/r/d100

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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

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20

Help me find cringy one-liners for my Ranger.

I play as a Tiefling Ranger of Noble decent who acts like he's an experienced hunter but the only experience he has is going on glorified safari's with his parents and dealing the killing blow to animals and monsters who have been cornered by his servants. He's full of confidence but lacks the skills to back it up. But cocky as he is, he likes to blurt out one-liners (1-2 times a session) that makes the rest of the party cringe and groan. And sometimes he gets a lucky roll and does some decent damage which makes the one-liner even more worth it.

I have a couple one-liners who really hit their mark (pun definitely intended) but I would like to extend my list with more cringe-inducing sentences that can make an entire table audibly cringe.

  1. They call me Robin 'Good'
  2. I'm good at giving Bow Jobs.
  3. I don't struggle from Projectile Dysfunction
  4. (after learning Hunter's Mark) "I never miss my mark!!" *Wink at enemy* "Hey Mark!"
  5. (When I reach level 5 and have 2 attacks) Knock, Knock! - "Who's there?" - 2 Arrows
  6. *Singing* Shot through the heart and I'm to blame!
  7. I'd say I'm the best, but that would be "arrow"gant...
  8. (Pronunciation) Bow down for my mighty bow.... I mean bow (🏹)
  9. Bows before broes
  10. An arrow a day keeps the doctor away
  11. Cupid's got nothing on me!
  12. Let me send you to your grave, but first I'll point you in the right direction.
  13. "Haha! i think the enemy got...the point"
  14. "I'm the reason they say ranger danger"
  15. "I have a present for you, and it comes with a bow"
  16. "They say the pen is mightier, but l'd wager my bow speaks louder."
  17. "This is my bowquet of danger! Care to get hitched?"
  18. "my arrow shall lead you to the point of no return!"
  19. "Let me show you why it's called arrow-dynamics"
  20. "Consider yourself my target audience, prepare to be drawn in."
  21. "There's no quiver in my voice... but there will be in your boots when you see my aim."
  22. "I'm like Cupid, but better dressed and way more dangerous."
  23. "You look like you could use a few pointers, lucky for you, I've got a quiver full of them"
  24. "Arrows by any other name would smell as sweet."
  25. “What happens to the bandit that gets hit with an arrow?…. The same thing that happens to everything else!”
  26. “Un-BOW-lievable!”
  27. “Bow appetit”
  28. "What, don't like me? I must be your archer-nemesis"
  29. "You all must be gatherers, cause I'm the only real hunter here.'
  30. "You've got a good head on your shoulders. My arrowhead!" (Shoots man in shoulder)"

I have a bunch more in dutch, which don't translate well to english so I won't put them here. But for you dutch speakers here, I'm also open for that.

I'd like to preface that I'm not playing as a character that is constantly annoying the group IRL and in game. My character Blaede (yes... I know. Arrow would have been a better name, but that is the name of his twin brother who is a fighter) will mature throughout the campaign and get rid of his cocky behaviour and become a skilled hunter who is there for his party. But until that time... he needs more one-liners.

Also trying my hands on one-liners with words that contain the word "arrow" like you can find here:
https://www.thefreedictionary.com/words-containing-arrow

Some of these are going to be *cheff's kiss* cringeworthy :D

Wordpuns I'm workshopping: arrowbics (aerobics), arrowbatics (aerobatics), 'bow'row (borrow), rain'bow', quiver, re'mark'able (when I recast Hunter's Mark)

16 Comments
2024/11/03
09:17 UTC

27

I need strange sensory effects as players go through a magic portal!

I have run this game before, but I had all my blurbs written on paper slips and have since thrown them away. And as I started remaking them, I thought this would be a fun place to ask.

It is a, "You wake up with amnesia" sort of game that I've done as a one shot before. In the scenario, it is actually a simulation being run by modrons in Mechanus, and thus, they are trying to emulate experiences for the squishy mortals. So they don't really understand, and their emulations sometimes are... wrong. Last time I ran it, the players had so much fun going in and out of the portal just to see what would happen.

The only real requirements is that it is some sensory experience, rather than the essence of who they are being changed.

So help me with ideas. To start it off.....

  1. You walk through the portal, to no great effect or happenstance.
  2. You walk through the portal, and find that you have a lingering taste of bell peppers on your tongue.
  3. You walk through the portal, and you realize that you have the hiccups. This persists until the next room.
  4. You walk through the portal, and for the next ten minutes, your vision is as if wearing purple tinted glasses.
  5. You walk through the portal, and find that your feet are somehow wet and your shoes filled with water.
  6. You walk through the portal, and you smell an overpowerscent of begonias.
  7. You walk through the portal, and for the remainder of the session, you hear a very faint and distant ticking of clocks and turning of gears. (hehe hint hint)
  8. You walk through the portal, and you are profusely sweaty and warm. It fades as it naturally would by going into a cooler room.
  9. You walk through the portal, and your hands are obnoxiously clammy and sweaty.
  10. You walk through the portal, and you can't get rid of the taste of roast beef in your mouth.
  11. You walk through the portal, and you smell like fresh lemons to yourself and everyone around you.
  12. You walk through the portal, and you can feel the physical distance between every molecule in your body, and it feels vast and empty.
  13. YOu feel as thousands of hands have clawed at your skin trying to pull you back in
  14. Your mind feels like seconds have passed, but your body feels as though it's been moving for weeks without rest.
  15. You walk through the portal, and smell cloves in the air
  16. You walk through the portal, and briefly see yourself in over-the-shoulder third person.
  17. You walk through the portal, and briefly hear a serenade of bagpipes.
  18. You walk through the portal, and you can taste through all of your skin, and it all tastes of salty oranges.
  19. You walk through the portal, and everything tastes blue.
  20. You walk through the portal, and you experience intense g-force as your body is pulled through the portal at great speed.
  21. You walk through the portal, and you feel a rhythmic buzz as if harmonizing with somethign unseen.
  22. You walk through the portal, and you taste earwax.
  23. You walk through the portal, and your ears are uncomfortably full of earwax
  24. You walk through the portal, and you feel like there is sand everywhere in your clothes
  25. You walk through the portal, and you sense that you are being watched from over your shoulder, but no one is there.
  26. You walk through the portal, and you have vertigo that passes within a minute.
  27. You walk through the portal, and you feel so full that you couldn't possibly want to eat anything for hours.
  28. You walk through the portal, and you feel so parched that you'd drink the first liquid laid before you.
  29. You walk through the portal, and you vomit immediately upon exiting.
  30. YOu walk through the portal, and it feels as if someone has stuck a wet finger in your ear.
10 Comments
2024/11/01
21:44 UTC

52

I am making a Pirate captains log, and need some fantastic entries!

Building a captains private log is long work and would love for other peoples input on entries. This has been done in this thread before, but I need entries that would relate to the theme of Pirates, the kind around the golden age of pirating. I need logs that would include things involving Henry Morgan, Jack Rackham and the other pirates of that time, competitions they had, duels, etc! thanks in advance!!!!

Day (xx): We have finally made land on the northern port of Tortuga, the crew has been given their coin to spend and orders.... etc

While in Tortuga met a man who said there were many ships to be taken along the eastern trading route

25 Comments
2024/10/30
16:46 UTC

6

Random table for monster food

OK let me explain: I already have a random table for non-combat encounters, and on of the options is that the players encounter a weird food stall next to the road with a chef selling them strange food for "only" one silver. The food is actually made out of monsters (beasts, monstrosities, plants, even fiends or giants or...) and every meal has the chance to give a buff, debuff or nothing special.

It should NOT need to be a d100 or even a d20 table, just a d8 or d10 or d12 table is fine. Bonus points if you add what the meal's ingredients are (for example a Gnoll-meat stew with some Grick saliva).

EDIT: apparently I need 5 examples for this subreddit. Well, the buffs would be only for the rest of the day/night, so here we go: a +2 boost to altethics & acrobatics, disadvantage on attack rolls, a -10 penalty on perception checks, the loss of reactions, the inability to cast with verbal components, ...

4 Comments
2024/10/30
14:22 UTC

69

100 races for pathfinder (mostly translates to DnD as well)

3 Comments
2024/10/28
23:57 UTC

94

Useless magic items

Hey gang my party stumbled apon a goblin vender selling magic items. He has a grab bag that he says is filled with magic items that he's found that he couldn't sell for various reasons it's pretty cheap at 25 gold a pull and gaurenteez a magic item. So... This is where I need help... My goal is to have him sell 100 different "useless" magic items but so far I've only come up with about 40 so if anyone has any funny ideas I would appreciate the help!

Examples: a pice of elastic rope that only grows a few inch when you pass a strength check

A never ending piece of rotting cheese

A bow that changes color when nobody is looking at it

A pair on sandles that attract small pebbles

A artificial eye that blinds the person attuned to it

99 Comments
2024/10/28
21:07 UTC

8

d100 list of Planescape Portal "keys"

What are some random Keys needed for Planescape portals? (Some require one to enter and another to exit, some one way, some no keey is needed at all)

My first few I was just coming up with:

  1. To Enter and Exit - A Tattoo of something distinct based off the other end of the portal, like an elemental plane of water may have a dolphin.
  2. A Keyword that is spoken aloud just a moment before you enter the portal. The word usually has something to do with the designer of the portal or the destination.
  3. A gold coin (so the owner knows you can pay for food/drinks when you arrive) - Because this portal takes you specifically thru the front door of a tavern that exists on its own plane.
  4. A Potion of Water Breathing - That takes you to the elemental plane of water
  5. A mount - This takes you to the grasslands of an area in the Prime Material Plane.
5 Comments
2024/10/28
20:15 UTC

23

Hey, need some help making a "troll" dungeon for a group of players I am wanting to throw this at them. I need it to piss their characters off AND be fun to the players!

