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Random lists and tables for tabletop games that you need a d100 to roll on! The lists created here will be posted and archived to www.dndspeak.com.
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/r/d100
For when you need to beef up the loot without actually Making the players stronger.
Edit: Just was informed of the rules changes, Will properly edit asap. I honestly only had idea for one lol
1- Day Armor: allows the user to ignore the effects of sunlight sensitivity and any other negative effect of the sun light besides the ones we are all exposed to.
2 - Compass of Direction: Put the compass over a maritime map and say your destination while poiting to it with your finger, the compass will point there.
3 - Needle of Stiching: makes the work of tailors twice as fast.
4 - Blessing of the werewolf: this item turns any silver in a 20ft radius into Copper, only during full moons.
5 - Basilisk Gaze Guard: This item protects the Basilisk from seeing reflections, protecting it from its own gaze (throw this one in a room full of mirrors, no one Will be able to avert their eyes)
I’m creating a campaign where you play as the henchmen of an evil overlord and have to do quests to further their goals/earn money. These can range to comically evil to downright Diabolical. Ex. Robbery, murder,terrorizing/controlling the local villagers, assisting fellow monsters/criminals in the area
The local village is preparing for the big harvest festival and your overlord wants to see it sabotaged to remind the villagers who’s really in charge. Send Giant beetles/boars to eat the crops and disrupt the festivities
The local witch is tired of the local villagers sending so many heroes after their head. They decide the best way to their hearts(and minds) is their stomach. They baked “special” pastries that might convince the villagers to think of them more positively
The necromancer/mad scientist wants to create their own flesh golem but needs the parts to do. You can dig up bodies from the local cemetery or “borrow” limbs and organs from the local population
The local dragon has started to become a nuisance to the overlord as of late and wants them dealt with. Either they can serve them or have them but do death (and maybe mounted of the fireplace)
Kill that puppy. Yes, the cute one. Why? Stop asking pointless questions.
The overlord wants you to seek out a woman in labor and convince her before the baby crowns that it be given a very specific name (probably to fulfill some prophecy later)
A troublesome merchant refuses to pay the protection money. Remind them they aren’t safe by sneaking in one night and cut 6" from every 10-foot pole he has in stock.
The orc tribes have been squabbling over leadership as of late. One candidate wants to make peace with the nearby settlements while one seeks to ally with us to ravage them. Make sure are violent friend wins the election by any means necessary.
The low-level adventurers have been busy of late. It seems the basements of the local taverns need to be restocked with rats.
A local farmer has been trusted by their neighbors for years. But seems like they managed to get on our bad side. Secretly poison all the wells neighboring their farm but do not poison the wells on their farm.(Let’s see how much their neighbors really trust them)
A local hero is slated for execution. Their friends are planning a breakout. Keep the hero safe and captured....until the execution that is (Who are we to get in the way of “justice”).
The local nobility has started to grow......complacent. Bought time we find (or fabricate) some blackmail on them to keep them in line.
A local noble has grown too confident, yet is too powerful to simply kill. Sneak into their residence, and place a powerful curse on them. The cursed item is especially potent, so don't get it on yourself.
A local princess is known for her beauty, and this has annoyed her competitors. A special potion will turn her into a ravenous beast. Poison her with it. Don't kill her, and don't get killed.
A local noble has grown too cocky. A special potion will cause them to bloat up like a toy balloon. Tether them somewhere public for the townsfolk to gawk at.
A Master Thief has shown interest in our organization, but needs proof of our skill. A local noble has recently procured a valuable reliquary, that they've put under lock and guard. Put two and two together.
The local townsfolk are starting to get too....active. Ambitious. They need more vice in their life. Ensure the success of a new underground casino, and ensure the townsfolk are plied with alcohol, games and courtesans to keep them quite. Make sure the house always wins, the local police stay confused, and the local rivals stay in their own corners.
Start an insurance company using clerics as healers and absolutely refuse to help anyone who isn't current on their premiums. Also find ways to screw people who are up to date for arbitrary reasons. (We don't cover necrotic damage. Bulette bites are only covered if they occur on your own proper.) (What do you mean this sounds familiar)
They say in these woods lives a magical white stag whose antlers hold powerful druidic magic. bring me the antlers so that i may make it power my own.
i need 10 pints of unicorn blood for the next ritual. (and do be careful those horns aren't for show)
there’s sirens causing a ruckus that’s keeping my oversea shipments from coming in. take care of it, and make sure my next shipment gets here on time (or else).
the town seems to have made a deal with the young dragon that lives on the other side of the valley to protect them from the likes of us. Go offer it a better deal, or find a way to kill it if you have to.
there’s a pack of owlbears in a cave nearby. train them up to be used as mounts, so we look as cool as we are when we collect “taxes” from the town.
I need a set of Hag teeth. For a thing. Go find some. No questions.
can you go into the village and fill this 10 ounce jar with the tears of children? any kind of tear, except tears of laughter. those won’t work.
it seems i may have an heir i never knew about from a one-night stand living in the city. 1) trick him into coming here. 2) take them out; i don’t need them to show up and complicate my plans at an inopportune moment. 3) i believe she’s part of a prophecy; we must (take her out, help her along, corrupt her). 4) do some research and make sure i don’t have any other heirs out there. 5) bring them to me, along with their mother, with force if need be, whole and alive. 6) i need a sample of their blood. but don’t kill them. they may have more use to me yet…
you know how we need the (blood, feathers, bones, fur, horns) of that rare and dangerous beast for the drugs we sell to the common folk? Well, our supplier just had an…unfortunate …accident. I need you to get me some while i find a new supplier.
find the town leader and convince them to get a drink with you. seduce them, get evidence, and then we can blackmail them with the affair.
convince the high priest in the temple to give reoccurring donations to our “charity”
collect the moldy loaves from the baker’s trash and trick people into buying it for half the price the baker sells them for to undercut his business and earn some money.
i need a special weapon made. you need to find and hire three expert smiths to make each piece; i don’t want one person to know what i am crafting. bring a fourth smith back here to join the three parts, and then kill him or wipe his memory.
we need a body disposal system. find and bring me a living gelatinous cube or black ooze. and dig a pit for it to live in…in that corner?
i need you to systematically and slowly convince the town leader they’re going mad. a full-on gaslighting campaign against them. make them check themselves into a mental ward by the end of the month.
the lair need renovations/expansions and we need rope; and not just any rope either. get me a couple hundred feet of cave fisher rope for an expansion project in the lair.
(tell them to get magic items kept in any dungeon you want to run or guarded by any monster you want to play)
find out which paladins have been intercepting my deliveries into the city. put an end to it so my customers can get their supply.
steal the farmer’s prize (pig, horse, etc) to ransom.
i need you to get the town leader to hand over a fistful of their hair…willingly.
we’re running out of skeleton fodder to stave off the low level adventurers. go dig up a cemetery we haven’t already gotten into.
keep the guards away from my (night club, gambling operation, pleasure house, black market, poison lab)
go make an example from that guy who thought he could steal from me. make sure it’s obvious what his crime was.
let’s build a dam, and then charge the people of the city for access to water. (who says its a right?)
Frame a group of local do gooders for a horrible crime. what crime? any kind really (the worse the better)
It's hunting season and the overlords looking for game; the most dangerous game: werecreatures!. Luckily there's a peaceful werecreature tribe nearby that would be the perfect "participants" to join us.
