TEXT: Gregorius21778:
  Ye ol´ Mad Monk
  A weird, random encounter for just before the start of an adventure
  Version 1.3; written by Kai Pütz
  (c) 2016
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2016
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Some artwork copyright John Buckley, used with permission.
  Portrait artwork by the Terrible Character Portraits.
  The art was done by Jeff Preston - http://team-preston.com
  User under the the Creative Commons Attribution 3.0 Unported 
  License
  This  product  is  an  independent  production  by  Gregorius21778  and  is  not  affiliated  with
  Lamentations of the Flame Princess. Lamentations of the Flame Princess is a registered trademark
  owned by James Edward Raggi IV.
  How to use this supplement:
  Ye ol´mad monk is a gimmick, something weird to spice up the start of a game. For the
  encounter it is assumed that the characters are in a town or village and get ready to
  embark on their next adventure. They may or may not have been acquiring equipment, but
  are walking on the streets near the market square as they note a disheveled, partially bald
  man in rags that once were a monk´s robe. He babbles, rants and argues with a stray dog
  who barks at him before running away. He is mid 40s, bearded, unwashed, shabby, his
  front teeth are missing and his eyes have the unsteady, haunted look of a madman. Just as
  the characters are about to pass by he babbles something. Something the characters have
  heard already, something that has something to do with their task at hand. Does the old
  madman know something... could it be...?
  If the characters ignore him, nothing happens. If they don´t, roll up a random response
  from the following table or use the one you fancy the most.
  License grant:
  “Do as you please shall be  the whole of the law” in regard to my intellectual property in
  this product as long as you give credit to my name (Gregorius21778) and this product title.
  This means that the artwork is excluded as well as any rights regarding compatibility with
  Lamentations of the Flame Princess(tm), as these rights remain with their respective
  owners. That aside, take the table and/or the results and use them in your own projects. If
  they are private or commercial shall not matter to me...
  
  But who is this ol´ mad
  monk?
  Is this really important? If it is, his
  name is Wilbur and he used to be a
  member of a party of adventurers,
  not unlike the PC group. But during
  their
  journey,
  something
  went
  wrong. They met something men
  was not meant to meet, and this
  encounter killed all of Wilbur´s
  companions and left him mad. Or
  perhaps it left them all mad and he
  is just the only one who survived
  what happened... or is he...?.
  Wilbur is a 1st level cleric with 9
  hit points and an AC:12. As he has
  lost his mind, he stopped praying
  to his deity and thereby is not
  having any spells prepared. But, as
  something
  has
  touched
  and
  changed him, he is a source of
  strange, erratic phenomena all of
  his own. Those powers, however,
  are beyond his command and as
  much beyond his understanding as
  the rest of the world now is to him.
  ...or he is just a lunatic! No matter
  what he is, he will have been in the
  town/village for a long time now,
  and all the inhabitants know him.
  They can tell that he once arrived
  in a much better state, together
  with a group of other strangers.
  But when he returned alone a little more than week later, he was in this condition. The
  kind people give him alms so that he does not starve, but they try to keep away from him
  out of fear.
  #
  d100
  Response
  1
  01-03 A goldencoin
  2
  04-06 A crypticwarning
  3
  07-10 Doom!
  4
  11-13 That madgrin...
  5
  14-16 Youmight make  it
  6
  17-20 Youwill die
  7
  21-23 Lendmeanear
  8
  24-26 Kiss! Kiss!
  9
  27-30 I follow you!
  10 31-33 Surprise!
  11 34-36 It isdangerousetogothere...
  12 37-40 Themap
  13 41-43 Noooo!
  14 44-46 If yetalk tothe  mad
  15 47-50 ...but what hesaid...
  16 51-53 Thewhisper
  17 54-56 Beggar
  18 57-60 Bloody words
  19 61-63 Badcompany
  20 64-66 Here!
  21 67-70 Laughter
  22 71-73 Beautiful hair
  23 74-76 …
  24 77-80 Hush!
  25 81-83 Don´t gothere!
  26 84-86 Thekey
  27 87-90 Freehug!
  28 91-93 By heart
  29 94-96 A kindadvise
  30 97-00 Stay strong!
  