SO I am thinking of doing a dungeon run that is fun for myself but is both challenging AND will troll my players constantly, I mean each floor has a catch 22, every enemy will make them suffer without killing them, basically I want them to feel the absolute URGE to kill the BBEG at the end of this dungeon because of the suffering they went through.....

So reddit, how about you all give me ideas, it can be ANYTHING you want to think of...

21 Comments
2024/10/28
18:18 UTC

104

Let's build 100 different stores in a high fantasy mega-mall!

d100 Stores in a High Fantasy Mega-Mall

  1. Big & LARGE: A clothing store for creatures that take up 2x2 grid space. There is a also a Lane Gyant nearby that sells to Goliath women
  2. Wagon Train & Main: A used Wagon Train and transport reseller. Vehicles are half price but always come with a hidden "feature" that is not known until after purchase. (The feature is bad)
  3. Bed, Bath, & BEYOND THE ASTRAL PLANE: A fifth-dimensional non-eucledean hygeine product store that lies beyond the dimensions of the mortal realm!!! Body wash that exists outside of time! Retinol which reverses the wrinkles of reality! Toliet seat covers that push one beyond the limits of consciousness!!! They also sell scented candles.
  4. SAHAGUIN SWIM SCHOOL: A swim school for low-strength Adventurers! Warlocks, wizards, bards, and sorcerers welcome! Classes taught by Merman swim instructor: DYNAMO MURKFIST! School has been struggling since they had to fish a level 1 wizard with an invisibility ring out of the kid's pool.
  5. Blockbuster: The very last Blockbuster in the multiverse. A strange and mysterious place. Few adventurers will ever see this rare site.
  6. Build-A-Were: It's run by a necromancer. We don't talk about it.
  7. Zigbard's Awakened Pet Store: Adopt a cuddleble awakened throw pillow. Pick up a leash for your flying carpet. Goldfish are literal fish shaped out of gold. Squeaky toys that act as a spellcasting focus.
  8. Corps Emporium: This section of the mall feels....wrong. There's nobody here, including those you came in with. The store feels empty and dead, and you feel like you should leave. However, everything within it is beautiful, if not decrepit. The music playing in the background sounds as if the world is falling apart. [u/snakebite262]
  9. Melody's Memories: A shop owned by a mischievous fae. No one can agree what she looks like, to some she's a young teenager with braces, to others she's an old hag, to others still she's a 10 foot beast with far too many teeths. Regardless, she's willing to buy valuable memories, and sell used ones. [u/snakebite262]
  10. The Body Shop: A shop of living furniture. Some of it looks normal, but occasionally they'll have an extra eye, scream, or chat about the weather. It's owned by a coy pair of sneakers. Shoplifters will be turned into merchandise. [u/snakebite262]
  11. Traps, Traps and More Traps!: A shop filled with a variety of traps. Don't worry, most of the blood belongs to the interns. Beware the free samples. [u/snakebite262]
  12. The Suicide Shop: A shop owned by a devil, who offers to kill the player in order to reincarnate them into a new body. Some issues MAY come up in the transference. The cost is extravagant. [u/snakebite262]
  13. Bubble's Bakery, Eatery, Winery, and Foodery: A homely restaurant owned by a blimpish gnoll who is quite keen to feed her customers. The food is delicious and quite rich. Occasionally, the plumpest guests seem to go missing, never to be heard from again. But the prices are fantastic! [u/snakebite262]
  14. Interdimensional Yen: Owned by a mermaid, this coffee shop serves EVERYTHING. Literally everything. I once ordered a hot chocolate and instead got 37 ladybugs singing a Weird Al Parody. Yes, they where filled with hot-chocolate, but that's besides the point. [u/snakebite262]
  15. Glorbo's Game Shop: A game shop and Tavern filled with a variety of board games, card games, and more! A group of wandering monsters in the back seem to be playing a game called "Malls and Mundanity" [u/snakebite262]
  16. Lawn and order: landscaping and gardening supplies [u/DxnVice]
  17. Barthe Beddes Bathes and Beyonde! - Ye Olde Adults Only Bath Themed Theater Revu Club, starring "Beyonde" the Queen B! and Barthe Beddes, Marvelous Bard-acious Merbeing Supreme [u/MaxSizeIs]
  18. Pierce One - Swords and Stabby Things [u/MaxSizeIs]
  19. Stab it, Again! Spurts - Used Arms and Armor [u/MaxSizeIs]
  20. Hughes Hews, Hues, and Hugges - They sell Paint, Axes, and Acceptance. [u/MaxSizeIs]
  21. Victorious Secretions [u/MaxSizeIs]
  22. Terro-Postale [u/MaxSizeIs]
  23. Salt and Salutations - Fine Salt and Seasonings [u/MaxSizeIs]
  24. Olivia's Garden-ening Club - A Dryad runs a cult. "They're all fam, there in the club" [u/MaxSizeIs]
  25. Lowes - Fine Dwarf and Halfling Hardware, Lawn, and Garden Center. At war with the Home Despot across the courtyard. [u/MaxSizeIs]
  26. Anti-Anne's: Oppositional Defiance Councilor. Have a pretzel, or don't. They're not your damn boss. [u/MaxSizeIs]
  27. The Games Workhouse and Cheese-rake Manufactorium - A bunch of smelly, fat, fascist, grim-dark weirdos that sell artisanal "cheese-rakes" (whatever those are), and won't stop proclaiming things for their "Emporah!" and dropping not-so subtle comments about their investment scam in something called a 40-K, selling vapor-ware high-tech future-Warhammers in a pyramid scheme. [u/MaxSizeIs]
  28. Their Magesties' Finest; Recruitment and Retention Center for the Royal Armed Forces. They have all sorts of colorful posters showing beautiful photogenic poster-people riding RAF Manticores, or dress in sharp, well pressed uniforms in front of catapults on top of a castle. [u/MaxSizeIs]
  29. The Armed Farces - Not to be confused with the Royal Armed Forces Recruitment Center next-door, this is a militant Jesters Clown College. They teach how to kick-ass in giant inflatable shoes, throw pies in self-defense, and be Vicious in your Mockery. [u/MaxSizeIs]
  30. The Crockery Barrel: "Fine" Creamery, Buttermilk by the Barrel-ful, and kinda overpriced, bland food. [u/MaxSizeIs]
  31. The Sisterhood of the Travelling Ladies of Eternal Slumber Soylent Greens Rest Home Hospice and Funeral Center: These biddies are "secretly" undead, cannibals, liches, and vampires selling funeral services and advertising a fictional retirement home for your troublesome elders. [u/MaxSizeIs]
  32. Good?Will: a thrift store with many mundane household items, a few wondrous curios, and some jewelry of various quality. All sales are based on a donation system. You only pay what you think is fair. (The amount you choose to pay heavily affects the item's effect. Ranging from terrible curses for cheapskate, to powerful boons for generous shoppers) [u/Dependent_Occasion65]
  33. Lame-con: A small unit that has been hired out for a small underfunded independant Serials convention. It had a series of small tables (all with 4 wonky legs) Roll a Perception check to find a single magic item at each level available for relevant costs ( DC5- Common, DC10- Uncommon, DC15- Rare etc.) Traders are veterans of the circuit and are immune to all mind altering effects and have a passive perception of 40 for anything involving their goods. [u/Mr_furbs]
  34. "CountryName" Goods: A large shop that ostensibly sells local goods and trinkets. In reality it sells such a cornecopia of goods that you can always buy a component pouch, or any kits from them. In addition it sells every type of traditional local garment availablr these are alway of common quality but priced at Fine quality. [u/Mr_furbs]
  35. Copper-Stretcher: A shop that has a wide variety of adventuring goods at a discount price. Everything is 20% cheaper but has a 1 in 20 chance of failing each time it is used. Rations purchased from this store are always slightly smaller than normal. [u/Mr_furbs]
  36. The Luxury Wagon Company: A kiosk set up with a fully tricked out high end wagon. You too could be in with a chance of winning it for just 2GP....You never win. [u/Mr_furbs]
  37. The Amazing Abode Company: A kiosk set up with a model of a high end castle in a backwater of the country. You too could be in with a chance of winning it for.just 2GP... You never win also has no affiliation with The luxury Wagon Company. [u/Mr_furbs]
  38. Mama Loves Macroons: A small bakery that specialises in Macroons, everyone in the shop has a vague cultish vibe and keep trying to sell you a franchise. Apparently building your downstream could be major money maker [u/Mr_furbs]
  39. A Finer Goblin sells unguants and other finery to the rich. "We make them ourselves!" shouts a cheery goblin next to some yellowing, opaque stones. [u/Arkenstihl]
  40. Your party walks the wide indoor avenue as catchy, mildly creepy music plays overhead. As you turn past one of an infinite number of Twisted Doughery kiosks, the music gets louder. You proceed toward the sound and notice a dark purple light. Your most perceptive party member is terrified. Your least intelligent player understands the lyrics: Free Us, Free Us, Slave, and PERISH (Your hungriest player emits a loud CRUNCH of Twisted Dough...) [u/Arkenstihl]