Find, Torture, and/or kill the one brat that keeps writing mean things about the overlord on various walls.
Collect the teeth from all the children. The Tooth Fairy pays good money for them and doesn't ask questions (or cares) about where they come from
Waylay a caravan of medicine (including healing potions) going to a remote town. The stolen stock can be resold on the black market. (we could also sell it back to them at outrageous prices if they want it that bad)
Help a sinister wizard/alchemist collect the rare (and illegal) ingredients for his latest project (a bomb? A poison? A recipe for ascendency into the astral realms?). Some of the people who have a monopoly on certain ingredients (for example, a cloister of monks on an obscure mountain top) will absolutely not let you have it legitimately.
Another Dungeon has been discovered nearby. We don't need any unwanted competition so let's "convince" them to merger. Raid the dungeon hideout and convince the monsters/humanoids hiding within to join us (or just enslave them I'm not picky).
The city's sewage system relies on captured oozes to dispose of waste. Some trogladyte priests of Jublex have asked for your help to sabotage the sewage system, and "rescue" the oozes.
The PCs receive a message from an anonymous benefactor asking them to help cover up a the theft of a stolen artifact, but when the players arrive, they discover there are 4 suspects for the theft. The anonymous contact has 3 rivals also interested in the artifact. First the PCs must sleuth which one of the suspects is their contact, then incriminate at least one other rival, earning a bonus if they can also incriminate/dispatch the other 2 rivals.
A carnival of disguised devils has come to town, but after a run in with some paladins, they're short staffed! They need help running their rigged games, and lulling mortals into tempting spectacles
The duke is throwing a ball, practically the whole city will be there! Meanwhile, you've been paid to kill him. Problem is: his party is invite only. If the players want the bounty, not only will they need to sneak in, but they'll need to schmooze their way through the party, secretly luring away and killing as many guards as possible before taking down the duke himself.
Despite the presence of a nearby mine being overrun with Hobgoblins, the players discover a small town that has been enjoying unprecedented months of peace. If the PCs investigate the mine, they find that the Hobgoblins lost their chief, and none of their warriors have been able to pass The Trials to become the new chief. At this point, the Hobgoblins are willing to name ANYONE that can pass The Trials as their new chief.
What kind of villains would we be if we didn't kidnap someone now and again. Abduct a (apprentice, betrothed, pet, prince, princess, relative of "x") and ransom them back.
This is a list of people that have "wronged" us in the past. Abduct them so that we can "Teach them a lesson".
Evil Lairs don't design themselves. Abduct an architect to design a (dungeon, prison, ship, stronghold, trap).
It seems that the Overlords last experiment didn't go according to plan. Abduct a healer capable of undoing whatever the boss did to (himself, herself).
It's Hard to find decent servants these days. Abduct people for (experimentation, sacrifice, slave labor).
Abduct a person that reads ancient "x". The boss needs something translated.
No one is Untouchable. Assassinate a (city official, council member, hero, leader, merchant, priest, rival, snitch, traitor, witness, wizard).
The Heroes have taken something important to us. Bring it back at all costs.
Awaken a (dark fae, dark god, demon, devil, kaiju, lich, mummy lord, old one, outsider, primordial). Don't forget to bind them to the Overlords will (We don't want them getting in our way now do we?)
It looks like one of our Allies/Potential Allies has gotten in trouble with the law. Break the (alchemist, artificer, informant, lieutenant, mad scientist, overseer, necromancer, spy) out of prison.
Looks like there's been a containment breach in the lab. Capture the experiment that has broken free and escaped.
Looks like we have an infestation for you to clear out. We would have hired the local exterminators but they all seem to be low-level adventurers. Clear out the levels of the stronghold that have become infested by (one of the boss's experiments, something one of the other minions brought back, something that came through a portal)
Collect a list of items needed to (bind a demon, build a golem, build a portal, create an artifact, perform a ritual spell).
It's that time of the month again. Collect protection money from local merchants.
This one requires some good ol' fashion deceit. Commit a heinous crime against "x", plant evidence to make it look like "y" did it.
Time to expand our turf. Construct a new (base, dungeon, lab, outpost, stronghold)
Lets get rid of the local competition. Convince a rival to leave town.
Discretely follow the adventures to a dungeon. Let the adventures defeat all the monsters, traps, and puzzles. Steal "x" item form the dungeon and escape.
Free a (dark fae, dark god, demon, devil, kaiju, lich, mummy lord, old one, outsider, primordial) from its prison. try not to die.
The Boss has got big plans but were short on hands. Gather a workforce (willing, unwilling, mind controlled) to build something the boss wants built.
Go into the dungeon and collect any useful items the dead adventures might have had on them at the time of their demise. Reset any traps, Don't get eaten by the monsters. Try not to kill any of the monsters.
Go meet a list of prospects for the boss's new (concubine, husband, wife). Convince them to come willingly or abduct them, whatever works.
The Boss is organizing a private event. Hand out invitations to specific people for a black market. Make sure the wrong people don't find out about it.
Infiltrate a local cult and take over their leadership (The Boss should reach Demi-God status soon anyway)
Intercept a diplomat before they reach the peace talks. Take their place and sabotage the peace talks.
Manufacture the "signs" of a prophesy. Use it to (distract the adventures from what the boss is doing, sow chaos, take control of a group).
Observe how effective the "monster of the week" is against the adventurers. Don't get caught by the adventurers and don't get eaten by the monster.
Plant monster eggs at specific locations. Perform a ritual that will cause the to all hatch at one time and rapidly grow to full size (They really do grow up fast don't they).
Place a particular cursed item where a particular person will find it.
Recruit more (bandits, henchmen, revolutionaries, soldiers). Make sure the wrong people don't get word of the recruitment effort.
Resurrect a (dark god, demon, devil, kaiju, lich, old one, outsider, primordial).
Sabotage the creation of a (automation, construct, golem) so the boss can take control of it.
Sabotage a ritual that is about to take place. Sabotage it in a specific way, so that the results will be "x".
Infiltrate a rival's lair and Sabotage their plans
Several (henchmen, minions) have gone missing. Find out what happened to them(and trynot to go missing yourselves).
Sneak back into a previous (hideout, lair, stronghold). Go into a secret room that was never found by the heroes and (activate the golem, open the portal, recover "x" items, set the monster loose)
Steal a (egg, hatchling) from a horrible monster, so the boss can raise his own horrible monster.
Steal a shipment of "x"
Steal a specific wizard's spell book
Steal the journal from a famous (adventurer, alchemist, artificer, explorer).
The adventures are raiding the (camp, base, hideout, lab, outpost, stronghold). Escape with the most valuable (items, pets, prisoners, projects).
Track down the stronghold of an ancient dark lord and loot anything that might be useful to the boss (but who knows? they might not be gone after all).
Frame an infamous criminal in the region for a bunch of atrocities. This should allow our bounty hunter cut-out to gouge the authorities on the payout for capturing him. (Torturing a duke’s wife to death ought to jack up the bounty by a good 200%, at least. Cha-ching!)
A private investigator is hot on the heels of the BBEG. Eliminate them, scare them away, get them to stop investigating. It should be warned however, the investigator is incredibly lucky, and known to escape death's grasp on more than one occasion.
Take this love potion and dose the partner of a major noble. The more humiliating/disasterous their "lover," the better.