  01# A golden coin
  After he listened to the PC, the old monk reaches into his filthy rags and produces a gold coin,
  which he hands to the character. It has been minted decades ago and is actually worth 2d6 gold
  pieces to a collector. But a character who sells it or uses it to pay for something will end up
  cursed: everyone will demand just a little more money than usual. If the coin is given away as a
  gift instead, the character´s maximum hit points will be permanently increased by +2.
  02# A cryptic warning
  The PC gets interrupted by the disheveled beggar, who looks straight into the character´s eyes as
  he bellows a cryptic warning. The Referee should use a possible situation of the adventure to
  come that includes a Saving Throw vs. Magic or Magic Devices and construct the warning around
  this situation. If the PC gets into this situation, the Saving Throw will be passed automatically.
  03# Doom!
  The lunatic stares at the PC in confusion, than in disbelieve and shock. Out of a sudden he will
  wail “Doomed! You are all doomed! Doom is written all over you!!” From that moment on the characters
  are cursed for the duration of this adventure. In combat, their opponents get to re-roll any
  damage dice coming up with a “1” or a “2”.
  04# The mad grin
  The madman just glares at the character with an insane grin and wide eyes while he moves his
  head slowly from one side to the other. The PC needs to Save vs. Magic Devices: on a success the old
  monk will pad him on his shoulder and nod encouraging before he strolls away. The character
  may re-roll the next failed saving throw. On a failure the PC will begin to feel unsure and the old
  monk will just shake his head and leave. The PC is going to suffer a (-1) penalty to all rolls in the
  coming adventure.
  05# You might make it
  The filthy old guy nods sadly as he listens to the character and murmurs “...YOU might make it...
  -might- make it...” before he becomes absent minded and just stays there, repeating the phrase
  over and over again. The next time the character fails a Saving Throw vs. Death during the coming
  adventure, the Saving Throw is passed instead.
  06# You will die
  See above, but the mad monk will instead tell the character that she is going to die, and the next
  time the PC passes a Saving Throw vs. Death she will have to re-roll it.
  07# Lend me an ear
  At first the lunatic will listen to the PC with a friendly smile on his face, but all
  of a sudden he will grab her head and try to bite her. The character needs to pass
  a check for Surprise, or the ol´ monk will bite one of her ears of!
  
  08# Kiss! Kiss!
  The filthy old guy will laugh happily after the PC has finished, hug the
  character and kiss her onto both cheeks. This bestows a level 1 Bless spell upon
  the character.
  09# I follow you!
  The ol´ monk will get a sober, somber look and will nod to the words of the PC
  (no matter the meaning). After the character finished, he will say “alright, I will
  follow you”. He will insist on doing so, just repeating that “I will follow you, I can
  help you”. In fact, he will not be overly helpful (see the stats above). He is armed
  with a simple dagger but will take any weapon he is given) and during the whole
  adventure their won´t be one meaningful conversation with him. He will constantly
  murmur, ramble and rant about things that make no sense, but will fight (and die)
  to protect the characters. The characters cannot send him away, and if they try to
  use force he will get very upset and work himself into a murderous rage before he
  attacks them.
  10# Surprise!
  All of a sudden the lunatic draws a dagger from under his dirty rags and attacks
  the character that addressed him. The PC will need to check for Surprise and the ol
  ´ monk will fight till he is dead (see stats above).
  11# It is dangerous to go there
  “It is dangerous to go there, take this with you!” the old man will say and produce a
  small, beautiful silver spoon from under his rags. The spoon has nothing to do with
  the adventure to come and is completely mundane, but is worth two silver pieces.
  12# The map
  While the PC talks to him the ol´ guy will sneeze, produce an old piece of
  parchment from his rags, clean his nose with it and then hand it to the character.
  The parchment is badly stained (and was so even before it was used as a handkerchief)
  but shows the remains of a hand drawn map. It is up to the Referee if this is
  just some other map or one that has anything to do with the coming adventure (in
  which case he should reveal a random part of the map to the characters).
  13# Noooo!
  As soon as the PC addresses the lunatic he will scream “Noooo!!!!” and run away in
  panic, yelling madly. The other people in the town/village will now give the characters
  a funny look. The PC will have problems when they try to get help and all prices
  will be increased by 10%.
  14# If ye talk to the mad
  The rundown beggar will grab the character by the shoulders and continue to
  ramble and rant while he looks the PC straight into the eyes. If the character does
  not pass a Save vs. Magic Devices, she will be haunted by the ramblings and will be
  unable to find sleep for two nights.
  