  41. Woolmart- used to sell wool and wool products but they evolved into selling every random product under the sun and just never changed the name. They might still have some wool in the back. [u/dysonrules]
  42. PerChase - a bank chain spanning everywhere [u/Thanato_]
  43. GameStop. Just a regular GameStop. Every mall has one... Even in the Forgotten Realms. [Awol_MFFM]
  44. Aberzombie and Lich: Sells any kind of dark fashion or accessory you can think of, all at sky-high prices. All of their stuff is made by the undead for next to nothing. [u/Lumis_umbra]
  45. Rot Topic: Waste Management Technicians, Gently Used Spell Scrolls, and Mildly Distressed Potions Reseller [u/MaxSizeIs]
  46. Rats off to ya': Pest Control, now hiring exterminators, inquire within. [u/MaxSizeIs]
  47. Durin, Durinson, Durinsdotter and Sons, Dwarven Legal Experts, Contract Law, and Personal Injury Attorneys [u/MaxSizeIs]
  48. The Forgotten Realms Center for Amnesiac Nobility [u/MaxSizeIs]
  49. "Yes, We're Open!": It's just a sign and a magical curio shop. The creepy old dude running the curio shop claims they were cursed by an evil hag: anything that a customer buys comes with a small hex of its own, and the buyer is permantly forced to forget about the hex and where the store was located. "Be forewarned! The more useful the item would be to the buyer, the more powerful the hex! But also, it's two for one Tacos at the Snacky Bar and I havent made a sale all month, so please buy something so I can pay rent and eat something tonight." [u/MaxSizeIs]
  50. Kittycorner: Magical Tea Salon and Cathouse [u/MaxSizeIs]
  51. Tobbit's Shave and a Haircut: Barbers and Hairdressing chain originally started by a Gnome named Tobbit. The franchisee in this case is an ogre, and is magically and contractually required to sing the commercial jingle "Shave and a Haircut! Two Bits!" every time the words, 'Shave' or 'Haircut' is spoken within earshot. Be forewarned, the jingle is catching... [u/MaxSizeIs]
  52. Crackpots Crackshot Carnival: A crooked carnival arcade manned by an skilled archer in clown or mime paint. [u/MaxSizeIs]
  53. Fur the Herd, a magical/exotic pet emporium. Offers food, training, equipment, and anything else your players will need to keep their assortment of pets, mounts, and familiars alive through all the hellish experiences your players drag them into. [u/Jester04]
  54. Media Pray - A temple to a god whose name has been lost to time. Bards and actors often perform inside the temple, and people frequently place books, scrolls, and other objects of historical value on vine-draped shelves under the gaze of the great book-headed icon painted on the temple's back wall. Make a similar offering, and you may be blessed with artistic inspiration. Offer a great deal of such media, and you may be allowed to take one of the many strange and mystical items that the temple contains. Find and speak the god's name, and it will return the temple to its ancient glory. [u/Nowardier]
  55. Off the Rack: S&M positive and Rogue-wear Fashion Atelier. Belts; outfits made of nothing but belts are so in right now. [u/MaxSizeIs]
  56. Shi Sells Si's Shells: A friendly Tortle (Si) and Selkie (Shi) couple selling Slightly Supernatural and Finely Enchanted Shell-goods They have enchanted thier store to project a high fidelity multisensory seaside illusion. [u/MaxSizeIs]
  57. Khan "Tea" Uquis' Fried Cockatrice: The White goateed half-ork in the red pin-striped business suit makes a mean bucket, and promises that a failure to make good food will be rectified or they will personally remove fingers from the perpetrator until it is made so. Despite thier mean reputation, they can somehow afford to pay thier employees triple the going rate, despite premium real-estate rates. [u/MaxSizeIs]
  58. Scribe-a-scroll Workhouse: You can pay above the going rate for a "keepsake" customized spell-scroll you designed yourself! Do you want a Scroll of 'Green and Purple Fireball that Smells like Cinnamon-Farts and Sings 'Happy Happy Birthday'' for "personal protection"? You can get that here. They offer discounts to low level mages, clerics, and other magic users, if they sign up as employees. [u/MaxSizeIs]
  59. Brook's Shields. [u/MaxSizeIs]
  60. Baker's Dozen: This Halfling family reeallly committed to the bit, or look enough alike that they can pull it off. An elderly halfling couple and thier thirteen middle-aged children are all bakers and sell baked goods here. They're all each named something precociously twee too, like 'Muffin', 'Scone', 'Cake', etc. [u/MaxSizeIs]
  61. Nick's Knicknackery Niche and Dog Bone Emporium [u/MaxSizeIs]
  62. Gnome on the Range: High Tech Magical Gnomish Ovens and Stove store. [u/MaxSizeIs]
  63. Stuhl's Stools and Shite: A foul tempered kafka-esque giant humanoid dung-beetle sells well crafted footstools and furniture. They're quite talented. [u/MaxSizeIs]
  64. Pygmalion and Doolittle: A pair of fine tailors, one porcine, and the other switches between lowborn and highborn accents at random. They claim many clients of esteemed nobility, and charge highly for thier services.
  65. Algernon's Flowers
  66. The golem go round. You and your kids can ride on a golem made from big toy horses, bears, and whatever as they march in a circle to music. When the music stops so do they. [u/Custard_Tart_Addict]
  67. And you know dungeon meshi opened up a whole lotta avenues we can use golems for. A pick your own fruit stand perhaps. You can use the wandering gardens to draw people in. [u/Custard_Tart_Addict]
  68. The Chair House: a store dealing with all kinds of chairs including the magical and the mundane, The best selling item is a summonable armchair boasting the best of comfort and easy transportation. Chair can be custom ordered to have certain effects but they'll cost as much as a magic item. The store is cosy with tona of chairs and a fireplace in the middle, the owner is a short human who can manipulate shadows and has a knack for using them to help make exquisite chairs that defie common sense [u/reighley_exodus]
  69. Saddle Saurus: Used Riding Lizards and gear [u/SchizoidRainbow]
  70. Arrowsmith: ammo shop run by the outrageous Teve Styler, WOOAHH [u/SchizoidRainbow]
  71. He Who Smelt It: foundry and forge [u/SchizoidRainbow]
  72. Ingot We Trust: metal dealer [u/SchizoidRainbow]
  73. Loot Locker: general store [u/SchizoidRainbow]
  74. The Sharper Mage: wizardry supplies [u/SchizoidRainbow]
  75. Illgot and Gaines: merchants and financiers [u/SchizoidRainbow]
  76. (scratched out) & Sons Patricide Kits [u/SchizoidRainbow]
  77. The Echo Bazaar: A strange assortment of shops and services, all handled by a number of bat-like humanoids and their giant crab overlord. [u/snakebite262]
  78. Byzantine Balloons: A shop filled with a number of strange and marvelous balloons. The balloons can impart magical effects, curses, or cause strange events to occur. [u/snakebite262]
  79. Booker's Bookshop: A shop filled with number strange and wonderful tomes, books, scrolls, and other stationary. [u/snakebite262]
  80. Adventures on the High-Tea: A shop owned by a siren, it serves a number of strange and wonderful teas, snacks, and other items. The Boba is their specialty, and it's made with REAL fish eggs! [u/snakebite262]
  81. "Elf Help": Bookstore for Elves; speciesist exclusionary against Dwarves and Gnomes. [u/MaxSizeIs]
  82. "Read, Dwarf" Leaning Center: Did you know that five out of every seven Dwarves are functionally illiterate when it comes to reading anything more complicated than basic mine safety protocols!? This Learning Center aims to change that. [u/MaxSizeIs]
  83. From Swords to Plowshares: General Goods Store offering a bit of "everything". [u/MaxSizeIs]
  84. Khajit Has Wares: One of those bougie decor stores, if you have coin. [u/MaxSizeIs]
  85. Death and Taxidermy: Affordable Morticians and Taxidermists. [u/MaxSizeIs]
  86. Verge and Foliot: Fine Clockmakers. They have a new hot item, the "Backpack Clock", small enough to fit in your backpack! [u/MaxSizeIs]
  87. Lagerheads - Battles and Brew; A fighting arena and bar. [u/MaxSizeIs]
  88. "Vini Vici Vena": Blood Donation Center for Starving Vampires. [u/MaxSizeIs]
  89. Your Sew Vein: Stitches and Bloodletting and basic medical first aid. The most injured customer of the shift gets a song written about them, using the healing power of music. [u/MaxSizeIs]
  90. The Laugh Shack - A stand up club that also sells scrolls like Tasha’s Hideous Laughter and Otto’s Irresistible Dance. For a certain fee, they can even teach you! [u/Regirock00]
  91. The General Spore: An alchemical shop run by a mushroom obsessed gnome
  92. Frying Pan City: A giant warehouse of frying pans for every occasion! "And what better way to say "I love you" than with the gift of a frying pan?" (Play on Spatula city from UHF) [u/BanjoChick]
  93. Build a Golem: They make you go through a series of rituals with the heart of the golem. It seems designed for children, but it might be magical, so you do it anyways. Also includes ridiculously priced little outfits for your new friend. [u/BanjoChick]
  94. The Vault of Vessels: It has bags, boxes, chests, crates, barrels, or any other form of container you can possibly think of. But if you don't pick up the item you want when you first see it, it magically disappears. [u/BanjoChick]
33 Comments
2024/10/26
00:03 UTC