Steal some candy from some children. Even you should be capable of that.
I was curious if any veteran DMs could tell me any obvious issues or recommend any item replacements on these lists? They were put together fairly randomly while attempting to ensure a fair distribution of items Common to Legendary.
Thanks!
https://docs.google.com/document/d/15CZj-JGL1sqOdJ09f5l_YDPuR20jm-qYrnQlyrinZGM/edit?usp=sharing
D100 things that you might need to do in order to get the door to open
I would like some Feywild themed drink names to go with a city that sells them. Effects for drinks can be speaking Sylvan, being faerie sized, damage resistant, advantage on checks or temporary darkvision.
D100 list (10/100)
So the players are enjoying the festival of light. They will encounter different stands and events. Kind of based off the Witchlight carnival, so ideas like drunk npcs, bards singing in the background, eating contests, hall of mirrors and mini battles that win prizes. If you can come up with prizes to go with them that would be great. This can be minor boons like advantage on saving throws, knowing a language for the day, expertise in a skill of their choice, darkvision or effects that cause certain creatures to avoid attacks for the first round of combat.
D100 list (0/100)
You're a guard. What's your biggest problem? Boredom.
Standing around all day, maybe walking your rounds.
Trying to stay awake. Trying to pay attention.
Day in, and day out. (yawn)
1 Sharpening a weapon
2 Playing poker with another guard
3 Ahem, smooching a commoner
4 Guarding a prisoner (checking them into the area, checking them out of the area)
5 Singing a tavern song
6 Laughing loudly at each other's jokes
7 Yelling at / arguing with another guard about (d6): 1 whose turn it is to do guard duty, 2 who ate the last serving of rations, 3 who the server winked at in the tavern last night, 4 who was supposed to bring the weapons (they have no weapons), 5 who was supposed to bring the toilet paper, 6 why one of them always has to "start something" [a fight] at the festival/tournament/etc.
8 Trying to light a new torch (their previous torch just burned out)
9 Cringing as their boss yells at them for falling asleep on duty
10 Changing of the guard (one guard checking in, one checking out)
11 Coughing loudly with pneumonia or tuberculosis
12 Playing solitaire (cards) alone
13 Walking toward the PCs as they return from walking their rounds (10*d12 feet away)
14 Practicing a small instrument (lute, pipes, snare drum, etc.) (member of the guard band)
15 Yawning, over and over (2 in 6 chance to fall asleep each minute)
16 Blowing the seeds off a daisy and making a wish / looking for a 4-leaf clover in the weeds / picking petals off a flower and saying "she loves me, she loves me not, . . . "
17 Taking a nap and snoring loudly
18 Walking away from the PCs as they walk their rounds (return in d10 rounds)
19 Tying their shoes / Putting on their boots
20 Talking to another guard about (d6): 1 who has the best lover, 2 which type of pet is best, 3 whose weapon is best, 4 whose horse is best, 5 whether it's better to have higher Strength or Dexterity, 6 why wizards are such nerds
21 Pants down (Peeing / Pooping)
22 Shivering while wrapped in their thin guard's cape (if cold outside, or raining) / Sweltering under their thin guard's cape, rigged as a little "head-gear" umbrella to shade them from the sun (if hot outside) [either way, they're miserable, and potentially susceptible to persuasion that gets them out of the elements]
23 Throwing up (recovering from a hangover)
24 Delusional from a high fever
25 Just flipping a coin, over and over
26 Strung out on drugs
27 Drunk, slurring words and reeling
28 Playing beer pong (with a walnut) with another guard
29 Trying to look cool, wearing sunglasses, smoking tobacco / weed / etc.
30 Talking to a commoner about (d6): 1 the weather, 2 the harvest, 3 which tavern to meet at after work, 4 why the guard wasn't in church this week, 5 a creature stealing the livestock, 6 why don't the guards do something about the gangs/bandits in the area
31 Practicing with their weapon (slashing the air with a sword, target practice with a bow, etc.)
32 Rummaging through their backpack, beltpouch, etc., looking for something
33 Eating a snack (crunchy apple, hard boiled egg, cheese and crackers, jerky and a biscuit, etc.)
34 Drinking (water) from a waterskin [followed by loud belch]
35 Sneaking a nip (of alcohol) from a pocket flask
36 Shining their shoes/boots/belt buckle/medals/insignia
37 Playing dice with another guard
38 Sneezing loudly in a hanky due to having an annoying cold
39 Writing a crude joke on their cast (they have a broken arm/leg)
40 Waiting as a medic changes the bandages on their head (injured earlier)
41 Whistling a tune
42 Whittling a little wooden toy soldier with a knife
43 Throwing contest with another guard (trying to hit a tree, etc., with a pebble)
44 Chomping on chewing tobacco and having a spitting contest
45 Beating up a prisoner
46 Chasing some other person/group who are trying to run past the guard
47 Playing fetch with a little pet dog (or rat)
48 Practicing their juggling (apples, or daggers, or torches)
49 Refilling a lantern with oil
50 Yelling at / arguing with a commoner about (d6): 1 dating the commoner's teenage kid, 2 being respectful to guards, 3 why the commoner's papers don't look legit, 4 why the commoner was attempting to evade taxes on [some commodity], 5 whether the guard is coming to family dinner night, 6 why the commoner "doesn't have what it takes" to be a member of the guard
51 Playing marbles with another guard
52 Nursing a toothache (bandages around jaw, talking difficult)
53 Looking at themselves vainly in a pocket mirror and brushing their flowing hair
54 Brushing their teeth, using their messkit tin as a washbasin
55 Having a (loud) farting contest with another guard and trying not to laugh
56 Improving their guard post (hammering on wooden guard hut, stacking sandbags, digging foxhole deeper, etc.)
57 Heating up their sad little meal in their messkit tin over a small, sputtering campfire
58 Doing deep knee bends and push ups (exercises)
59 Deep into reading an exciting book about a heroic guard
60 Sewing a button back onto their uniform using a needle and thread
61 Reading fresh orders from a note sent by their boss
62 Putting on a fresh pair of socks (their shoes/boots are off)
63 Writing a boring status report on a note to send to their boss
64 Shaving with a razor, shaving cream, and a little pocket mirror, using their messkit tin as a washbasin
65 Kneeling in prayer, holding their holy symbol
66 Releasing a prisoner
67 Away from their post, checking that the other guard nearby in not away from their post
68 Enjoying a hot beverage (tea, coffee, etc.)
69 Sweeping the floor around their guard post
70 Cleaning their weapon
71 Trying to get ahead, doing their homework while on duty (math, spelling, or something)
72 Taking a bribe for allowing someone to smuggle something past the guard station
73 Twirling a cudgel at the end of a lanyard
74 Lying down, mysteriously already dead
75 Lying down, pretending to be dead
76 Sitting still, leaning against wall/tree, with hat/helmet pulled down over eyes, chest moving up and down (sleeping?. . . or pretending to be sleeping?)
