evilbob
Adventurer
So, my group has gone nuts for carousing. At this point they've hit all of the options (except jailtime) and what we're discovering is the whole "40-80" range - the most common result - is boring. We need more interesting options! 
Any ideas out there? I put it to the forum!
Here are some random ideas (the first inspired by something I found online) to get started:
You have a new tattoo! Player gets to choose the location, then roll d6: 4-6, it's actually pretty cool. 3, it could have been awesome, but something is goofed up or misspelled. 2, it's really dumb - what were you thinking? 1, it's actually an insult in a language you don't speak. (These results could potentially give slight bonuses or penalties to certain social situations, depending on the visibility.)
Accidental philanthropy: in a vulnerable state, you were convinced to give a chunk of money away - but at least it went to a good cause. You lose 2d10 x 3 gold, but your standing with a charitable faction in town (DM's choice) has gone way up.
Party friend: you have found a kindred spirit! Any additional carousing checks made in the next week add 1d20 to your roll. However, everything eventually catches up to you two and a few of the locals turn sour. Your next carousing check in that same town after that week is over suffers a -10 to the result.
Let the good times roll: your carousing check takes twice as long as you expected it to. Make another carousing check. You may get this result multiple times.

Any ideas out there? I put it to the forum!
Here are some random ideas (the first inspired by something I found online) to get started:
You have a new tattoo! Player gets to choose the location, then roll d6: 4-6, it's actually pretty cool. 3, it could have been awesome, but something is goofed up or misspelled. 2, it's really dumb - what were you thinking? 1, it's actually an insult in a language you don't speak. (These results could potentially give slight bonuses or penalties to certain social situations, depending on the visibility.)
Accidental philanthropy: in a vulnerable state, you were convinced to give a chunk of money away - but at least it went to a good cause. You lose 2d10 x 3 gold, but your standing with a charitable faction in town (DM's choice) has gone way up.
Party friend: you have found a kindred spirit! Any additional carousing checks made in the next week add 1d20 to your roll. However, everything eventually catches up to you two and a few of the locals turn sour. Your next carousing check in that same town after that week is over suffers a -10 to the result.
Let the good times roll: your carousing check takes twice as long as you expected it to. Make another carousing check. You may get this result multiple times.