27

Let's Build: d100 original superpowers/abilities.

No need to be OP or anything, just have fun writing it!

  1. Someone who, when wearing clothes or accessories belonging to another person, physically transforms into that person until they remove the item.
  2. Someone whose body reacts to paint and colors. They become stronger by tattooing themselves with red, their fists turn into blades with cactus green, and they grow gills with salmon pink, etc.
  3. Someone with a violent and airborne contagious disease, who constantly wears a hazmat suit.
  4. Someone who can bargain for people's traits or qualities and claim them. "I want your eyesight for $10,000, your beauty if I save your mother, your strength if I beat you." This person accumulates the beauty of over 50 people and the intelligence of 1,000, becoming one of the most powerful beings in the universe.
  5. Someone who can create clouds by exhaling air.
  6. Someone who can teleport, but only to the highest points of places (hates stairs).
  7. Someone so strong that they broke the world record in all ten decathlon events at the Olympics, climbed Everest barehanded, without clothes or assistance, and swims across countries to travel abroad. They post online to form a harem to spread their genes.
  8. Someone with two brains (having absorbed a twin’s brain), a great inventor.
  9. Someone with the ability to initiate a math duel like in Renaissance Venice. The stakes are set by the user, and then time slows while they have a math duel in a shared mindscape. Whoever loses or refuses to participate in the math duel suffers the consequences ( u/Nrdman)
  10. Someone who can turn into a living tornado and control winds. He also is a Cougar chaser. ( u/Kiyohara)
  11. Can turn themselves (in whole or part) and some small to moderate quantity of other nearby matter (like their clothes) to one (or more?) of the phases of matter (either solid, liquid, or gas), and back again; watch out for the latent heat of the phase change. ( u/MaxSizels)
  12. Can (with some degree of accuracy) visualize what another nearby creature is seeing or visualizing (usually while dreaming); doesn't work so well with aphantasics, creatures without sight, or creatures that are incapable of dreaming. ( u/MaxSizels)
  13. Can spontaneously transform sweet pastries into tiny, primordial black holes. ( u/MaxSizels)
  14. Can "see" neutrino-flux. ( u/MaxSizels)
  15. Can stick to just about any surface, and adjust their own "stickiness" at will. ( u/MaxSizels)
  16. In a small area, nearby, can rapidly synthesize a small quantity (one mole or less) of any simple chemical compound, chemical structures, or mixture of compounds (no more than 3d20 atoms per molecule), to any desired purity, provided they have the precursors, and it is thermodynamically possible. ( u/MaxSizels)
  17. Their hair is sharp and barbed, and can be commanded to become as sharp and rigid as a steel needle. ( u/MaxSizels)
  18. Can telekinetically control gravy. Specifically, gravy; it needs to be an edible sauce made from the thickened and seasoned juices of cooked food ingredients. ( u/MaxSizels)
  19. Their fingernails can detect, produce, amplify, direct, and transmit focused, coherent, and narrow banded photon pulses between 10 GHz and 1000 THz of up to 1 Watt.( u/MaxSizels)
  20. They can break anything they can wrap their hands around, not because they are strong though. It's almost like supernatural controlled clumsiness. ( u/3dguard)
  21. Always knows when to leave on time to make things work out for the best, like a very niche precognition. ( u/3dguard)
  22. Can grab objects out of pictures and pull them into real life. ( u/3dguard)
  23. Can break and move glass (and only glass) with their mind. ( u/3dguard)
  24. They can control with their mind non living matter that has passed completely through their body. Bullets, rebar, good (that might be unpleasant)? ( u/3dguard)
  25. Very good at following commands. They can do almost anything if someone tells them to do it - doesn't have to follow a command if they don't want to, but can only actually do the last command given, even if they chose not to follow it. Has to hear the command. Probably has some strong limits on what is possible.( u/3dguard)
  26. Glider: Can glide (not fly) from any height in a long, slow descent. Can attempt to fashion "wings" as a way to steer, or maybe wear diving fins to act as a kind of rudder.( u/sonofabutch)
  27. Chronos: Always knows the exact time to the second. ( u/sonofabutch)
  28. True Invisibility: Light passes through the person, making them truly invisible. However, it also means they don't have the ability to see while invisible, since eyesight requires light to hit the retina. They can control how much of their body is invisible, so they can either be blind, or be a pair of seemingly disembodied retinas floating around at eye-level. Also, they have to be naked, and can't pick anything up. ( u/sonofabutch)
  29. Their limbs, fingers, and toes are detachable and can be reattached, and remotely operable... like Thing from the Addams Family. The can join together to make themselves longer with more joints as well, or attach themselves to random places on their body to reach itches that are hard to scratch.( u/MaxSizels)
  30. They are boring. Like... pathologically, supernaturally so. They could bore a stone statue to tears, if they tried hard enough. People near them instantly stop paying attention to them and whatever they are doing, even if what they are doing is.. not boring. ( u/MaxSizels)
  31. They never forget anything they've ever read. ( u/MaxSizels)
  32. They can choose to specifically forget anything, permanently. ( u/MaxSizels)
  33. They can create a duplicate of any item they have spent time with examining. The longer they have the original (seconds, minutes, or even hours (for near perfection), the better the duplicate. They can recreate the item, provided they have the same types of tools and materials it was originally created from, and the duplicating process takes the same amount of time it took to craft it originally, down to the time needed for natural wear and tear.( u/MaxSizels)
  34. Can transmogrify themselves into a clone of anyone, provided they remain in contact with an item or keepsake of the person they are copying. The length of time and intensity of keepsake-titude of the item determines the length of time and the quality of cloning. Most items only last for a few minutes; or for a few days at most for even "intense" items. Particularly intense items transfer memories and behaviors, or lengthen the duration the clone can exist. The longest and strongest transformations permanently overwrote at least one wielder of this ability.( u/MaxSizels)
  35. Their hair is edible, slightly nutritious even (about as much as iceberg lettuce or celery), and can transform to any mild flavor the person wants. ( u/MaxSizels)
  36. Able to squeeze their body through any opening larger than 3 cm across.( u/MaxSizels)
  37. Able to control their buoyancy in any known fluid between .01 and 10 atmospheres of pressure, and between -50 and +50 Celcius; they literally inflate or deflate their entire body as required.( u/MaxSizels)
  38. They can harvest their own skin, like leather, an entire human adult body's worth per day, very nearly painlessly. It needs to be tanned and treated like any other hide, though.( u/MaxSizels)
13 Comments
2024/10/24
15:52 UTC

40

Let's Build: d100 original dice-based attacks

Tired of rolling 2D6 / 1D8+2 damage? I'm looking for cooler ways for attacks to work! No fixed power scale; I see this more as a collection of cool dice-based attack concepts. Happy to include your contributions!

  1. Beat Down: 1D4 -> result = damage -> re-roll -> if result > previous result, stop sequence, if < result = damage and re-roll (best sequence possible is 4 3 2 1 = 10 damage)
  2. Flamethrower: 1D6 -> result = damage -> re-roll -> if result equals the previous one, apply burn or fuel it if already on fire, then re-roll. If result is adjacent to the previous one, result = damage and re-roll, otherwise, stop sequence.
  3. Will-o'-the-Wisps: 1D4 -> resultD4 = damage
  4. Hydro Cannon: 1D8 -> result = damage + for each 2 missed damage, apply 1 wet effect
  5. Yami no Matoi: Like in a game of Yams (Yahtzee), try to make the best possible combination, damage depends on the combination.
  6. Noir Desir: 1D6 -> 1 = 10x2 damage on you / 2 = 10 damage on you / 3 4 5 6 = 10 damage on opponent
  7. Gatling: 20D6 -> hits on 5 or higher -> re-roll successful dice, deals 1 damage on 1-2-3, 2 damage on 4-5-6.
9 Comments
2024/10/24
15:30 UTC

75

Let's Build: d100 ridiculously overpowered NPCs

  1. An Adult Red Dragon who drew Balance from the Deck of Many Things and is trying to atone, becoming a Runechild Sorcerer with the Cartomancer feat.
  2. A Green Hag chasing down the people who killed her sisters, taking on the Order of The Mutant.
  3. A Lich who discovered the secret to true immortality: Instead of wasting time on Power Word Kill, all one needs to do is Wish they didn't need to eat souls.
  4. A Kuo-Toa so incredibly convinced of his godhood that he's beginning to become one, and an Oath of Devotion Paladin.
  5. A Beholder that gained the ability to lucid dream, learning the ways of the Circle of Dreams.
  6. Werehouse. adammichaelwood
  7. A sapient Shortsword with the power to create illusions. Billazilla
  8. A Lich whose phylactery is an Iron Golem. Billazilla
  9. A gigantic Water Elemental worshipped as a god. Billazilla
  10. A Rogue with a Ring of Regeneration inside his chest. Billazilla
  11. An Ancient Rose Gold Dragon (Son of a Red Dragon and Gold Dragon) that tortures his victims by transforming into them, then eating their loved ones. ScorpionVenom00
  12. A Cleric who somehow worships several gods at once, with the power to call Divine Intervention once a day. I_in_Team
  13. An Elf Archdruid who mastered every skill in the history of history, usually found running his debate club. I_in_Team
  14. A Mimic with the power of an Aberrant Mind Sorcerer.Lumis_umbra
  15. A Genie with both his freedom and infinite wishes. reallyverydrunk
  16. A Bone Golem made of Demiliches. TheWrathfulGod
  17. A freed Genie who runs a shop peddling everything. TheWrathfulGod
  18. A pirate Lich who uses a whale as his ship. Plenty_Topic9495
  19. A Vampire Lord that lives on the bottom of the ocean, where no sunlight can reach. Plenty_Topic9495
  20. A Pyromancer who made his soul into a flame, and is immortal until it is extinguished. Plenty_Topic9495
20 Comments
2024/10/22
00:10 UTC

67

Let's create d100 questions the mortal contestants of a fey gameshow might get asked in a trivia segment.

Looking for silly trivia questions about mortals from the perspective of fey beings that don't quite have a fully realized understanding of mortal life.

  1. If you took the blood vessels out of a human and lined them up end to end, they would… [the answer is both B and D]
    1. Come to a length of roughly 50,000 miles
    2. Come to a length of roughly 60,000 miles
    3. Come to a length of roughly 70,000 miles
    4. Die
  2. When a mortal is frustrated by the color yellow they typically… [the answer is D]
    1. Close their eyes so they don’t have to look at it
    2. Count to seven as fast as they can to distract themselves
    3. Pull their eyes out of their faces and pocket them for later
    4. All of the above
  3. To stay warm, mortals that don’t have fur will often… [the answer is A]
    1. Put socks on their hands
    2. Put socks on their ears
    3. Put socks on their socks
    4. Take their socks off
  4. Due to factors such as gravity and sleep, mortals are tallest in the… [the answer is A]
    1. Morning
    2. Afternoon
    3. Evening
    4. Nighttime
  5. Some mortals, like elves, don’t need to sleep. However, most mortals need an average of… [The answer is A and D]
    1. 8 hours of sleep every 24 hours
    2. 2 hours of sleep every 24 hours
    3. 13 hours of sleep every 24 hours
    4. 8 hours of sleep every 24 hours
9 Comments
2024/10/20
02:09 UTC

22

[Lets Build D50] Characteristics of a Dwarf Lich

1.Stonebound Soul

•The lich’s soul is bound to a nearly unbreakable gemstone, not a typical phylactery, and this stone is hidden deep within a dwarven vault. The lich cannot be destroyed unless the gemstone is shattered.