  15# ...but what he said
  See above, but the ol´monk will whisper “Dzji-Ha-nnk´ha!” to the character, repeating it one more
  time before holding his own mouth shut like in shock. He then runs away and into a nearby
  street. It is up to the Referee if these words have no meaning at all or if they are going to summon
  a being from another plane when said three times in a row (use the Summon spell to create a
  being, but it will NOT be under the control of the characters).
  16# The whisper
  The madmen will beckon the character closer, so that he can whisper into his ear. If the PC allows
  that the whispered words will put her under the effect of a Chaos spell for the duration of one
  hour (six turns).
  17# Beggar
  The ol´ man will stretch out his hand to the PC, like he would be begging for a coin. If the PC gives
  him one (or more) he will grin at what he has in his hands and swallow it quickly! After that, he
  will turn around and stroll away into the next street.
  18# Bloody words
  The filthy old guy will beckon the character closer, so that he can speak to her without others
  eavesdropping. If the PC follows the notion the former monk will start to stammer and murmur
  incoherently, revealing some hints to the adventure to come but will all of a sudden cough
  violently and spit out blood into the face of the PC. The Referee rolls a Save vs. Poison on the behalf
  of the character to see if she caught an infection. The illness has an incubation period of two
  days, an interval of 12 hours, an infection time of three days. Its effect is the loss of 1d3 hit points
  due to coughing up blood.
  19# Bad company
  The lunatic will not answer the characters but just follow them. He will rant incoherently and
  curse them from time to time. If the characters do not get rid of him, others will give them a wide
  berth.
  20# Here!
  The ol´monk will listen to the PC, but will then bite his own tongue off, spit it
  into his hands and will hand the bloody thing to the character like it would be a
  gift. If the PC takes the gift and keeps it, the Referee should exclude that character
  the next time that a random PC is determined for something bad to happen.
  
  21# Laughter
  All of a sudden the ol´monk will laugh madly at the PC that addresses him, and the character
  needs to pass a Save vs. Magic Devices to avoid turning away from him in fear. If the saving throw is
  passed and the character decides to laugh along with the madman, she will be under the effect of
  a Sanctuary spell till she acts violently (but does not know it).
  22# Beautiful hair
  The madman will stare at the character in befuddlement, before he suddenly reaches out for a
  tuft of hair. If the PC does not pass a check for Surprise the lunatic will tear some out, stuff it into
  his mouth and swallow it.
  23# -
  The filthy beggar just ignores the PC and rambles on. Anything a character tries to do to gain his
  attention will fail, but if they try to rough him up he will begin to cry like a baby and sullen
  himself in fear.
  24# Hush!
  The balding man interrupts the character by putting a finger over his lips and hushing her. Doing
  so he looks at the PC with sad, serious eyes like it would be of grave importance that she shuts up.
  Then, he will turn away and leave. If the player describes how his character remembers this
  moment while the PC tries to be stealthy during the coming adventure, the test is passed
  automatically.
  25# Don´t go there!
  The eyes of the madman go wide as he says “no... no!no!NO!!!... do´t go there! DON´t go THERE!!!”. He
  will grab the PC and repeat that while growing more and more upset. If the character does not get
  rid of him by force, the madman will start to pull at her clothes so viciously that a seam pops.
  26# The key
  After staring at the PC for a heartbeat, the ol´ monk will produce a stained copper key under his
  rags and hand it over. The key has no use or meaning in the coming adventure.
  27# Free hug!
  After the PC has addressed him, the monk will smile at her and give her a hearty
  hug. The character will count as being under the effect of a level 1 Bless spell for
  the coming adventure, and will be plagued by fleas now.
  28# By heart
  The downtrodden man will look at the PC, his eyes will widen and his mouth will go agape before
  he clutches his chest. A moment later, he dies form a heart attack.
  
  29# A kind advise
  The madman will stare at the character that addresses him with a pitiful expression
  in his eyes. Then, he will pull a worn dagger from under his robes and hand it to
  the character. If the PC takes it, the ol´ monk will whisper “go... kill yourself with
  it... better that than...”. With these words he turns away, shakes his head and leaves
  the character alone while he begins to sob.
  30# Stay strong!
  The lunatic will begin to shake, his face will grow red and suddenly he will grab
  the character at the shoulders “Remember...! Remember always....! You will succeed when
  you are strong.... WHEN YOU ARE STRONG!” If the player mentions how his characters
  remembers this during the course of the coming adventure, the PC will receive the
  benefits of a level 1 Remove Fear spell.
  All fine and well, but what happens when the characters interact with him further?
  He is a lunatic! Make up some random reaction or just roll again on the table!
  This encounter is jut meant to be weird, so do something weird with it. Have fun!
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/Ye ol' Mad Monk [1.3] (LotFP).pdf