1 Totally Hammered! Roll 1d8:
1-3. Spoiled batch. 1d3 Flesh damage.
4-6. Mother of All Hangovers. Suffer 1d6 Fatigue and 1d3 Stress.
7. Really bad trip. Gain a new Horrible Fear.
8. See into forever. Experience a prophetic vision.
2 Addicted to your vices. Roll 1d6:
1. Pipeweed4. Denner Resin
2. Jitterberry5. Thrum
3. Moonflower6. Yellow Lotus
3 Play for keeps. Roll 1d6:
1-3. Minor losses. Make another Indulgence roll, gain equivalent XP.
4-5. Major losses. Lose all remaining coin, gain equivalent XP.
6. Lucky streak!. Recoup half your Indulgence costs.
4 Insulted someone important. Roll 1d8:
1. Wealthy Guildmaster5. Rival Adventurer
2. Religious Leader6. Vengeful Bard
3. Authority Figure7. Criminal Boss
4. Local Noble8. Eccentric Wizard
5 Offended a Follower. Roll 1d4:
1. Convinced to come back. Lose 1d6 Loyalty.
2. Sulking moodily. Lose 2d6 Loyalty.
3. Abandoned the party.
4. Joined a rival group.
6 Your reputation precedes you. Roll 1d6:
1-2. Drunken lout. Shunned by all respectible folk for 1d4 Spans.
3-4. Life of the party! Attract hangers-on, double costs of next Indulgence.
5. Teller of tales. Gain bonus XP as if Flaunting.
6. Mighty hero. Invited to meet someone important.
7 Double-dog dared! Roll 1d4 or suffer 1 Coward’s Stigma:
1. Drinking contest. Test Might, else roll Carousing Consequences again.
2. Stupid stunt. Test Agility, else take 1d3 Flesh damage.
3. Don't flinch. Test Discipline, else take 1d3 Flesh damage.
4. Devious prank. Test Savvy, else minor trouble with the law.
8 Jumped in an alley. 1d6 non-lethal Flesh damage and roll 1d4:
1. Lose 1d6 random items.
2. Lose your coinpurse, no equivalent XP.
3. Lose 6d6x10 coins, no equivalent XP.
4. Lose 3d6x10 coins, no equivalent XP.
9 Switcharoo! Accidentally swapped bags with a stranger, roll 1d6:
1-2. Contains 3d4 iron rations, a canteen, and a blanket.
3-4. Contains random equipment. Roll on Adventuring Equipment 3 times and Consumables 1 time.
5. Contains a valuable treasure.
6. Contains a dangerous secret.
10 Swindled! Invested 1d4x500d in a get-rich-quick scheme, roll 1d6:
1-3. Scam.
4-5. Scam, and you're legally implicated.
6. Actually legit! Start a Tier 1 Institution.
11 Cursed! Roll 1d4:
1. Sneeze when you lie.3. Extremely suggestible
2. Hated by animals.4. All food turns to ashes.
12 Accused of a minor crime. Roll 1d6:
1. Vandalism.4. Blasphemy
2. Theft.5. Public Indecency.
3. Assault.6. Property Damage.
13 New tattoo. Roll 1d6:
1-2. Ugly and poorly done.5. Subtly magical
3-4. Actually kind of badass.6. Extremely offensive.
14 Where am I? Roll 1d6:
1. Ditch or alleyway.4. Deep wilderness
2. Prison.5. On top of the highest building in town.
3. Next town over.6. Naked and manacled to a stranger.
15 How did that happen? Roll 1d6:
1. Cowbell locked around your neck.4. Pinkly sliced cleanly off.
2. Hand glued to a half-full chamberpot.5. Coated head to toe in tar.
3. Skin dyed an unnatural color.6. Clutching an unfamiliar signet ring.
16 Well, this is awkward. Roll 1d4:
1. Inducted into a secret society, just after your initiation.
2. Engaged to be married, tomorrow!
3. Commissioned a gaudy work of art, artist wants their fee.
4. Swore a very public oath.
17 Started a fire! Roll 2d6:
1-3. Burned down a building.1-4. Only the party knows.
4-5. Burned down a district.5. A blackmailer knows.
6. Burned down half the city.6. EVERYONE knows.
18 Challenged to a duel! Roll 2d6:
1. Random peasant.1-3. To first blood.
2. Cowardly minor noble.4-5. To incapacitation.
3. Powerful magician.6. To the death.
4. Grizzled mercenary.
5. Lord, expert dueler.
6. Rowdy foreigner.
19 Fellowship found in cups. Roll 1d4:
1. Adopted a new Pet.3. Impressed a potential Patron.
2. Inspired a new Follower.4. Enamored with a new Lover.
20 Scored some primo goods. Roll 1d6:
1. Really good drugs.4. Expensive liquor.
2. Treasure map.5. Fine silks.
3. Mysterious relic.6. Bejeweled knife.