2.Runic Rot

•Their decaying flesh is inscribed with ancient, glowing runes that protect their body from complete disintegration, and the runes themselves are a source of their magical power.

3.Gilded Bones

•The lich’s skeleton is reinforced with gold and silver inlays, preserving their body through dwarven craftsmanship. Their bones are nearly indestructible.

4.Cursed Beard

•Their long, undead beard has the ability to extend and ensnare enemies, wrapping around limbs or weapons to immobilize foes. The beard drains life energy from those it touches.

5.Ghostly Miners

•The lich controls the spectral forms of dead miners, who eternally dig in forgotten caverns. These wraith-like miners can appear from the earth at a moment’s notice to attack or spy.

6 Comments
2024/10/19
20:07 UTC

28

D100 Revenant Powers

In My Modern Fantasy World all The Monsters and mythical creatures live in the underworld and it has a special kind of undead called revenants. The resemble regular humans more than most other undead and gain special powers related to how they die. Revenants can still reproduce and can pass down some of their powers to their children. Here are some examples of the Deaths and powers they can gain from them. Leave suggestions in the comments. If you have any other questions about my world also ask me in the comments

  1. [Death by Burning] Can Ignite their body to burn enemies

  2. [Death by Stabbing] Can Turn Fingers/Hands into Razor Sharp Knives

  3. [Death By Hanging] Can Summon Nooses that Can Be used as Lassos

  4. [Death By Frostbite] Can Freeze objects by touching them, turning them brittle

  5. [Death by Poison] Blood Becomes Toxic and poisons enemies on contact.

  6. [Death by Decapitation] Head can detach From body and walk around on spider like legs protruding from the Neck

  7. [Death by Animal Attack] Body takes on traits of the animal useful in combat

  8. [Death by Old Age] Causes a temporary state of frailty in their opponents, reducing all of their physical capabilities

  9. [Death by Misfortune] Surrounded by an area of extreme bad luck

  10. [Death by Drowning] Slowly suffocates all those around them, as though by drowning

  11. [Death by Disease] Can infect others with their disease on touch

  12. [Death by Lightning Strike] Their bodies are electrified, causing damage with their attacks and to those who touch them

  13. [Death by Landslide] Their skin is hard as stone, and their fists have the impact of boulders

  14. [Death by Fall] Can fly and drop enemies from heights

  15. [Death by Starvation] Emits an aura that emaciates enemies and causes them to wither away

  16. [Death by Allergic Reaction] Inflict severe allergy to "x" on touch

  17. [Death by Betrayal] Can cause targets to turn on each other / Magnify feelings of (being wronged, betrayal, bigotry, distrust, indignation, jealousy, etc)

  18. [Death by Dehydration] Can cause desiccation on touch. Damages living things and causes most organic materials to become dry and brittle.

  19. [Death by Exsanguination, Blood Loss] Can inflict hemophilia on a target. Once a target starts bleeding, it's very difficult to get them to stop bleeding

  20. [Death by Falling] Can cause vertigo and acrophobia

  21. [Death by Parasites] Can infect targets with parasites by touching them

  22. [Death by Smoke Inhalation] Can turn their body into smoke

  23. [Death by Starvation] Can inflict severe fatigue and weakness on touch

  24. [Death by Tar Pit] Can turn their body into tar

  25. [Scared to Death] Can project an aura of fear

  26. [Death by Rotten Food] Able to accelerate or decelerate a targets flow in time.

  27. [Death by Revenant Power] Able to cancel the powers of other Revenants.

  28. [Death by Revenants other than using their powers] Able to detect revenants and other undead and determine their power levels and rough abilities with several meters

  29. [Death by other undead] Able to detect death and decay for about a kilometer.

  30. [Death by Explosives] Able to turn into a gaseous form and move about.

  31. [Death by Being Buried Alive] Ability to tunnel through the ground or snow at a walking pace / Cause target to be sucked underground and entombed

  32. [Death by Being Trampled] Some a Spectral crowd to trample enemies

  33. [Death by Exposure to Radiation] Ability to emit radiation

  34. [Death by Heart Attack] Inflict heart attack on touch

  35. [Death by Lack of Oxygen] Inflict oxygen deprivation. Target can still breath just fine, but they cant get enough oxygen. Target will go through stages of being high to confused to unconscious to dead from lack of oxygen

  36. [Death by Lava or Magma] Able to turn into lava

  37. [Death by Limbs Being Severed] Limbs become detachable and can operate independently once separated from the body

  38. [Death by Meteor Impact] Ability to move at super fast speeds in a straight line smashing anything that gets in your way.

  39. [Death by Swarm] Ability to turn into a swarm of "x"

  40. [Death by Tornado] Conjure a Small Tornado

  41. [Death by Torture] Able to cause extreme pain on touch

  42. [Death by Tsunami] Send waves of water crashing into Foes

9 Comments
2024/10/18
01:57 UTC

34

Let's Create: d100 Multiverse Jumping

Hello everyone, first time posting, hope I got the rules right. Background is below, TL;DR is bolded.

Saturday is the conclusion of a mini ttrpg campaign I've been running with my friends. The final climax is a chase scene/battle across various multiverses. This campaign has been a love letter to my friends and the games we have played with each other and stories we have made with each other over time. Some of the portals they will travel through will lead them to worlds we have played in together in other ttrpgs, have short interactions with loved characters, and then move on to the next universe.

I'm looking for help filling out a d100 rolling list of iconic universes from books/tv/comics/movies someone might accidentally portal into, or a universe made of broad tropes

Bonus points if it's something a kid in the 80's would go starry eyed at. Saturday Morning Cartoon vibes, nerdy kid reading during recess vibes.

List start:

  1. Looney Toons
  2. Star Wars
  3. Star Trek
  4. Scooby Doo
  5. Jaws
  6. Never Ending Story
  7. Wrestling World, where every surface is that bouncy wrestling ring surface, every chair is metal and fold up, and everyone wears crazy wrestling costumes.
  8. Post Apocalyptic World, everyone is in a crazy death race across the dessert.
  9. Zombie Apocalypse World
  10. Barbie Land
  11. Clue
  12. Jumanji
  13. Teenage Mutant Ninja Turtles
  14. Jim Henson-verse Muppets, Dark Crystal, Labyrinth
  15. Gotham City
  16. Candyland
  17. Neverland
  18. Ghostbusters
  19. Smurfs
  20. Pokemon
  21. Dumbo Circus
  22. Indiana Jones
  23. Land Before Time
  24. Arcade World
  25. Narnia
  26. Discworld
  27. Cyberpunk World
  28. American Western
  29. Samurai/Ninja World
  30. Voltron
  31. Talking Woodland Critter World
  32. Alice in Wonderland
  33. Pirate World
  34. Cereal Mascot World
  35. Thunder Cats

Thanks in advance for any and all help!

24 Comments
2024/10/16
01:08 UTC

16

make me a weapon requires a ludicrous amount of ridiculous missions before it will allow itself to be attuned

i need 500 ludicrous quests to unlock a war hammer before it is unlocked it can do no damage and after it is unlocked it gives advantage on attacks and even makes all attacks against the weilder disadvantage

31 Comments
2024/10/15
23:22 UTC

38

[Lets Build] D100+ Unsettling / Creepy or Odd "Events" for a Cursed Estate!

Hello r/D100!

I am making a "House of Leaves" type one shot survival mystery horror TTRPG that includes "parallel universes & timelines with asynchronous play. No one player is expected to complete the game solo , but after they get one of the many endings, I will be bringing some of them into groups of four, almost like the universes are merging with one another, and then they will hopefully be able to solve the mystery of the cursed location and bring their lives back in balance and right the wrongs that befell them.

Basically it's a one shot where every player has their actions logged and every action that another player does has a percent chance to show up in your playthrough and vice versa depending on what round it happened.

the goal of the game is to have as many "events" as possible as to make each playthrough unique.

In the text of the events I reference "rounds" that is a placeholder of an undisclosed amount of time that passes and not "combat rounds" . its more for keeping track of time for other events or effects because the game itself is on a "round timer" before the end of the game, and "a round" is just some narrative element for the passage of time that is not mechanically important as it is important for the story and or how many actions one could do in such time.

I am making "random" events that will happen after an amount of in game time or when triggered.I figured that I could share what I have for those of you who like spooky type stuff for your games and that those of you that have any good ideas help me to brainstorm new ones via your suggestions!

I will try to convert my notes into something more setting and mechanic-agnostic for convenience.

also these events are not supposed to be taken at face value , but its for the Gm/Dm to tell the player what is happening without explicitly telling them, its written so that I know what is happening.

Ill start!