77 Guard is blind or deaf, but PCs don't know
78 Polishing an alarm bell/gong
79 Running away from a monster/mob/etc., toward the PCs! (don't yet see PCs)
80 About to rebel against their bosses [dude, they've had enough of this s**t]
81 Preparing to execute/hang a prisoner
82 Writing a letter to a faraway sweetheart
83 Engaged in a fistfight amongst themselves
84 Complaining to each other that they hate working this particular guard post
85 Trying to keep something *in* a location, rather than trying to keep the PCs *out*
86 *Pretending* to be friendly towards the PCs
87 Checking someone's identity papers
88 Checking someone's backpack/cart/wagon for contraband
89 Smoking, and blowing smoke rings
90 Pacing back-and-forth nervously, frequently looking over their shoulder
91 Paying a commoner to sneak them alcohol while on duty
92 Musing on philosophy, while twirling their handlebar mustache
93 Cleaning their monocle
94 Talking excitedly among themselves (or to him/herself, if alone) (about what?)
95 Attempting to hide from something (not the PCs) (but why????)
96 Folding origami animals
97 Attempting, but failing (over and over), to cast a magic spell
98 Looking at the clouds (day) / stars (night) and contemplating the vastness of the universe.
99 Oiling/greasing the hinges of the door/gate they are guarding
100 Looking straight at the PC's location (but do they actually see the PCs???)
PLUS, 25 MORE BONUS LIST ITEMS!
Items 101-118 from u/World_of_Ideas:
101 Escorting something/someone: (artifact, chest, merchant, noble, priest, prisoner, suspect, VIP, witness)
102 Practicing parade drills
103 Questioning people about (an accident, a crime, a criminal, a suspect, stolen goods, illegal goods, a monster, a missing person, a mysterious event)
104 Searching the area for (someone, something)
105 Talking with an informant
106 Comparing scars or old injuries
107 Donning their uniform (or armor)
108 Discarding their uniform. Oh, wait, that was someone *impersonating* a guard! (but, why?...)
109 Dragging a (dead, tied up, unconscious) person
110 Guard is bound and gagged (who did this, and why???)
111 Hiding something / Accessing a hidden stash
112 Practicing their speech that they are going to tell someone
113 Repeating the (combination, directions, instructions, pass phrase), that they are trying to remember
114 Shooing away (vagrants, street urchins, animals) from the area
115 Sounding an alarm (bell, gong, horn, whistle, signal fire, flare arrow, etc). (Has nothing to do with the PCs.)
116 Training a guard animal ("fetch!", "stay!", "sit!", "attack!", "release!", etc.)
117 Wearing scary "goth" makeup to look intimidating, so commoners won't bother them with annoying questions
118 Using their position to extort (favors, money) from someone
119 Arguing over what would win in a cage fight: an owlbear or a displacer beast? (u/I_Am_Lord_Grimm)
120 Reading a library book with title (d6): 1 "Gardening as a Side-Hustle," 2 "Dwarven Home Brewing Secrets," 3 "Dice Games and How to Win Them," 4 "100 Best Barmaid PIckup Lines," 5 "Guards' Lance #5 (book 5 in the 47-book pulp adventure series)," 6 "Magic Tricks for the Beginner." (inspired by: u/NewLibraryGuy)
121 Incessantly scratching (poison ivy? lice? curse?) (u/oliviajoon)
122 Making bets with each other (d6): 1. which horse will win the horse race, 2. which fighter will win the wrestling match in The Pit tonight, 3 who can get the barmaid or barman to go on a date, 4 who will be promoted to captain of the guard when the current captain retires next week, 5 who can throw a stone the farthest, 6 who can hit a target dead-center from 50 feet with their [spear/bow/crossbow/etc.] (u/oliviajoon)
123 Pulling a pill out of some odd place on their clothing/armor and tossing it quickly into their mouth, looking around guiltily. (u/oliviajoon)
124 Striking a flint over and over to light small bits of hay on the haybale they are using for a seat. (5% chance of him accidentally lighting the whole bale on fire) (u/oliviajoon)
125 Sitting on a wooden stool, building a house of cards on another wooden stool (u/ProfBumblefingers)
https://professorbumblefingers.blogspot.com/
https://profbumblefingers.itch.io
[Edit: Found a repeat entry. Corrected it.]
[RAF / NUTMEG IF YOU SEE THIS, LEAVE NOW]
Moving on
"Blurse," of course, being a portmanteau of "blessing" and "curse," i.e. something with both positive and negative effects, often in equal or equally-likely measure.
Here are a few off the top of my head, variations on popular magic items that I had a huckster sell some of my players. I'd love to find more ideas:
Medal of Maggot Pie : Medal of Meat Pie but instead of one use, it had one charge per day; CON Save DC15 — pass and get 1d4+1 temp HP, fail and take 1d4+1 damage
Earring of Messes : Earring of Messaging but all charges refresh at dawn and there's a 1-in-4 chance the message goes to a randomly determined target within sight
Hat of Wizzery : Hat of Wizardry, except you can use 3x a day but must make an Arcana DC13 check before each use; if you fail, the cantrip backfires in some spectacular way
Clockwork Scamulet : Clockwork Amulet, but there's a 1-in-6 chance of a Wild Magic trigger; if it does trigger, the charge refreshes
Bag of Hoeing : Bag of Holding, but when you go to retrieve something, there's a 1-in-6 chance you instead pull out a garden hoe
Medal of Twits : Medal of Wit but instead of one use, it has one charge per day; when used, there's a 50-50 chance of giving Disadvantage instead
Arrow of Returning : +1 to hit, but on a miss, circles back and automatically hits the attacker. Standard 50% chance it survives impact and can be reused.
Dagger of Healing : If attack is successful, does 1d4 damage and 1d4 healing.
Shield of Alertness : Emblazoned with a face. The eyes have True Sight and the mouth is a Magic Mouth. Warns you of hidden/invisible enemies by screaming “he’s over there!” or “look that way!” but the eyes don’t move and it has no arms to point out where it means.
Boots of the Cat : You get advantage on Stealth checks but any cats within a 100’ radius show up and rub themselves against your boots while loudly mewling.
Monologuing Monocle : Requires attunement. This monocle frame, once placed against the eye, remains in place until a command word is spoken. No more monocle slipping off during dramatic monologues! It’s actually the thin metal rim that’s magical; the lens is just plain glass.
Ring of Piercing Bite- This ring, when attuned, gives the user a bite attack action that uses strength to hit and does 1D8+Strength piercing damage. it also gives a Bite bonus action, having no bonus to hit and doing 1D4 + Strength piercing damage. However the user grows larger, sharp rodent teeth that itch their gums if they don't chew or bite something once a day that give a minus 1D4 to all charisma checks and saves.
Jealous Ring of Protection- This ring gives the user a +1 to AC and 1D4 temp HP when you roll initiative, however it instantly un-attunes any other rings the user has and takes up 2 attunement slots instead of one. A Remove curse spell is required to un-attune to this ring.
Whoopie Armor- +3 Leather Armor that farts when hit or vigorous movement, giving -2 to any stealth roll the wearer makes. If a crit hits this armor, instead of doubling the damage, a massive fart is released from armor, requiring a DC 15 Con Save from every creature within 15 feet of the wearer, including the wearer, or take 1D4 Poison Damage and become poisoned.
Chaos Boomerang- A returning ranged weapon with +3 to hit doing [DM Choice] Bludgeoning damage on a hit. Only, on the target's turn, whether it hit or miss, it returns to the thrower, using the same to-hit the thrower used on that attack against the thrower's AC. On a hit: rolling new, different damage against the thrower. [Yes, Crits against the target will also be a crit against the thrower].
