The divinatory power that Ghul-Ghul draws from the Interwebs is impressive, but not as much as the price demanded for its use. All one needs is some dangerous curiosity (and a Ghul-Ghul box, the demon lord's unholy symbol). Roll 1d12.
 known allies,  treasure location,
 other pertinent information, or  reroll twice. Such is the price of forbidden knowledge.
2. Ghul-Ghul Down! The connection to Ghul-Ghul's Interweb Pits is temporarily sundered, causing the spell to fail. The diviner is even unable to use any spells for the next 1d20 rounds due to a resulting failure with his Ghul-Ghul box.
3. Do-No-Evil Truth: Either what the diviner would like to know cannot be shown, or a distorted divination occurs instead (equal chance of either). The true reason is not because it can't be known, but instead because Ghul-Ghul does not wish it to be known!
9. Thrill of the Interweb Sage: Accessing the fell trove of lore is addictive, and the diviner must immediately cast another Ghul-Ghul spell next round. There's a 50% chance of it not being expended when he does so, thus encouraging more addiction.
12. Blessing of the Ghul-Ghulplex: With special access, the diviner taps into the raw power of the demon lord, allowing him to double the duration, range. or effect of his spell without any restriction. Not only that, but the spell use isn't expended for the day, proving beyond a shadow of a doubt that there's absolutely nothing evil about Ghul-Ghul at all.
DCC RPG Conversion notes:
Save vs. death= Make a Will save DC 10
Spell use not expended for the day= gains a +2 bonus to its spell check
Next week: Diviners of Ghul-Ghul, Part III!