What Happened When You Were Gone
What Happened While You Were Gone (d100)
Borrowed from this site: http://talesofthegrotesqueanddungeonesque.blogspot.com/
Since this was created by someone else for a different campaign, I will modify the table to fit with the Hyborean Age setting. Really, this table (if modified) can work well in most campaigns for most games.
Carousing in the criminal underworld
01 – Went on a bender with initiates of the Gods of the Grapes: earned the enmity of a prominent house of ill repute.
02 – Went on a bender with mercenaries of the Bronze Juggernaut company: made a powerful contact within a house of ill repute.
03 – Went on a bender with philosophy students: earned the enmity of a powerful thieves guild.
04 – Went on a bender with Amazonian warrior priestess from the Sisterhood of the Rending Spear: made an important contact within a powerful thieves guild.
05 – Robbed by a highway(wo)man: lost half of your coin, but are now infatuated with your assailant.
06 – Went on a bender with initiates of the Raven Queen: earned the enmity of a powerful assassin’s guild.
07 – Went on a bender with Knights of the White Crow: made an important contact with a powerful assassin’s guild.
08 – Went on a bender with sailors from the Sorrowsea: woke up with a hangover and set of rune-marked keys.
09 – Victim of an attempted robbery, but you turned the tables on your assailants: gain 2d8 silver coins.
10 – Went on a bender with aristocratic dandies: woke up with a vicious hangover (-1 to all actions for the first 1d4 hours of the day) but also with a map leading to buried treasure
Adventures in Mercantilism
11 – Invested in a tea importation scheme: it pays off; gain 25% more money than you had last time.
12 – Invested in a exporting exotic spice to the goblin city of Gaxen Kane: it pays off handsomely; gain 50% more money than you had last time.
13 – Invested in a snake-oil paddler’s latest curative tonic: gain double the amount of money than you had last time and 1 potion of healing.
14 – Invested in a traveling carnival troupe from Midian; the troupe goes bust after one performance: lose 25% of your money.
15 – Invested in the Grindlespaak Speculative Bank of Harrowfaust; the bank disappears under mysterious circumstances: lose 50% of your money.
16 – Invested in an expedition to reach the fabled lands of The Silver Prince across the Straights of Discomfort and Indignation; lose all your money and begin play with 1d4 less than your maximum hit points due to collection agents giving you a sound thrashing.
17 – Had a big meeting to discuss a potentially lucrative business opportunity: nothing comes of it except you gain a map to a far-flung fortress.
18 – Had a big meeting to discuss a potentially lucrative business opportunity: nothing comes of it except you gain a powerful contact in a merchant’s guild.
19 – Had a big meeting to discuss a potentially lucrative business opportunity: the meeting turns into a pub crawl; you awoke with a vicious hangover (-1 to all actions for the first 1d4 hours of the day)
20 – Had a big meeting, which you spoiled by making an unpardonable faux pas: now a powerful merchant prince(ss) has hired an assassin to have you killed.
Away with the faeries
21 – You were captured by trolls and forced to cook for them: you escaped with a cookbook that holds one magical recipe.
22 – You were enslaved by dwarfs and forced to toil amongst the forges of the Bloodtatter Mountains: you escaped with a magical weapon.
23 – You were compelled to dance for a company of elf marauders as they shot arrows at your feet: one of the arrows struck true; you start play with 1d4 less than your maximum hit points.
24 – The eladrin of the Verdant Tower randomly choose to celebrate you as a hero of a war you never fought in; the sumptuous food you ate at their table grants you 1d4 temporary hit points above your normal starting total.
25 – While traveling through the wilderness, you offended an Unseelie lord by not offering him a bowl of curdled milk; you know are hunted by drow assassins and Lolth-worshippers.
26 – While traveling through the wilderness, you offered an Unseelie recap a nip from your wineskin; he was so pleased that he gave you a silver ring worth 125 silver pieces.
27 – A dryad was jealous of your beauty and attacked you in the night; you now bear a facial scar and lose 1 point of Charisma.
28 – You laughed at the joke of a wilden you encountered on your travels; you now have a powerful ally amongst the Wild Hunt.
29 – You spurned the advances of a nymph; you will have bad luck at sea the next time you set foot on a ship.
30 – You were captured by an ogre who found you too unappetizing to eat; the next time you encounter an ogre, troll, orc or the like they will avoid coming near you.
Encounters with mysterious strangers
31 – Morlius the Fleshcrafter has altered your appearance; you are now more comely: gain 1 point of Charisma.
32 – Morlius the Fleshcrafter has altered your appearance; you are now more ugly: lose 1 point of Charisma.
33 – Maximillian the Oath-breaker has given you an iron ring that will make one attack against you ring hollow (no damage from one chosen attack, then the ring rusts and falls to pieces).
34 – Her Dreaming Majesty of the River Ophelium has given you a blessing; +1 to all saving throws in your next adventure.
35 – Auber Orellian, mad scientist of Thornroot Hill, has given you a strange clockwork puzzelbox of unknown purpose.