Boots of Climbing Speed- These boots make your walking speed into a climbing speed. However, they make your walking speed 0, and when on normal ground you walk in causes the wearer to go prone, unable to stand or walk. The user can crawl while prone.
Sword of +3 Intelligence- A sentient sword with a Mage's Apprentice mental stats. When attunes to this weapon, the sword's personality gains +3 to its intelligence checks and saves. How helpful the sword's personality is with its wielder is heavily dependent on the DM.
Boots of Silence- Boots that make your footsteps silent, giving you a +5 to stealth checks. However, they turn the user mute and deafen them, preventing spellcasting and communication and giving them -5 on perception checks.
Disarming Blade- A Rapier or Dagger where if the user crits, or beats the target's AC by 5 or more, the target is disarmed of one item they are holding. The Wielder, however, also is disarmed, dropping any item they are holding in their hands, including the Disarming Blade.
Mirror of Adding- A Mirror with the effects of see invisibility on it, showing all who are within its gaze. However... it has an illusion that adds a 10% increase in weight to any creatures it shows.
Disappearing Act- A Throwable Explosive smoke bomb with a range of Self, long range of 5 ft. All creatures in a 10ft radius must make a DC 13 Dex save or take 2D6 Fire [or force] damage as the device explodes into smoke [The user/ thrower has disadvantage on this save]. After, those same creatures must make a DC 15 Strength save or be thrown away from the item effect. If a creature was Self or 5ft away, they fly 15 feet backwards from the effect. if a creature was 10 ft away from the blast, they fly only 10 feet back from the effect. If there is no clear space for the creature to land, or they collide with a solid surface stopping their forced movement, they take an additional 1D6 Bludgeoning Damage per 5 ft of movement they cannot complete and fall prone. If there is no choice but to land on another creature, the thrown creature takes 1D6 bludgeoning and "rolls" to the nearest open space or off the nearest ledge, the landed on creature takes 1D4 bludgeoning damage.
Wild Magic Potion- A potion that sets off a wild magic surge. If used to poison food or drink, the effected makes a DC 14 con save, on a fail they roll the wild magic surge at advantage and chose the effect they wish.
Sausage Ring of Confidence- This item, when "worn", requires a DC [15 - CHAR Mod] Charisma save. On a save, the wearer gains a +2 on all Char checks made to flirt, impress, or persuade someone who they might see as a potential love interest. On a fail, they gain a -3 on all Charisma Checks, period, for the day.
Spy Crossbow- A hand crossbow with +3 to hit. However, each attack must accompany a D20 roll. 11-20 the attack targets the target, but on a 1-10 that attack will be made against the user. This 1D20 roll to determine target is unaffected by modifiers or any influences, like Luck, and is ONLY determined by the roll of this die.
Pill of Enlarge / Reduce- When taking this pill, the user announces their intention to Enlarge, or reduce, their size. They must make a Con Save with a DC of 13. On a save, the indented effect happens according to the spell Enlarge-Reduce. On a failure, however, the opposite effect happens from what is intended. [DM can overrule and suggest the intended effect to rule out cases of purposefully failing to obtain the desired / beneficial effect]
Fire Magnet- An item where, on initiative, the user rolls a Int Save DC 14 to calculate a polarity. On a save, the user as +1 AC to fire attacks, and gains +1 to any saves in relation to fire, fire damage, and fire spells. Ranged Fire attacks against the user act as if the target is an additional 15 feet away, possibly effecting range. However, on a failure, the user attracts fire to them, gaining a -1 to AC to fire attacks, and losing -1 to saves revolving around fire. Fire based ranged attacks and spells do not have disadvantage in times where they would have disadvantage, and fire based AOE attacks have an additional 5ft effective range when calculating if they effect this user.
Squeaky Clown Shoes - Used by clowns to improve their performances. Gives advantage on Sleight of Hand and Performance checks. However, they squeak every time you walk, and give you disadvantage on Stealth checks.
Ring of risky misty step - You can cast misty step (or maybe far step) with this ring. When doing so, roll a d20. On a 1, you teleport, but nothing you are wearing or carrying teleports with you.
Staff of Narcolepsy (can only be attuned by a creature that can be magically put to sleep) - This staff has 10 charges, and recharges 1d6 charges at dusk. It contains the following spells at 1 charge per level: sleep, alarm, moonbeam, darkness, catnap, feign death, hypnotic pattern, and dream (you can add or remove spells, these are just my suggestions). Upon casting one of these spells, the user makes a Constitution saving throw. On a 2 or less, they are put to sleep as if by a catnap spell. Otherwise a DC 11 is required to pass. Use a success/fail system like death saves: 3 fails puts you to sleep, 3 successes resets the saves, as does any roll of 20 or higher. It also resets if you take a long rest.
Boots of uncontrollable speed - Your speed is doubled. However, you can only move in a straight line, and if you move on your turn, you must move the entire distance.
Hey everybody! I made this list as a thought experiment, but I haven't done anything with fey, dragons, devils, undead, or anything elemental. Maybe you guys can contribute to what I am working on? I used creatures from multiple editions, different games, and spell components to spells that aren't exactly core-rule-book material. Please, if you make up your own stuff, then describe them well enough to get the idea? Thank you so much!
1.Basalisk - Basalisks have been interpretted and reinterpretted over different media. In Dungeons and Dragons, they stare people into stone; and I'm roling with that because its' 1) arguably more ubiquitious, and 2) more creative than another monster that drops venom. Basalisk eyes can produce a power that gives the target the effects of having stony skin inclusive to a temporary natural armor bonus.
Bulette - Land shark typically associated with Dungeons and Dragons. The Fin can be sold on the black market for a pretty penny. Alternatively, the fin can be boiled down and served in a decidant stew.
Carrion Crawler - A slug monster that can be found around dead things, typically a larger monster that leaves scraps; generally associated with Dungeons and Dragons from multiple editions; has an easy to resist poison that deals a nasty paralysis upon failure to resist, and takes an expirienced survivor to extract *safely.*
Electrovore - Electrovores feed on electricity in Starfinder. Typically, their conductive tissue in their hid is processeded into an electric set of gloves. In a fanatsy seetting? Maybe the electrovore just eats magic instead and the gloves deal magic damage.
Hag - After ebing knocked prone, you find a magic sword that pierces through her magical hide. (It's a really cool sword guys, I think it's damascous).
Hydra - Hydras are famous for growing two heads instead of one. Hydra scales in perfect condition can be used for spells that would be used to duplicate an object.
Ksarik - Ksariks are Starfinder creatures that eat genes; they're sort of a level 4 threat. Basically, a piece of the tentacle, if one can be recovered, can be crafted into a piece of pickled meat. When you ingest that pickle the nextdamage you take, you have resistance twords that damage for the duration of the potion.
Manticore - Manticore's have a scorpion tail. If the manticore has remaining poison, then it should a nuerotoxin that clots and paralyzes similar to a scorpion venom.
Ooze - Oozes need no introduction. They drop a skeleton (useless), a fighter's kit, and a health potion juuuust out of reach.
Salamander - Salamanders are generally a big firey lizard. Salamander saliva can be processed very carefully to produce alchemist fire.
11.Troll - Trolls across settings typically have a regeneration factor. "Lightly burned" trolls with some uncauterized blood can be crafted later to make a health regeneration potion.
