other plane.
Outcome: You attend a tavern hosted by a powerful lich, and accidentally insult the undead host. Benefit: Gain 3 XP and a powerful lich enemy who seeks revenge.
Outcome: You gamble on the outcome of a drinking contest, only to discover that the event is rigged by a cabal of evil wizards. Benefit: Gain 4 XP and a powerful ally in the form of a wizard who helps you take down the cabal.
Outcome: You try a new type of drink that has an unexpected and magical effect on your body. Benefit: Gain 4 XP and a temporary +1 bonus to a random ability score.
Outcome: You impress a wealthy dragon with your drinking skills and receive a lucrative commission to serve drinks for the dragon's hoard. Benefit: Gain 4 XP and a significant amount of treasure.
Outcome: You drink a rare and expensive beverage that is said to have the power to grant wishes. Benefit: Gain 5 XP and a temporary wish-granting ability.
Outcome: You are hired to tend bar at a feast for a powerful wizard, but the drinks are cursed by a rival bartender. Benefit: Gain 5 XP and a powerful ally in the form of a wizard who helps you lift the curse.
Outcome: You discover a secret recipe that has been guarded by a clan of dwarves for centuries. Benefit: Gain 5 XP and a powerful ally in the form of a dwarf who owes you a favor.
Outcome: You visit a foreign land and have a life-changing drinking experience that grants you the ability to speak a new language. Benefit: Gain 5 XP and a cultural NPC ally who speaks the new language.
Outcome: You are hired to serve drinks for a group of adventurers on a dangerous quest, but the drinks are cursed by a vengeful witch. Benefit: Gain 6
Outcome: You sample a dish so delicious that it transports you to another plane of existence. Benefit: Gain 3 XP and a recipe for the dish, along with a magical artifact from the other plane.
Outcome: Mishaps. Benefit: Gain 2 XP.
Outcome: You discover a rare and exotic ingredient that is said to have magical properties. Benefit: Gain 2 XP and a magical ingredient that can be used in potions or spells.
Outcome: You gamble on the outcome of a cooking competition, only to discover that the event is rigged by a cabal of evil wizards. Benefit: Gain 4 XP and a powerful ally in the form of a wizard who helps you take down the cabal.
Outcome: You are hired to cater a feast for a powerful wizard, but the food is cursed by a rival chef. Benefit: Gain 5 XP and a powerful ally in the form of a wizard who helps you lift the curse.
Outcome: You discover a secret recipe that has been guarded by a clan of dwarves for centuries. Benefit: Gain 5 XP and a powerful ally in the form of a dwarf who owes you a favor.
Outcome: You visit a foreign land and have a life-changing culinary experience that grants you the ability to speak a new language. Benefit: Gain 5 XP and a cultural NPC ally who speaks the new language.
Outcome: You are hired to cook for a group of adventurers on a dangerous quest, but the food is cursed by a vengeful witch. Benefit: Gain 6 XP and a powerful ally in the form of a witch who helps you lift the curse.
Outcome: You are challenged to a cooking duel by a rival chef who is secretly a giant in disguise. Benefit: Gain 6 XP and a powerful rival chef enemy who seeks revenge, along with a magical item from the giant's collection.
Gourmandising Event Mishap
- Overindulgence. Roll Constitution check. Failure indicates the character is incapacitated for 1d4 hours.
- Food poisoning. Roll Constitution check. Failure indicates the character is incapacitated for 1d4 hours and takes 1d6 poison damage.
- Eating competition. Roll Constitution check. Failure indicates the character takes 1d6 bludgeoning damage and is incapacitated for 1d4 hours.
- Food fight. Roll Dexterity check. Failure indicates the character is hit in the face with a pie or other food item, and is blinded for 1d4 rounds.
- Choking hazard. Roll Constitution check. Failure indicates the character is choking and must make a successful DC 15 Constitution saving throw or take 1d6 choking damage.
- Gain local reputation as a glutton. Unless a Charisma check is failed, all future gourmandising in this town costs double due to foodies and other parasites.
- Insult local chef. A successful Charisma check indicates the chef is amenable to some sort of apology and reparations.