  1. Floor collapse - 1   5, 10, 15 or 20ft square can break the floor and drop you to the floor below
  2. Broken stairs - 2, 4, 6ft hole / or several individual broken boards
  3.  Next time you come to the attic, you will see a flock of crows/ corvids watching you – very calmly – there will be a 5–10 foot hole in the roof.
  4. The wood/walls of the House, Creek and groan and do not stop until the player walks into the foyer , where it becomes dead quiet.
  5. you find a set of house key is in the “x” room, the keys teeth seem to be extremely worn to the point of almost not being usable (may not work when you need them to)
  6. you see sunlight/sunbeams shine through the windows and cracks over the house creating a beautiful atmosphere
  7. The front / back door is forced open from a particularly strong gust of wind – the door must not have been shut properly
  8. The front/back door opens, and then slams shut/vice versa – this continues with varying speeds until mysteriously coming down upon investigating – -lasts for 4 turns
  9. you find large claw marks in “x” “room on the “floor, walls, etc.”
  10. you find a beautiful plant growing out from the walls/floorboards – it’s spiny and has pretty flowers, it seems to rock slightly despite there not being any wind.
  11.  A door on the floor that you are on and have explored shuts itself and stays shut for 3 rounds- the only way to open it is to break it - you hear the sound of a door slamming shut.
  12. The next door you open and or explore a  room with a door that is closed, the handle breaks off.- it can’t be opened until next turn- you may hear it automatically open if close by
  13. You feel the air move past you like someone nearly bumped into you.
  14. You hear the tick tock of a grandfather clock ,coming from the foyer , there is now a grandfather clock - the time is set for 12:00––- the minute arm is broken lying at the bottom of the clock face off of the spindle - the am / pm is stuck between the two settings - the glass case is locked - you see a elegant cane within the base where the weights are behind the glass.- the clock ticks on - almost sounding oppressive when you stand by it.
  15. A fog bank rolls in , it lasts for 5 turns - pick one extra event for the second and fourth round of the fog.
  16. A scratching and rubbing noise can be heard in the house , it sounds like  like some massive animal is rubbing up against the house- if you go look , you will only see some scratches around 10 ft tall and 20 ft wide in a circular / oval pattern - the scratches are horizontal.
  17.  It begins raining for 10 rounds
  18. You hear from somewhere in the house a note being played on an instrument “sounds like x instrument” it’s the same note and it plays once every round , for 3 rounds.
  19. a sudden temperature drop in the room your in, causing your breath to fog.’
  20. For 10 rounds , all plants look and act as if it was autumn, the temperature shifts to suit.
  21.  You hear the calming sounds of wind gently passing through the leaves of the trees.- lasts 2 rounds - pull another event during the 2 rounds
  22.  A strange smell of decay fills the air in the upstairs hallway, even though you don't see anything rotting,-lasts for 10 rounds- make con save or become sickened and take -3 on all rolls for 5 rounds , refreshes on exposure if failed.
  23.  A mirror in the bathroom shows a reflection of a room that doesn't exist in the house.- happens the next time you see a mirror , even if it is shattered.
  24. The garage door opens and closes without stop.
  25. A pool of blood leaks under the garage door - the workshop is now open and appears - there is a trail of blood trailing  to the workshop door,
  26. There is teeth that look like they are embedded into the upstairs bathroom door like someone or something bit the door so hard their teeth got stuck and subsequently ripped out of their head upon trying to remove themselves.
  27. One of the bedroom/ room doors have wicked sharp and rusty blades pointing out of all directions into the hallway.
  28. Screaming , panicked , pained and incoherent pleas come from a cabinet in the kitchen , it cant be opened normally , its nailed shut all the way around - it must be broken into to open it - you find your body/ a body that is eerily similar to yours  , dried and partially decayed- wearing your damaged clothing- if they can not open it in 2 -3 rounds , the screaming stops , and the cupboard is still nailed shut - breaking it open will reveal nothing but  clothing scraps , ash and old shoes , barely recognizable.
  29. Soft white butterflies orbit around the house and partake in the garden , - lasts for 3 -5 rounds , if you choose to interact with them , give food, play ,ect  they will give you a +3 to any 2 rolls of your choice + extend time for 5 rounds - you see the sun shift backwards in the sky.- you are filled with warmth and comfort.
  30. The walls of the upstairs hallways are changed , they become blackened charred walls , like an inferno happened , the walls emanate a black smoke that chokes you as you are upstairs , upstairs is now dark in the hallway - the smoke impacts your ability to move , see and breath - it stays in the upper floor–the rooms are untouched of black smoke - wis check , to see a roughly humanoid visage from the far end of the hallway that melds with the smoke , barely visible.
  31. Someone shouts "hello?" from within the foyer , this lasts for 4 rounds , if you go investigate during that time , you find a small doll of yourself on the foyer rug- it is holding a piece of 33% crumpled paper / 33% to replace it with nothing 33% knife.- it does not talk , only cry profusely  - screaming you killed him , you killed him while sobbing
  32.  You hear footsteps coming from a room your not in.
  33. If in the house , you hear water running from the upstairs bathroom , the door is locked, and you see water start to leak under the door, it stinks like a rotting corpse- lasts for 3 rounds - or unless the door is broken down and the water from the bathtub is shut off, upon inspection the water contains putrefying remains of an unidentifiable large mass with thick hair covering its body , its matted and greasy - you cannot get the water to flow again. 
  34. You hear the sound of a crying child come from outside in the backyard - wisdom check to spot - lasts for 3 rounds - if you dont investigate it becomes silent - and if you find it afterwards it will be a dry bag that contains mumified remains of a twisted corruption of a humanoid form - it is unsettling. (if you investigate in time you will find a thick brown paper bag tied with a peice of medium thick twine hanging from the lowest branch tied to the tree- you hear baby crys from the bag , and it shakes and rattles as its suspened– its about 15 ft high - the bag is soggy /damp with visible wet stains above a soggy bottom of the bag - the bag is scrunched up at the top , with a knot tied to it . – if you get it down in time , if you find it the timer resets to +3 rounds from when you find it - take the difference and add it to the total.  When you find it , you will see a fetal child , looks to be about 6-7 months. It opens its eyes ,and it looks like it mouths words to you- (wisdom check  ), before closing them and becoming silent and still - as this happens , you look away to stay aware of your surroundings , and when you look back into the bag and find nothing but dust and a possible item.If the check passed it says " whatever you want "
  35.  Replace the first floor with the second- this effect persists for 10 rounds
  36. A small bowl appears by the outside of the front door on the veranda , there is a small bowl with a sign next to it saying please take one- the bowl is resting upon a small table that is 1 foot wide and deep , it its 2-3 feet tall -The bowl will stay there for the rest of the game , but it can be moved by the player-  inside the bowl there is

-----------------1. Smooth rocks of various sizes 

-----------------2. Sand 

-----------------3. Mud with sticks 

-----------------4. Entrails 

-----------------5. Teeth with bits of bone from the jaw still attached.

-----------------6. Nails & Fingernails 

-----------------7. Soup , Tripe soup - tastes good-

-----------------8. Obscure Pills / Medication

-----------------9. Glass Wraped in tinfoil 

-----------------10. Re-roll & take 2 options

-----------------11. Dry Blood Flakes 

-----------------12. Twitching Heart

-----------------13. Paper Wasp nest material.

-----------------14. Water , slightly dirty.

-----------------15. A hole that leads to nothing but blackness “similar to d&d portable hole”

-----------------16. Dried Umbilical cords.

  1. The houses windows and doors are suddenly covered with thick patches of ivy - if any door is shut on the outside , it is overgrown and must be cut away, if a door has not been shut , there will be enough room to move through but you must crawl and cannot run through - this will stay until the ivy has been dealt with.

  2. If you are outside - you feel a complete stillness , a coldness in the air as if something was is wrong- ( wisdom to spot ) if you succeed- you see a flock of birds flying a far distance away , they then start falling out if the sky as if they just died on the spot -    (if you failed)  you hear objects falling around you - you look to see that they are birds - if you investigate you realize that they are cold and stiff as if they have been dead for some time - there are 6- 34 birds - they all have no eyes ,no indication of harm can be seen outside of what is already present  if you are inside when this happens , as soon as you go outside it occurs.- this may happen if you are in the observatory , or the greenhouse , as you could see it happen from there.

  3. A old corded phone from the 90s- 2000s can be found , bolted to the ( floor , ceiling , wall (33% chance) (ground floor, basement , second floor ( 33% chance) (in any room, roll randomly ) it will begin ringing and will not stop until picked up , no visible power cord is connected. ( if there's any monsters/people around they will be able to hear it if they are on the same floor or directly above or below it & may come to investigate.) if you pick the handset up , it sounds like a recording on a record player being sent through the phone. you will hear a crying voice of a woman and the muffled crys of a baby, while chanting can be heard in the background ,  you hear some background noise , as if a commotion was happening , you then hear a gunshot , then the handset goes quiet. after picking the phone up the phonograph / record player will appear and start playing , over and over again , in an adolcent voice “he did what he could , he did what he could” ( if the phonograph was already there do nothing) ( the phonograph will keep repeating this for 1-3 rounds , then it will stop. 

  4. In the nursery / in the room that the nursery can appear in, the next time you walk in there. There will be a long dried/mummified umbilical cord that snakes through the house & outside towards the dense forest all the way in the backyard. (make a semi-random route for the umbilical , if the current window is broken it will take that route. If you follow it to the end you will find a mummified corpse of a woman , on a stone alter , legs spread open as if she was giving birth, the umbilical coming  through a cut in her abdomen.  The woman has a hole in her forehead and just above the cut in her stomach. You hear strange whispers and chanting coming from the edge of the treeline that surrounds you from where you stand in this open space. As well as deep grumblings of some creature. it seems to be coming towards you from the far side deeper into the forest. — you will see one of the humanoid cult enemies and it will run after you and try to hunt you down - the mummified woman has her arms / hands  positioned in a way that would suggest that she is coddling a baby (wisdom check indicates that she wants her baby back) if you bring back the stone fetus item to her , you will get a reward.  the umbilical will stay here until its destroyed or the item is given back. - when its destroyed it turns to ash & when its completed it does the same.

Ill add more relevant ones later , any other events are not anything spectacular or don't provide in the way of being off or creepy , etc, and without context will be just a bit cringe and weird.

I look forward to seeing what you all come up with!

Hymneth -----

  1. There is a sudden wet, harsh tearing sound from the hallway. Investigating will reveal a few drops of blood and a human tooth.