Need a list of scary creatures that would reside in a town that has some people still staying. It is mostly run by spirits and creatures that lurk in the dark. Examples: ghost and ghouls surprising the players, spirits roaming the street, spirits of dead animals wandering the streets looking for their owner, mysterious music that can lure the players, an npc being attacked by vengeful ghosts.
d100 list (9/100)
I have a homebrew world where the Feywild is linked to a forest, where a noble city. One of my players grew up in this town. The party are about to attend the city for their annual festival of light, where lots of fey creatures come to help with the celebrations as well as create some fun for the party, adventurers and residents. So needing a list to help create a variety of fey creatures that are in this city.
Currently on 6/100
D100 list
One of my players' characters has been cursed by bad luck—nothing that's going to kill them in battle, but enough to be an inconvenience. I'm looking for bad luck that can manifest as they travel through the Feywild wilderness, so the more fantastical and whimsical the better.
Now that's a good list, thanks everyone for your help!
The homebrew campaign I am DMing started 200 years after all divine activity seized to exist, and a 3rd of the world became uninhabitable. Throughout their first 50 sessions the players figured out that they themselves are in some ways more than others suddenly connected to the Gods! Now I want the Gods to return for good: What major and minor signs might there be, that they are back?
I am running a feywild campaign and letting my players have a lot of leeway with inspirations but I told them some random fey magic will happen each time. I have 22 rn but I'd love to hear people's ideas!
D100
*You die and come back to life as if by revivify - no effect on hp of spell slots *no matter how hard you try not to, your feet seem drawn to objects and you keep stubbing your toe *You get the hiccups but….bubbles *A smell you can’t quite put your finger on becomes frustratingly present *Your tongue goes numb, and you are extremely hard to understand *You are constantly on the verge of a sneeze that won’t come out *You believe one of your party members is an imposter and you must figure out who it is before they can destroy you all *You become increasingly angry at everything everyone says for no apparent reason *Everyone sounds like the adults from Charlie brown for one minute
*You can hear the plants around you talking to each other *You feel an itch and every time you try to scratch it, it moves *You constantly see a shadow moving just outside your peripheral *You are haunted by a disembodied voice that tells you stuff about their life no one wants to know *All of your hair falls out and immediately grows back to the exact same length *You begin randomly throwing Sylvan into your everyday speech without noticing whether or not you know sylvan
*You become incredibly sweaty *Your eyes begin to glow *You gain 3 inches, where and what happens up to character interpretation *Your shadow goes missing and begins moving on its own accord *Your legs become fused down to the knee making it hard to walk and move *You can peer through the 4th wall and now are able to address the DM directly
Slimes, in their base form, are not dangerous. However, slimes are highly adaptive, and can rarely assimilate essences, making them have the potential to become truly dangerous. Here are 1d100 dangerous slimes.
1.] Lava slime - A slime made out of lava. Rarely born when a slime survives contact with molten rock.
2.] Thorn slime - A slime capable of launching thorns at those nearby. Rarely born after a slime has a diet primarily consisting of thorny plants.
3.] Stinger slime - A slime capable of launching poisonous stingers at those nearby. Rarely born when a slime has a major part of its diet consisting of stinging insects.
4.] Husker slime - A standard, blood-red slime with a potent stench that has adapted to prey on humanoids. It is rarely born after a slime eats several zombies, and preys upon people by launching itself at a humanoid's rectum or mouth, where it then attempts to enter the digestive tract. It will then consume the humanoid from the inside-out, utilizing enzymes with a potent stench to preserve the eyes and skin of its now consumed prey.
The husker slime is born with knowledge of common and undercommon, along with a lowered pain instinct. It attracts humanoids by digesting parts of the tanned skin of its hosts in such a manner that it appears like the host had suffered natural injuries. The blood-red color of a husker slime, along with the low viscosity of its slime allows it to cut off parts of itself to imitate blood, furthering the deception. Once a person is drawn in by the husker slime's calls for help, and touches the husk, the husker slime will attack whoever attempted to aid it, starting the cycle over again. The severed pieces of the husker slime will become normal slimes unless they feed upon zombies. Its slime can be used as a substitute for blood in certain specialty potions and unholy rituals.
5.] Deific slime - In a stroke of luck, this slime has managed to assimilate the essence of a fallen diety. Depending on how intact the corpse was, it may gain only some of the might of the fallen diety which it had consumed. Deific slimes will prey upon anything related to holy or unholy energies, and, when left unchecked, can become a predator of deities. Ever since the incident, the gods have set aside their motions of good and evil to eradicate any deific slimes that have spawned.
6.] Hellfire slime - A slime that managed to survive intense magical fires, and now can reproduce them. It can launch fireball on will for an indefinite number of turns, and the fireball casted can partially ignore fire immunity. Immunity to powerful magical flames, such as hellfire and holy fire, is required to be immune to the hellfire slime's fireball attacks.
7.] Frozen slime - A slime that managed to survice freezing temperatures. Deals cold damage instead of acid damage, is especially susceptible to bludgeoning damage and fire damage, but has a natural AC of 10 and an immunity to cold damage due to its icy body. It requires 2 turns to move to a new tile/square due to its partially solid state. It will often disguise itself as partially-frozen glacier water to draw in prey. Its gel remains cold to the touch, even after death, making it useful for refrigeration. DC 20 knowledge check to see if the character knows about this purpose.
8.] Slime amalgamate - Rarely, slimes will join together to form massive hive minds. This abomination is made out of hundreds or even thousands of slimes working in imperfect unison. Although it has a -5 to hit and a damage of 1d4-1 per hit, it can use 1/10th of its slimes to launch attacks. A slime amalgamate made out of z times 100 slimes will be able to attack 10z times per round. A slime amalgamate made out of z times 1000 slimes will be able to attack 100z times per round. It is fortunate that it mainly preys upon insects and other small wildlife. Fey despise slime amalgamates for their tendency to devour entire fairy and pixie villages.
9.] Carnomantic slime - A slime that is made out of a mass of shredded flesh, bile, bone, and blood. It has an insatiable appetite for living prey, and can eat several times its own body weight in a day. Such beings are what happens when a slime decides to make its diet out of abberrations.
10.] Poison slime - A slime that has made its diet out of poisonous plants, and assimilated their poison. Luckily, it will only consume poisonous entities, so unless you're a poison dart frog or an aboleth, you're safe from it. It will not prey upon creatures that are venomous but not poisonous, such as snakes and spiders.
11.] Awakened slime - A slime that lives long enough without splitting may gain sapience. Like all of its bretheren, such slimes hunger for power, and are likely to turn to wizardry. They are highly similar to plasmoids, but are multi-cellular organisms instead of a single-celled organism.
12.] Levitating slime - A slime that has consumed fey magic, gaining the ability to levitate itself and other objects. It will often levitate its prey to separate them from their allies. Its gel naturally floats, and can be used as an ingredient for levitation devices.
13.] Glitter slime - A slime that has been exposed to fey magic, granting it the ability to produce glitter. The immense amounts of glitter this slime can produce makes it difficult to see, giving all entities with a form of light-based vision -3 to hit.
14.] Manavore slime - A slime that has been exposed to many spells, and gained an appetite for mana. All spells casted at it have their effectiveness against the slime reduce by 1 level. It is the bane of low-level spell casters due to its immunity to cantrips.