- Allergic reaction. Roll Constitution check. Failure indicates the character takes 1d6 poison damage and suffers from an allergic reaction to the food.
- New dish. 1-3 it’s actually pretty good, 4 it’s mediocre, 5 it's terrible, 6 it's poisonous.
- Food theft. Lose all your personal effects and reduced to half hit points.
- Eating binge. Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.
- Food coma. First day of adventuring is at -2 to-hit and saves. Casters must roll Int check with each spell to avoid mishap.
- Target of unwanted advances turns out to be a cannibal. Save versus paralysis or you’re the main course.
- One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really eat that person or was that just the drugs? Roll Int check to remember the signs and passes.
- Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued chef’s restaurant. 1-4 it’s a bust, 5 it’s a bust and the health department shuts it down, 6 it’s a hit and returns d% profits in 3d4 months.
- Wake up bloated and uncomfortable in a random local tavern. 1-3 the tavern owner is majorly pissed off, 4-6 they smile and thank you for stopping by.
- Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All food, utensils, and magic items confiscated.
- Despite your best efforts, you fall head over heels for your latest culinary creation. 75% chance your beloved is already married.
- When in a food-induced stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry stomach, you’re under the effects of a quest spell.
- The kitchen! The kitchen! The kitchen is on fire! Accidentally start a conflagration. Roll d6 twice. 1-2 burn down your favorite restaurant, 3-4 some other eatery 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 gourmandisers know you did it, 5 someone else knows, perhaps a blackmailer, 6 everybody knows.
Philanthropy
Philanthropy Event
| Cost | Event | Bonus |
|---|---|---|
| 10 gp | A small donation to a local charity or nonprofit organization | +0 |
| 35 gp | A day spent volunteering at a local soup kitchen or homeless shelter | +1 |
| 100 gp | A weekend spent organizing a charity event or fundraiser for a worthy cause | +2 |
| 200 gp | A three-day spent establishing homes or schools in a poverty-stricken area | +3 |
| 300 gp | A weeklong spent traveling to different regions, providing aid and assistance to those in need | +4 |
| 400 gp | A grand philanthropic event lasting ten days, attended by influential figures and raising significant funds for a charitable cause | +5 |
| 600 gp | Two legendary weeks of philanthropic work, with the character establishing their own nonprofit organization and making a significant impact on the world | +6 |
Philanthropy Event Outcome
- Outcome: You donate a significant sum of gold to a temple of a benevolent deity, earning the admiration and gratitude of the priests and worshippers. Benefit: Gain 2 XP and a divine NPC ally.
- Outcome: You sponsor the construction of a magical portal that connects two distant lands, bringing prosperity and new opportunities to both. Benefit: Gain 2 XP and a temporary +1 bonus to Intelligence.
- Outcome: You organize a charity tournament that pits adventurers against each other in a series of challenges, with the proceeds going to a worthy cause. Benefit: Gain 3 XP and a powerful NPC ally who is a skilled warrior.
- Outcome: You fund a scholarship for a talented but impoverished apprentice wizard, enabling them to study at a prestigious academy. Benefit: Gain 3 XP and a grateful NPC ally who is a budding wizard.
- Outcome: You donate to a druidic circle that protects the natural world from harm, earning the favor of the local fey creatures. Benefit: Gain 3 XP and a fey NPC ally.
- Outcome: You sponsor a grand banquet that brings together the leaders of various kingdoms and factions, fostering peace and understanding. Benefit: Gain 4 XP and a temporary +1 bonus to Charisma.
- Outcome: You contribute to a fund that supports the creation of magical artworks and performances, earning the admiration of the most talented enchanters and bards. Benefit: Gain 4 XP and an artistic NPC ally with powerful magical abilities.
- Outcome: You donate to a group that fights against the tyranny of evil overlords and their minions, earning the respect of freedom fighters and rebels. Benefit: Gain 4 XP and a revolutionary NPC ally.
- Outcome: You purchase a plot of land and hire a team of druidic gardeners to create a mystical garden that attracts rare and exotic creatures. Benefit: Gain 5 XP and a temporary +1 bonus to Wisdom.