36 – Master thief Old Graham has picked your pocket; you lose one random item of value that you carry on your person.
37 – The ghost of King Alastor has cursed you from beyond the grave; -1 to all saving throws in your next adventure.
38 – Deathknights belonging to the Lost Legion of the Blighted Urn have taken a strange liking to you; they have given you letters of reference that when presented to an intelligent undead will compel it to give you welcome as long as you disturb nothing in its lair.
39 – Mother Tyler, proprietor of the Orphanage for Cast-Off Children, has convinced you to take one of her young charges as your “squire.”
40 – Goldfinch Terrial, famed bounty hunter, has given you a weighed net.
Adventures in theology
41 – Vindus Pelep-Duhr, questing shaman of the Gnawing Panther, has taught you a charm that will let you calm one dangerous animal on your next adventure.
42 – You have had an audience with Popess Yulia XII of the Church of the Lady of the White Way and kissed her signet ring; you gain +1 to all rolls for your next adventure.
43 – You have offended a voodoo priest(ess) of the Ghael Isles; you suffer a -1 penalty to all rolls for your next adventure.
44 – You have done a service for the templars of the Raven Queen: they have given you a scroll of undead detection for your troubles.
45 – For reasons unknown, templars of the Raven Queen suspect you to be a necromancer and have dispatched witch-hunters to bring you in for interrogation.
46 – You accidentally attended a party thrown by Slaanesh worshipers: the unholy things you’ve now seen cause you to lose 1d4 points of Wisdom.
47 – You have meditated with a priest(ess) of The Island of Jade Mysteries; you gain 1d4 points of Wisdom.
48 – You have done a service for clerics who serve Garm-Gorak or Khorne (your choice): in return, they have sharpened your weapons; you gain +1 to all damage rolls for the next three encounters.
49 – A sorceress avatar of the Lady of the White Way takes a fancy to you; as a token of her amorous intentions she gives you a bracer that glows red when in the presence of poison.
50 – You mistakenly chopped down a tree held sacred by a Shaean witch cult and they hex you for the offense: at an inopportune time you will drop something very important.
The horrors and glories of war
51 – You participated in a crusade; you return with a holy relic that will allow you to turn undead once as 5th level cleric.
52 – You found work as a mercenary in the skirmishes between the two sovereigns of Midian; you return with booty worth 75 silver pieces.
53 – You found work as a mercenary in the skirmishes between the vampires and pennangalan of Harrowfaust; you return with a blood disorder that causes you to lose 1 point of Constitution and your hair is now bone white.
54 – You found work as a mercenary in the skirmishes that rage in The Iron Principalities; you were paid for your services in oil paintings worth 100 silver pieces.
55 – You were conscripted into the army of Ulverland; while a conscript you participated in a raid on a convent: the Lady of the White Way has cursed you—lose 1d4 points of Strength.
56 – Shields will be splintered! One piece of protective gear you own was destroyed in battle.
57 – Weapons will be sundered! One weapon you own was destroyed in battle.
58 – The spoils of war: you retrieved a magical piece of armor or a shield from a fallen combatant; their ghost demands its return, but so far you’ve been able to ignore them.
59 – The spoils of war: you retrieved a magical weapon from a fallen combatant; their ghost demands its return, but so far you’ve been able to ignore them.
60 – You served as a medic to the berzerker warriors of Frostreave; you gain healing herbs that will cure one wound for 1d6 hit points of damage.
On the road again
61 – You have been busking on the streets of Stormhalt; gain 2d6 silver pieces.
62 – You stopped to help repair a broken wagon wheel on a gypsy caravan; you gain a magical charm that will make you immune to one petrification attack.
63 – You stopped to help repair a broken wagon wheel on a gypsy caravan, but it was just a cunning ruse; they made off with your horse or other animal.
64 – You stumbled upon an abandoned cart full of owlbear pelts.
65 – You stopped for a drink at a roadside tavern; a brawl broke out: you leave bruised and with 1d4 less than your maximum starting hit points.
66 – You stopped for a drink at a roadside tavern; the bard performing inside really touched your heart-strings: you leave feeling invigorated and temporarily gain a +1 bonus to all saving throws for a day.
67 – You stumbled upon an unattended cask full of what are either undead eels or animated mind flayer tentacles.
68 – You traded food to a group of fish-hat-wearing goblins for 1d4 pots of sticky slime (can be used as a Web-spell-grenade).
69 – You traded food to a group of fish-hat-wearing goblins for 1d4 pots of sticky slime (can be used as a Web-spell-grenade). (Unfortunately, these slime grenades are inert and will do nothing.)
70 – You stumbled upon a left-behind scroll caddy. There is a 50% chance that one of the scrolls is magical. If one of the scrolls is magical there is a 50% chance that scroll is magically cursed.
Adventures on the open seas
71 – You spot a kraken from on deck; you are so inspired that you paint said kraken and manage to sell this painting for 3d6 gold pieces at an open market.