15.] Enhanced acid slime - This slime has consumed several powerful acids, greatly increasing its acid damage by 1d6-1 per size category. Due to the poisonous nature of some of the acids, it also deals 1d4-1 poison damage per size category with every attack that hits.
16.] Cave gas slime - A slime that has fed on several cave gasses. It periodically releases toxic gasses, some of which are explosive. Using fire damage against this slime will cause it to explode, dealing 12d10 fire damage and 8d10 force damage to everything in a 5 foot radius, with the fire damage reducing by 4d10 for every 5 feet and the force damage reducing by 2d10 for every 5 feet. Because the slime lives underground, the explosion can trigger a cave-in, dealing 100d20+200 damage to anything unfortunate enough to be caught in the collapse. Combine it with a random annoying imp or minor celestial that revives every 2 days and attacks murderhobos to get rid of murderhobos. Have the celestialor imp attack the slime with fireball, causing a cave in that luckily only kills the murderhobo.
credits to u/MutatedMutton
17.] Insect Colony slime - forming a symbiotic relation with the local swarming insect population (Ants/spiders/bees/etc) , this slime reshaped itself to be a safe, nutrient rich home for these insects. In return, the insects will violently protect its solid core (where the eggs also reside) by swarming intruders. When defeated, the slime can be eaten, providing a small amount of nutrient (especially the protein rich larvae "hatchery") while tasting of honey.
18.] Heckler slime - gaining a bit of psychic resonance despite being otherwise non-sapient, when approached it will shift forms into an approximation of the intruder's most hated person and assault them with insults tailored to their insecurities and triggers that work like an empowered vicious mockery.
19.] Chimera Slime - after ingesting enough varieties of animals, this huge slime can manifest random animal parts for utility and defense. For eg, forming porcupine like spines, creating a venomous snake head, growing multiple hummingbird like wings for hovering flight, creating hooves for terrestrial movement and stampede attacks, etc.
20.] Ocular slime - Multiple eyes bounce around the inside of this slime like ice in a cold drink. Each eye, should you meet its gaze has a different gaze attack. Extreme bright light can be used against this slime to stun it.
credits to u/ProfBumbbleFingers
21.] Frictionless Plane Slime - A slime that is super-slippery. It flows toward the lowest point on the surface beneath it at the speed of falling through air. It is perfectly transparent and has the consistency of water. It leaves no residue on any surface it flows away from. Any creature walking upon it falls prone immediately and cannot stand up or move under its own power. Skeletons of dead creatures are often seen upon it--they starved to death when they couldn't escape, and the slime then slowly absorbed their soft tissues.
22.] Parachute Slime -- This marsh-dwelling slime can generate gas to inflate a bubble-like sail to catch the wind, pinch off the sail, which lifts off the ground, and rides the air currents for miles, dispersing to other marshes. On windy fall days, hundreds or thousands of parachute slimes can release their sail-spawn simultaneously to overwhelm predators, creating a spectacular aerial event.
credit to u/World_Of_Ideas
23.] Armored Slime - Slime has consumed bits of metal or stone. It floats these items to its outer surface creating an improvised protective shell.
24.] Electric Slime - Slime has eaten an electric eel or been struck by an electrical attack and survived. It has gained the ability to use shocking grasp "x" number of times per day.
25.] Ethereal Slime - Slime has spent time near a dimensional gateway and absorbed some of its energy. It can become material or ethereal at will.
26.] False Potion Slime - Slime has learned to mimic potion bottles. It can secrete a glass like substance and a cork like substance to create a bottle. It waits until someone drinks it, then it eats the victim from the inside out.
27.] Glue Slime - Slime has consumed glue. It can spray quick hardening glue to entangle potential prey or predators.
28.] Ink Slime - Slime has consumed ink. It has gained the ability to spray ink in an attempt to blind its prey or potential predators.
29.] Intellect Devourer Slime - Slime has consumed a intellect devourer and gained its abilities. Upon killing a creature, it can inhabit its skull and control its body like a puppet.
30.] Invisible Slime - Slime has fed upon an invisibility potion and gained its properties.
31.] Molten Metal Slime - Rarely born when a slime survives contact with molten metal.
32.] Piercer Slime - Slime has consumed a piercer and gained the ability to mimic it. It can secrete a hard stone like shell. False appearance: As long as it remains on the ceiling it is indistinguishable from a stalactite. Drop Attack: +3 to hit, 1d6 dmg per 10 ft fallen up to a max of 6d6.
33.] Plague Slime - Slime has consumed a creature that was infected with a dangerous plague. The slime itself has become immune but is now a carrier. It will infect any creature that comes in contact with it.
34.] Possessed Slime - Slime has been possessed by some sort of spirit creature. It has intelligence. Possessing entity may have other powers that it can use.
35.] Regenerating Slime - Slime has fed upon a troll that has been hacked apart. It has gained troll like regeneration. It regenerates 10 hp at the start of its turn unless damaged by fire or acid. It only dies if it starts its turn at 0hp and doesn't regenerate.
36.] Anesthetic Slime - Slime has consumed a drug or herb that acts as an anesthetic. These tiny slimes tend to sneak up on prey that is at rest and numb the area that they touch so the victim doesn't notice them. The victim doesn't realize that they are being eaten alive unless they actually see the slime. Once slain, they can be use by an apothecary or alchemist to make a pain killer.
37.] Apathy Slime - Slime has consumed a drug that causes extreme apathy in its victims. If the victim fails its con save, it simply doesn't care that it's being eaten alive and cant be motivated to take any action.
38.] Pepper Slime - Slime has consumed super hot peppers. It can now spray hot pepper juice to blind and cripple its prey or predators. Once slain, they can be used by certain chefs to spice up dishes.
39.] Radioactive Slime - Slime has consumed or been exposed to highly radioactive material. It now emits dangerous radiation.
40.] Skunk Slime - Slime has consumed some extremely foul smelling material. Slime can release a stinking cloud "x" times per day. Some variants may release a sticky stinking cloud. The effect sticks to anyone who enters the cloud
41.] Weapon Trap Slime - Any weapon that hits the slime becomes stuck in it. It requires a strength check to pull the weapon free. The slime's acid may also damage any weapons that get stuck in it.
credits to u/Forgotten_Depths (myself)
42.] Slime of Cursed Decay - A slime that has absorbed entities inflicted with a curse of decay. Anyone who attacks this slime will be inflicted with curses of decay identical to the ones that the slime has devoured.
43.] Overheal Slime - A slime that has absorbed an exceptional amount of healing magic, and now produces healing energies. Every attack from the overheal slime will heal the attacked, and it produces an aura of healing. Unfortunately for flesh-based beings, the amount of healing is too great for mortal flesh to handle, causing rapid cancer growth. Attempting to remove the cancer with healing magic will instead cause the cancer to grow more dangerous. Because the cancer is a physical corruption of the body, standard spells of remove curse and cure disease will fail to treat it. To remove the cancer, necrotic or poison damage must be dealt to the inflicted, or the inflicted must be hit with a specialized cure disease spell titled "remove parasite colony".
44.] Drowning Slime - A slime that has fed on aboleth slime or aboleth flesh. These slimes will instinctually seek out hidden areas of water that can only be reached by tiny cracks. Once it finds such a crack, it will actively begin hunting. The drowning slime will constantly produce a trail of aboleth mucus, in much of the same manner as a snail. Anything that touches the mucus or the drowning slime will temporarily both gain waterbreathing and lose the ability to breath air.