  2. You find a plate of half eaten food sitting on a nearby surface. It is still warm

  3. You hear the sound of plates and glasses being smashed one by one from the kitchen. There are no signs of anything broken when you check

  4. You smell smoke. In an adjacent room there is a blackened spot on the floor and a few wisps of smoke. The spot contains ashes and the remnants of a burned book, almost completely illegible

  5. The lights in a room you just left suddenly turn either on or off (change whatever state you left them in). The light switch has been pulled out of the wall, leaving bare wires

.

.

Kiyohara -----

  1. The floor boards creak, but only when no one is walking on them. If you try to duplicate the creak or find the spot, it is silent.

  2. Reflections in the mirror are delayed by the barest of seconds.

  3. The windows look out on the yard, but at slightly incorrect angles or out at different views (such as the rear window looking out over the right of the house and the front two windows being switched.

11 Comments
2024/10/15
16:33 UTC

106

freak out your players with these perfectly harmless things

(I only had one Idea and chatgpt delivered 2 to 5 fill the gap needed for the sub rules and I liked them too much not to put it in here, afaik there are no rules against it, it does goes against the spirit of the sub so if needed ill delete these entries or leave them as extras in the future)

1- The Loyal Donkey: Upon opening a door in a dungeon, players find a donkey, he is sweet, and will follow the party, a bit smart for a donkey, he will immediatelly care for the players but at first players will likely wonder why this donkey is alone in the room, never give them the answer, if you do, it's nothing special about it. (u/chidarengan)

2 - The Clock That Ticks Backwards: In a small room, there's a large, ornate clock that ticks loudly but the hands move counterclockwise. No matter how long the players stay and observe it, time seems to pass normally. The clock does nothing else but keep ticking backward. (gpt)

3 - The Friendly Skeleton: In one of the rooms, the players meet a perfectly friendly skeleton, fully animated, who offers them drinks or snacks from a tray. He doesn’t attack or act suspiciously and will follow the party for a while, offering refreshments. There's nothing unusual or dangerous about the skeleton at all. (gpt)

4 - The Door With No Handle: The players come across a heavy wooden door in a dungeon, but it has no handle or keyhole. They can push or pull it with ease to open it, but it leads to a normal room. The absence of the handle has no special meaning. (gpt)

5 - The Mirror That Whispers: In a random hallway, the players encounter a full-length mirror. Every time they look into it, they faintly hear whispering, but it's too quiet to understand. No matter how hard they try, they can't make the whispering louder. The mirror is completely harmless. (gpt)

Edit: I'll be updating as soon as possible guys, thanks for all the replies. Im glad you guys seem to enjoy it.

68 Comments
2024/10/15
14:21 UTC

10

Need help with an eldritch mutations list

Im making a cleric subclass based on lovecraftian horror and need a table of mutations. You get 1 at level 8 and another at level 12. They should be buffs or at least not nerfs.

6 Comments
2024/10/14
18:17 UTC

48

[Let’s Build] d100 noncombat encounters on the high seas!

  1. A crewman cries out about a leak. Two holes have been drilled into the hull on opposite sides of the ship.

  2. A fog bank chases the ship and engulfs it.

  3. Lightning strikes repeatedly at the main mast from a clear blue sky.

  4. A pod of narwhals circle the ship preventing any forward progress.

  5. Hailstones the size of duck eggs fall from the clear night sky.

  6. The stars disappear from the night sky though the full moon remains clearly visible.

26 Comments
2024/10/13
17:05 UTC

210

D100 reasons the party is being sent to deal with the crisis instead of the king sending an army, the sorceress sending her minions, or the god doing it himself?

Most low-level campaigns start in a tavern, or maybe in a prison. But sooner or later the players get enough of a reputation that someone important -- a king, a sorceress, maybe even a god -- needs them to carry out a task... like escorting a caravan through bandit-plagued lands, or ridding a village of some restless undead, or recovering a lost holy relic.

Often it turns out this seemingly simple task is actually the start of the broader campaign -- maybe it's how the players discover this king is not as noble as he seems, or the sorceress is actually the BBEG, or the god is in fact not a god at all.

Fun stuff. But sometimes you have a wiseguy player at the table who says: Wait, you just met us. You've got soldiers and nobles and all kinds of resources. They're already on your payroll, why don't you send them instead of us?

And you can say, "because that's how the campaign is starting," and the player will smirk and say "ah yes, of course," and the game proceeds... but... what if you want an in-game reason for why this powerful person is sending this rag-tag collection of murderhobos to do their bidding? Or at least... the reason the powerful person gives, even if the real reason must be kept secret?

