WINDFALLS AND GOOD FORTUNE (d6)

d6 Result

1

You come into money, having won it in a game of chance, inherited it from a long-lost relative, or found it on a side quest. You have 1d20 gp left when your next quest begins.

2

A peasant comes to you and, on bended knee, swears to serve you. The peasant becomes your companion and is under your control until you release them from your service.

3

You acquire an incantation containing a spell of a tier one below your current tier (if you are a novice, the spell is a novice spell). Alternatively, you gain one rare or more common consumable of your choice.

4

A wealthy local offers to fund your next quest. You receive provisions, clothing, horses, and 5 gp to spend on arms and armor.

5

A potent spellcaster offers to transport you and your companions to some far-flung destination. You can use this favor once, teleporting to a well-known space of your choosing within 100 miles.

6

A priest of a local faith blesses you and your companions. Each of you gains a blessing that retains potency until the end of your next quest. You can expend the blessing when you make an attribute roll or a luck roll to make the roll with 1 boon.