45.] Creeping Ooze - A large colony of oozes that flow across the land like water. The extremely simple nature of such a lifeform, even for slimes, makes them one of the few dangerous organisms that will consistently spawn in a young world. Fortunately, their slow nature leads to the starvation of most colonies before they can become a creeping ooze. Only 1 example exists of these beings successfully overrunning a world, that being a long dead eldritch deity of ooze.
46.] Lesser Draconic Slime - The bloodline of dragons is powerful, and any slime fortunate enough to devour the blood of a dragon will gain a faint trace of a draconic bloodline, growing bat-like wings.
47.] Slime of Forgetfulness - A slime that has devoured certain toxins that cause memory loss. A will save is made by anyone struck by the slime. On a fail, the target forgets that the slime exists for 1d2 rounds.
Im developing a cultist class where characters can gain dark/eldritch blessings, each with really good effects, but require a sacrifice or possess a curse attached to them. Please help me make some :D
Edit- Important Note: I wouldnt hyperfixate on any devil/dark-magic/eldritch monster themes, though several would still be appreciated, but any sort of dark magical ability regardless of actual theming is actually quite nice, as long as it possesses a curse of some kind!
Edit 2: Suggestions will have to be ignored if the ability doesnt expressly contain an adverse effect or curse attached to it, thats the point of the post after all
I want my players to pull a random costume from a trunk before performing in the big tent. They can be whimsical or classic, even cliche costumes. Hopefully they can inspire creativity and roleplay opportunities.
Hey everyone! I wanted to gather as many ideas for fantasy drugs in a setting as possible, ranging from serious substances that reflect real world drugs, to fantastical and impossible experiences only available in our writings and thoughts :) {22/100}
Here are some of the ideas I have so far (and some I may have borrowed…):
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Minimum info is those shown, if wanting more then feel free
(This is a repost because I am a fool and put a link into the original post, so I couldn't edit it)
By exploration I mean those that are neither combat nor social-focused. As in, little to no NPCs and enemies to interact with. Just the party, whatever's in front of them and the ever-stretching gloomy frigid landscape. Environmental storytelling, plot hook related items, reminders that a cold and lonely death awaits all who falter even for a moment, that kind of stuff.
I'm running a faewild campaign and am giving my players a free lucky roll once per session but they receive a minor curse that lasts up to a week. They do need to be relatively tame. A bonus to curses that can be inversed or have 8 options.
a. Arm, leg, eye, ear, mouth, nose, heart, head
a. The dark, spiders, open spaces, closed spaces, witches, dragons, faeries
You gain a flight speed of 20
One of your stats increases by 2(to a max of 22)
One of your stats decrease by 2
A clone of you controlled by the DM appears in the space next to you
You gain the ability to address the DM directly once per session
Your skin turns
a. Blue, red, green, purple, orange, yellow, grey, pink
A mythical being appears in front of you but no one else can see it
You gain an ally NPC
You gain an adversary NPC
All food turns to bland ash in your mouth
Everything you eats becomes candy
You shrink 1 foot
Your grow one foot
You lose 50 lbs
You gain 50 lbs
You can only speak in questions
You must announce yourself before entering any room
You believe you are Royalty and the party are your loyal subjects
You believe you have become a prophet
An imaginary friend you once had has become real
You must spend your turns in combat dancing
A mystery egg appears in your inventory, it hatches in 1 d8 days
You must blurt out embarrassing facts about yourself
You swap genders
You become a compulsive gambler
You become a compulsive liar
You must take odd numbers of steps
You gain the ability to see through wooden doors
You hear a constant internal narrorrator
You hear music constantly
You learn a level 1 spell from a random spell list and can cast it once per day
You sneeze while trying to concentrate, you have disadvantage on concentration saves
You believe you are
a. Robin hood, Peter pan, Aladin, King Arthur, Goldilocks, the wicked witch, Hercules, Captain Ahab
37.You grow the horns of a: a. Deer, Bull (bovine), Moose, Ram, Goat, Unicorn, Triceratops, Rhinocerous u/weezlbot
You gain hetrochromia. u/assassinsart
You get bad gas, farting at the worst/best times. u/alwayshasathought
A mute pixie takes residence on top of your head and translates everything you say in (bad) Sylvan Sign Language. U/howlinghenblade (40-50)
The soles of your feet itch progressively worse and worse up to the point it gets unbearable, but just when you're not dancing.
You hallucinate the Jabberwock somewhere once a day, but it's never really there
You are occasionally compelled to burst into song.
Whenever you're not emitting noise yourself, you're accompanied by a loud choir of frogs.
You have to theatrically announce your next move at any occasion.
You can't sleep or rest unless you're upside down.
Anything you grab or wield in your main hand squeaks like a toy.
Your reflection from any surface becomes sentient, talkative and obnoxiously opinionated.
You feel the urge to kneel at any new social encounter.
You sprout fins and gills. You do not gain swimming advantages. U/howlinghenblade (40-50)
Every time you draw your weapon it begins loudly emitting elevator music U/vahn869
You gain the ability to speak with plants but they hate you U/vahn869
I need help creating a list for skills to add to beast companions that are out of the norm. For example you can teach a ferret to steal coins, the higher you level up, the higher value of coins it steals.
Maybe something like fetch where you roll a high enough in animal handling and it can lead you to a clue or person with a similar smell.
I found that animal companion hombrew abilities and skills where a difficult find and could really use some help putting a fun and useful list together.
Hey ppl, there is a big creepy forest in my campaign that will have two competing fey bakeries inside. One is run by a green hag, the other a group of tree pixies in a sort of Keebler Elves situation. I want the cookies they sell to have different but unpredictable effects on the characters who eat them, so I’d love to hear some ideas!
Examples:
A small lemon cake that causes the consumer to either grow or shrink in size for the next hour.
A bag of cookies that taste delicious but will induce heavy vomiting exactly 37 minutes later.
An incredibly hard piece of pound cake that requires a strength check to chew, but grants advantage on the next strength or constitution check you face.
Donuts that change your appearance for the next 24 hours.
Animal Crackers that turn you into the depicted animal for 3 rounds or 18 seconds.
So I had the funny idea of making a d100 list for travel descriptions. It's stuff that's not meant to be played out, but adds some flavor to the otherwise usually boring travel description.
Some examples below. Any suggestions are welcome, I need outside ideas for this to become a d100.
1 - During your travels, you encountered a merchant with his cart stuck in the mud. Helping him took the better part of the day, making you reach your destination 1 day slower. You got 10 gold as thanks.
2 - You encountered a lesser wyvern, running away before it could notice you.
3 - You saw a flock of myceltaurs grazing, the area slowly turning into more mushroom. Roll a nature roll, for each success, you gained 1 day’s worth of edible mushrooms.
4 - Due to some good luck, you found a shortcut, making you get to your destination 1 day faster.
I was thinking about how different the game Chutes and Ladders would be if played with a D100 instead of the supplied D6 spinner. Well, a few excel formulas later and I created a model which shows that more than 50% of the time the game will be over on turn 2, while more than 95% of the time you’ll win in 4 rolls. Once you get to roll 6, the only ones who don’t win are the perpetually unlucky who have angered the dice and chute gods. You’re welcome.