72 – On the coast of the Ghael Isles you meet a mermaid; in return for not divulging her location to local slavers, she gives you a strand of her hair—if you stuff her hair into your mouth you will be able to breath water for an hour.
73 – Your ship is the victim of a wrecking crew; you wash ashore and make your way to the nearest habitation—the Arkhamdale Asylum—where you are mistakenly locked away. You later manage to escape and you may have met a secret heir to the throne of Midian while incarcerated.
74 – While working as a coastal smuggler in Scarabae, you discover a network of bootlegger’s
tunnels that you could use as a hideout if necessary.
75 – Crabmen attempt to board and seize the vessel you are traveling on; you help fight them off and in the process tear one of the crabman’s claws off. That night, you eat it in butter- garlic sauce: you now have an insatiable hunger for more crabman.
76 – Sirens attempt to lure you to your death in the sea, but you resist their song: you are immune to the next charm effect used on you, but now all music sounds like cacophony to your ears.
77 – On the last say of your voyage a high-stakes card game breaks out below deck; make an Intelligence check or saving throw or whatever is appropriate: if you succeed you gain 4d6 silver pieces, if you fail you lose 4d6 silver pieces.
78 – Your ship sinks mysteriously in the night; you nearly drown, but awaken in an abandoned shrine to Dagon. You escaped with your life and a handful of shark’s teeth.
79 – In a gulf near The Island of Jade Mysteries you met and fell in love with a cranemay (which are like swanmays but not as stupid). The cranemay will come to your aid once, if possible, but will thereafter find you utterly boring.
80 – You were press-ganged into the crew of a pirate ship sailing from The Isles of Unparalleled Liberty; make a saving throw vs. disease or contract some random odd ailment.
A little light reading
81 – You’ve been reading tome after tome about wererats; you’ve become so obsessed with them that you now own a silver dagger.
82 – You’ve been reading book after book on the domestic patterns of the kenku: when in a kenku lair you will be able to accurately guess the layout of their fortresses.
83 – You’ve been reading scroll after scroll about the life of Saint Ariana (The Sword Maiden Redeemer): you gain a +1 to any saving throws against clerical magic for 1d4 weeks.
84 – You’ve been reading runic stones inscribed with the history of the Desert of Burning Sands: its mind numbing stuff, suffer a -1 penalty to any saving throws involving willpower for one adventure.
85 – You’ve been reading a strange treatise about the proper way to saddle and ride an unwilling dinosaur: you can now saddle and ride an unwilling dinosaur.
86 – You’ve been reading a dissertation on the rites that banish uncontrolled elemental spirits: sadly, this book was written by a crackpot and the rites detailed therein have no effect.
87 – You’ve been reading curiously subtle penny dreadfuls: through reading them you have gained a thorough understanding of the ceremonies needed to enter the Wailing Labyrinth (a place of unquiet ghosts).
88 – You accidentally read an enchanted book that renders you illiterate for 1d8 days.
89 – You accidentally read an enchanted book that changes either your alignment or religious affiliation.
90 – You accidentally read an enchanted book that grants you a bonus of 1d4 points of Dexterity.
It was just a dream…
91 – You dreamed of unspeakable Cthulhoid horrors. You awake with the ability to cast Summon Monster III, but every monster summoned will be some variation on a tentacled chaos beast. Once you cast this dream-spell you forget how to channel its energies and can never cast it again.
92 – You dreamed of another plane of existence known as the Happy Hunting Grounds. As you strolled the perfectly green meadows of the Happy Hunting Grounds deer and rabbits kept approaching you and smilingly begged you to kill them.
93 – You dreamed of rummaging through an immense pile of never-ending junk and scrap metal. The next time you encounter a golem it will focus all its attacks on you.
94 – You dreamed of committing murders in a foreign land: the next time you enter a new city you will learn that a murderer fitting your description is wanted for a string of fatal crimes.
95 – You dreamed of a world of shifting geometric shapes that move with the precision of finely tuned clockwork: for the next three days you gain a 50% bonus to detect and disarm
traps, even if this isn’t an ability you normally possess.
96 – You dreamed of a great snake devouring the sun: the next time you encounter a reptile you must make a saving throw or suffer the effects of a Cause Fear spell.
97 – You dreamed that you were a bullywug who frequently trips and lands in puddle of ocher mud; for the next day you suffer a -1 penalty to all saving throws that deal with dodging out of the way—this penalty increases to -3 if you are in a muddy area.
98 – You dreamed that you were eating at a banquet honoring a great king; unfortunately, all the dishes were made from your best friends. For the next week you will have to make a saving throw to keep any food down.
99 – You dreamed that you were eating at a banquet honoring a great king; unfortunately, all the dishes were made from your best friends. For reasons best left un-analyzed, this dream pleases you immensely: all the food you eat in the next week will taste like the nectar of the gods.
100 – You dreamed of being tortured by witch-hunters. You wake up with inexplicable marks all over your body, and any witch or druid you come into contact with for the next month will take a great liking to you.