- Outcome: You fund a program that trains young adventurers in the art of monster-slaying, helping them to become skilled warriors and defenders of the realm. Benefit: Gain 5 XP and an ally among the local knights and paladins.
- Outcome: You donate to a group that protects the elemental planes and their inhabitants, earning the respect of powerful elementals and genies. Benefit: Gain 5 XP and an elemental NPC ally.
- Outcome: You help to construct a magical castle that serves as a refuge for those who have been displaced by war, famine, or other disasters. Benefit: Gain 5 XP and a grateful NPC ally who is a skilled builder.
- Outcome: You fund a research project that leads to the discovery of a new magical substance or technology, revolutionizing the way that magic is practiced. Benefit: Gain 6 XP and a temporary +1 bonus to Intelligence.
- Outcome: You donate to a group that fights against the forces of darkness and chaos, earning the respect of powerful clerics and paladins. Benefit: Gain 6 XP and a holy NPC ally.
Philanthropy Event Mishap
- Donating to a fraudulent charity. Roll Intelligence check to recognize the scam. Failure indicates loss of the entire donation.
- Accidentally funding a criminal organization. Roll Wisdom check to recognize the true nature of the group. Failure indicates reputation loss and possible legal repercussions.
- Being swindled by a smooth-talking con artist. Roll Charisma check to avoid being taken advantage of. Failure indicates loss of donation and possible embarrassment.
- Donating to a cause with unintended negative consequences. Roll Intelligence check to understand the full impact of the donation. Failure indicates the donation causes unintended harm.
- Being targeted by scammers and receiving endless requests for donations. Roll Charisma check to avoid being harassed. Failure indicates loss of gold and reputation damage.
- Becoming the subject of unwanted attention from the social group. Roll Charisma check to avoid being overwhelmed by gratitude. Failure indicates constant requests for more donations and possible stalking.
- Being publicly shamed for not donating enough. Roll Charisma check to defend oneself. Failure indicates loss of reputation and potential boycotts.
- Donating to a group with ulterior motives. Roll Wisdom check to recognize the true intentions of the group. Failure indicates loss of gold and possible repercussions.
- Becoming entangled in a political dispute due to the donation. Roll Intelligence check to understand the political landscape. Failure indicates loss of gold and possibly being blacklisted by one side.
- Being sued for damages caused by the social group. Roll Charisma check to avoid legal repercussions. Failure indicates loss of gold and possible imprisonment.
- Donating to a group with a corrupt leader. Roll Wisdom check to recognize the corruption. Failure indicates the donation goes towards the leader's personal gain instead of the intended cause.
- Being publicly praised for the donation but not receiving the expected benefits. Roll Charisma check to avoid being taken advantage of. Failure indicates loss of gold and possible reputation damage.
- Donating to a group with conflicting values. Roll Intelligence check to understand the group's values. Failure indicates the donation goes towards a cause that goes against the character's beliefs.
- Being pressured to donate more than intended. Roll Charisma check to avoid being taken advantage of. Failure indicates loss of gold and possible reputation damage.
- Donating to a group that turns out to be a cult. Roll Wisdom check to recognize the cult. Failure indicates being drawn into the cult's activities and possible harm.
- Being scammed by a fake fundraiser. Roll Intelligence check to recognize the scam. Failure indicates loss of gold and possible legal repercussions.
- Donating to a group that is later found to be fraudulent. Roll Intelligence check to recognize the fraud. Failure indicates loss of gold and possible legal repercussions.
- Donating to a group that is later exposed for unethical practices. Roll Wisdom check to recognize the unethical practices. Failure indicates loss of gold and possible reputation damage.
- Being accused of using the donation for personal gain. Roll Charisma check to defend oneself. Failure indicates loss of gold and reputation damage.
- Donating to a group that is later found to be supporting a cause the character opposes. Roll Intelligence check to recognize the cause. Failure indicates loss of gold and reputation damage.
Gambling
A game of Wizards and Thieves between all players that whant to gamble and the GM. It takes one day to gamble.