Carousing Benefit
Carousing Benefit d100 Details 01 Terrible luck dogs you; re-roll this benefit as a mishap 02 You drank with a gossiper and learned a random rumor 03 A helpful, friendly raven follows you around for 1 week 04 A soothsayer reads your palm; gain a luck token 05 A sea wolf raider offers you free passage on his ship 06 You stopped a zombie; a local priest owes you a favor 07 A falling gargoyle missed you by an inch; gain a luck token 08 Children like you for 1 week thanks to a clever magic trick 09 You converted a street thug to piety; gain an acolyte ally 10 You've been knighted and don't remember how or why 11 You saved a burning boat; its owner offers you a free ride 12 You mistakenly receive a sealed letter meant for a noble 13 A priest mistakes your revelry for worship; gain a priest ally 14 A street cat befriends you; you can't be surprised for 1 week 15 You win an arm-wrestling contest; +1 renown 16 You distracted a Thieves' Guild mark; gain a thief ally 17 A shaman offers you free spiritual cleansing (see pg. 234) 18 You got lucky this time; roll your next benefit with ADV 19 You won a pit fight; gain +1 renown and a gladiator ally 20 An eager, helpful acolyte follows you around for 1 week 21 An honest heart-to-heart turns a former enemy into an ally 22 You testified for an innocent man; he'll do the same for you 23 You unwittingly aided in a murder; gain an assassin ally BENEFIT
d100 Details 24 You fall in a well and find something you lost long ago 25 You caught a thief; gain a City Guard ally (guard), +1 renown 26 A beggar gives you a gutter trinket (roll an ancestry trinket) 27 You're a regular now; +1 on next carousing event roll 28 A minor nobles offers you his heir's hand in marriage 29 A retiring farmer gave you his best horse and a grumpy pig 30 You found and returned a lost wizard hat; gain a mage ally 31 You won 50 gp against a famous gambler; +1 renown 32 A stray mastiff likes you; it defends you in your next combat 33 A forgiving guard clears you of your next crime accusation 34 You discover a codex in the sewers; learn one rare language 35 You learn you have an anonymous sorcerer ally helping you 36 A swordsman offers you free downtime martial training 37 You earned a flattering nickname or title; +1 renown 38 You survived the Rat Plague (see rat); now you're immune 39 The Thieves' Guild helps you; cancel your next mishap 40 A silk trader from Alkesh gifts you a fine horse worth 100 gp 41 You got an epic tattoo in a visible location; gain +1 renown 42 Merchants charge you 10% less than normal for 1 week 43 You loot a dead body; gain a roll on the Treasure 0-3 Table 44 You publicly busted a cheating dice trickster; +1 renown 45 You saved a mage's pet; he identifies a magic item for you 46 You won a philosophy debate; +1d4 INT points for 1 week 47 You sang a beloved sea shanty; gain a pirate ally, +1 renown 48 Good rest cleared your mind; +1d4 WIS points for 1 week 49 You find a note in your bag: "I.O.U., town square, noon" 50 You find a discarded bag; roll on your level's Treasure Table BENEFIT