From an adventure about fungus people and a bad fall. I'd planned to add three item options to each one - so that each adventurer would have a special item to take with them, but I never finished that list. You can see the thief has an option related to this.
Learned loreseeker,
The fall might have jarred your brains a little but when the dust clears, you realize that these caverns look familiar to you. In some ancient book or song you’ve heard of this place before - you’ve crash-landed in the fabled halls of the mushroom men. These creatures are a strange and alien race. It will be a dangerous trek to return to the surface. If you wrack your brain, you might be able to remember something helpful...
Think real hard and …
ROLL + INT - on a 10+ choose 2 facts on a 7-9 just one and on a miss, none of these are true.
- the mushroom men are fabled to harvest a fungus that can grant youth and vigor, certainly, this would be a valuable find - if you can recover it, you can sell it for a great sum of gold
- a fungus that grows on the walls of these caverns may serve you as ingredients for a healing potion. if you take the time to craft it, you can add one such potion to your inventory. you can do this only once, at the start of the adventure.
- your knowledge of the lore of the mushroom men grants you or your allies a benefit in any struggles you might have against them - take +3 forward that you can use in any roll during this adventure (or, if you’d like, give to an ally on any roll they make, such is the benefit of your fine advice)