01 - "Ah, an interesting question you should pose to my royal adviser, Nunya. Nunya Bidness."
02 - "I wish to see how you handle this trivial task to see if you are worthy of more."
03 - "My [army, minions, angels] are busy with more important matters."
04 - "[disappointed look] They have already tried, and failed. I pray you will prove more resourceful."
05 - "I do not wish to reveal my true power to the enemy at this time."
06 - "This humble task is better suit to people of your... ilk."
07 - "What, and leave my kingdom defenseless?!"
08 - "Should you fail, it won't be traced back to me."
09 - "Truth be told, you are expendable. They are not."
10 - "I am sending them, for the real attack. You are the diversion."
11 - "You are unknowns, which makes you the perfect tools. No one would suspect you of working for me." /u/grays42
12 - "Your lack of formal ties means you can act in ways my forces cannot, unbound by law or protocol." /u/grays42
13 - "There are factions among my own ranks I do not fully trust. Outsiders like you are... less compromised." /u/grays42
14 - "You possess skills or knowledge they do not have. I've been watching you for some time." /u/grays42
15 - "This task requires a delicate touch, not the heavy hand of an army." /u/grays42
16 - "Those who tried before became... compromised. I need fresh faces, untouched by the corruption." /u/grays42
17 - "This mission involves matters of destiny. Whether you know it or not, you are tied to its outcome." /u/grays42
18 - "Your unique perspective may be the key to solving this problem. Soldiers would overlook it." /u/grays42
19 - "I require people who can operate in the shadows, without drawing attention." /u/grays42
20 - "Only those without loyalty to anyone but themselves can succeed. Which is why I called you." /u/grays42
21 - "You are expendable, and it won't effect my city. My army, isn't." /u/Nepeta33
22 - "The princess has requested this be taken care of discretely, and I'm sure she'll marry me if I'm the one to get it 'taken care of' BUT I only have heaps of money whereas you have heaps of skills so let's trade." /u/architectofspace
23 - "Do you want to ask questions or do you want a lot of gold?" /u/LargoVonBob
24 - "Because when you [event from previous session], you were stealing from me. That you didn't know you were stealing from me is the only reason you are still alive. But you still owe me, and you will repay your debt." /u/berkeleyjake
25 - "The high priest suggested that. I made a bet with him that the task could be handled even by you." /u/Brell4Evar
26 - "I'm not going to waste the Army's time with a job this trivial." /u/UsefulEgg3980
27 - "The general is a few weeks away from retirement, I'm not sending him on a risky mission. I've already paid for his parade." /u/UsefulEgg3980
28 - "The military leadership are currently in a mandatory sensitivity training because they were rude to the crown princess ... again." /u/UsefulEgg3980
29 - "The Army is better suited for mass combat, not weird curse magic crap in a swamp." /u/UsefulEgg3980
30 - "My niece was very impressed with how you rescued that cat from a tree. This is your chance to make a name for yourselves. You're welcome." /u/UsefulEgg3980
31 - "I want the corpse of a [creature likely to be encountered on this mission] so I can have it taxidermied as a surprise gift for my royal fiancé, he loves that stuff. The army wouldn't be able to keep quiet about it." /u/UsefulEgg3980
32 - "The god of my people forbids them from taking action, but your gods don't." /u/UsefulEgg3980
33 - "My military force is more a hoard of berserkers than a well organized force, and I don't want collateral damage." /u/UsefulEgg3980
34 - "We're a small but rich nation that's almost impossible to invade due to the terrain so we don't have a standing army. We usually pull strings with small covert units. This is going to need a very big hammer to deal with instead of our usual methods." /u/UsefulEgg3980
35 - "This kind of work isn't covered by the Army's contract and they have a really litigious Union ... I'm not going there. Better to hire private contractors for this." /u/UsefulEgg3980
36 - "The army is largely made up of criminals because of the high death rate. I can't trust them to get the job done the right way, or at least without them stealing everything afterwards." /u/UsefulEgg3980
37 - "A dragon can kill a hundred soldiers with a sweep of its fire. But four plucky adventurers have a good chance of surviving it somehow. A small squad of specialized monster slaying elites vs having hundreds of closed casket funerals. Ask me that question again. Really slowly." /u/pauseglitched
38 - "Sending the army could be seen an act of war. Having the party act is politically neutral." /u/that_guy_you_know-26
39 - "Sending troops requires an authorization for the use of military force, which requires the approval of the Council of Lords, which means the authorization has to be referred to the Subcommittee on Military Affairs which must hold a 90-day waiting period for public comment." /u/rowboat_mayor
40 - "[as above, plus] Red tape means a lot of ears aware of what's going on. And the notaries are horrid gossips." /u/Training_Hat7939
41 - "Legendary adventurers, monstrous minions, and champions were all weak once. I'm sending you hoping you can become as great as them, and then we will be able to handle much more in the future." /u/BrunoBrook
42 - "I am creating a school for aspiring young adventurers to grow their skills. This is your first assignment, a routine [summary of the task]." /u/MerrilyContrary
43 - "I’m broke, and you’re cheap." /u/MattKingCole
44 - "Our forces are busy handling other threats to the realm." /u/DirkBabypunch
45 - "We can't have our neighbors knowing we are behind this, and as soon as you leave this hall, you do not work for us." /u/DirkBabypunch
46 - "The last troops we sent to handle the problem need reinforcements/were wiped out and we don't have time to send anybody that isn't mercenaries." /u/DirkBabypunch
47 - "I don't need to explain myself to the likes of you. Do you want the job or not?" /u/DirkBabypunch
48 - "You have wronged me, and this will make us even." /u/HehaGardenHoe
49 - "Deal with this to my satisfaction or face my [royal, arcane, divine] wrath." /u/HehaGardenHoe
50 - It is easier, cheaper, and/or faster to hire you than to muster, train, and/or transport an army. /u/Ironzealot5584, /u/d20an, /u/Bargeinthelane, and /u/SplashOfStupid
51 - "The queen admires some of you. Too much, for the King's taste." /u/GrayGrayerGreatest
52 - "I do not wish for the public to panic as they witness the military being mobilized. Better to see if a smaller unit can take care of it." /u/Zuzara_Queen_of_DnD
53 - "It's the harvest! Every hand that wields a sword, can't wield a scythe for the winter." /u/whpsh
54 - "The pact I've made with forces-that-be forbid me." /u/San-Dorra
55 - "If I get involved, other opposing forces will get involved." /u/World_of_Ideas
56 - "I'm already [captured, banished, dead, defeated, stripped of my powers]. This is just an illusory message that I left behind. It's all up to you now." /u/World_of_Ideas
57 - "I need you to go into foreign territory. If I send forces there, it will be seen as an act of war." /u/World_of_Ideas
58 - "My forces are making it possible for you to make this surgical strike." /u/World_of_Ideas
59 - "My people are very superstitious and won't set foot in [the quest area]." /u/World_of_Ideas
60 - "The enemy has set wards against me specifically. [I/my forces] can't enter the area." /u/World_of_Ideas
61 - "The enemy is holding hostages. They can't know that anyone from here is involved." /u/World_of_Ideas
62 - "There is a [curse, prophecy]. If I go, all will be lost." /u/World_of_Ideas
63 - "There is a [mole, spy, traitor] in my ranks. If I use my own forces, the enemy will see it coming." /u/World_of_Ideas
64 - "This incident is occurring while I am at my weakest. My strength won't return until [x event] and by then it will be too late." /u/World_of_Ideas
65 - "An ancient treaty is being broken if the king ever sends official troops beyond a single messenger in that region." /u/YrnFyre
66 - "Another faction of the royal court will attempt a coup if the palace becomes any less guarded or loyalists get sent away." /u/YrnFyre
67 - "Another faction has forbidden it, the king must follow suit or risk a destabilization of social/economical/political proportions." /u/YrnFyre
68 - "Another threat could arise, like the annual return of the gnolls. The armed forces can't be sent away at such a crucial time." /u/YrnFyre
69 - "A recent bloody conflict has the armed forces still recovering from the last campaign. They're still rebuilding strength." /u/YrnFyre
70 - "A recent innovation, be it spellcraft, technology or divine revelation has rendered the army obsolete. A small party of specialists is much more effective for the current task." /u/YrnFyre
71 - "In order to reach the place where the quest takes place, the army must cross a harsh outland, inhabited by honourbound warriors. Ancient rites demand that if an army encroaches on their border, the entire outland (with barbaric yet formidable fighters) must fight the intruders. The exception is made for one small group per country, equal or less than (party size). The king's troops could easily take on the warriors and kill them all, but they'd be severely weakened and delayed. The threat on the other side would also be notified of their movements. Furthermore, the outlands maintain a neutral buffer that prevents other countries from staging an attack on each other, so for the sake of peace they're better left alone." /u/YrnFyre
72 - "The army has their hands full, just mitigating the damage the crisis is causing so they can't spare men to directly deal with it." /u/Norman1042
73 - "The king suspects corruption in his ranks and doesn't trust his people to carry out the task." /u/Norman1042
74 - "A whole army would be spotted miles away, and the villain could just relocate or set a trap for the army." /u/Norman1042
75 - “Because I have a treaty of no intervention with the bastards over there. If you all do that, then I have upheld my oath while accomplishing the needed task.” /u/PaigeOrion
76 - "So I can keep my hands clean. I do not want others to know I am meddling in this situation." /u/SpinachnPotatoes
77 - A party's ancestor or family member is responsible, so the task is up to them to resolve. /u/supertoad2112
78 - By carrying out this task, a person, place, or thing important to one or more party members will be saved. /u/supertoad2112
79 - The land or property recovered by the task shall be available to be purchased by or entrusted to the group to manage and make wealthy. /u/supertoad2112
80 - The God is helping - by sending you! That’s why there’s a cleric/paladin of theirs in your party, and here’s a divine boon you can use when you’re in a pinch. /u/d20an
81 - "The army isn’t actually that well trained; they’re fine for defense, but wouldn’t manage an attack." /u/d20an
82 - Sending the army would destabilize the region/leave the kingdom defenseless. /u/d20an and /u/DPSDM
83 - "It would require sending the army through lands/seas controlled by a neighboring nation that might interpret it as an act of war." /u/d20an
84 - "If I send the army, half of them would die. Can you explain that to their widows and children?" /u/d20an
85 - "A large force would be too slow." /u/StefanovicV
86 - "A large force would not be delicate enough." /u/StefanovicV
87 - "The only way to succeed would be by staying undetected." /u/StefanovicV
88 - Community service. /u/button-fish2807
89 - "Frankly, you've been getting on my nerves." /u/button-fish2807
90 - "I would be a fool to send my entire army on such a hopeless... I mean... I have faith in you." /u/button-fish2807
91 - "The soothsayer had an vision that it was this exact group that succeeded." /u/button-fish2807
92 - An ancient tapestry in the castle depicts the group resolving the crisis. /u/button-fish2807
93 - Everyone else has the plague. /u/button-fish2807
94 - This was the best option for the budget the king had. /u/button-fish2807
95 - "If you die, I don't have to pay. If my men die, I have to pay out their family." /u/This_is_my_phone_tho
96 - "I can't look my men in the face and send them into that hell pit. You, on the other hand..." /u/This_is_my_phone_tho
97 - "I don't need to explain myself to mercenaries." /u/This_is_my_phone_tho
98 - "Armies are for army work. This is adventurer work." /u/This_is_my_phone_tho
99 - "Sure. You just man the walls, gates, and bridges and I'll go around and muster my army." /u/This_is_my_phone_tho
00 - "Huh, I didn't think of that. Never mind, I'll send them and give them the reward... unless you've decided to stop questioning me?"

43 Comments
2024/10/13
15:24 UTC

17

[Lets Build] In case a NPC or PC has magic amnesia, what will they remember and forget?

"Why: If one of your players made a PC that has amnesia as a main trait, this might be useful. Reason: This happened to me and the guy requested I created one. Recommendantions (optional): Even rolls makes PC remember. Odd rolls makes PC forget Some rolls may repeat (example: "Remember useful information" is on all rolls that end with the number 2)"

d100 A Hundred Things I do (not) remember

  1. Forget a really important memory [u/BrunoBrook]
  2. Remember useful information [u/BrunoBrook]
  3. Forget what is happening [u/BrunoBrook]
  4. Remember a creature and who they are/were [u/BrunoBrook]
  5. Forget about a party member until told who they are [u/BrunoBrook]
  6. Remember where the character is [u/BrunoBrook]
  7. Forget how to use their weapons for one minute [u/BrunoBrook]
  8. Remember about a specific place [u/BrunoBrook]
  9. Forget how to cast spells for one minute [u/BrunoBrook]
  10. Remember of something that happened when character was between 0 and 10 years old [u/BrunoBrook]
  11. Forget who are his foes and allies during this battle [u/BrunoBrook]
  12. Remember useful information [u/BrunoBrook]
  13. Forgets how to swallow for 8 hours [u/Hymneth]
  14. Remembers their own name [u/Hymneth]
  15. Forgets one vital detail of the current plan [u/Hymneth]
  16. Remembers something useful to the current situation [u/Hymneth]
  17. Forgets how to speak for one day [u/Hymneth]
  18. Partially remembers a major life event, but some details are wrong [u/Hymneth]
  19. Forgets the activation word for a magic item [u/Hymneth]
  20. Permanently remember another language that they previously spoke [u/Hymneth]
  21. Forgets an unimportant everyday skill [u/Hymneth]
  22. Remembers useful information [u/BrunoBrook]
  23. Forgets how to walk for 30 seconds [u/Hymneth]
  24. Remembers a childhood friend [ u/Hymneth]
  25. Forgets an unimportant everyday skill [u/Hymneth]
  26. Remembers the location of a useful item they once hid. [u/Hymneth]
  27. Forgets a painful memory [u/Hymneth]
  28. Remembers a phobia of something currently present [u/Hymneth]
  29. Forgets the incident that caused their memory loss [u/World_of_Ideas]
  30. Remembers something that they deeply regret [u/Hymneth]
  31. Forgets how to do a specific ability, skill or spell [u/World_of_Ideas]
  32. Remembers useful information [u/BrunoBrook]
  33. Forgets everything that happened between "X" time and "Y" time [u/World_of_Ideas]
  34. Remembers part of what happened between "X" time and "Y" time [u/World_of_Ideas]
  35. Forgets how to activate a device (magical, technological) [u/World_of_Ideas]
  36. Remembers a random tavern song, which gets stuck for a while [u/BrunoBrook]
  37. Forgets where something was hid or stored [u/World_of_Ideas]
  38. For five minutes, remembers their happiest day [u/BrunoBrook]
  39. Forgets about a reocurring ally [u/World_of_Ideas]
  40. Remembers something when they were in between 20 and 40 years old [u/BrunoBrook]
  41. Forgets about a reocurring enemy or rival [u/World_of_Ideas]
  42. Remembers useful information [u/BrunoBrook]
  43. Forgets about a reocurring associate or neutral character [u/World_of_Ideas]
  44. Remembers a dream that takes them to an actual Fey Door [u/Dirus_Nex]
  45. If knows any, forgets the location of a stash or quest item [u/Dirus_Nex]
12 Comments
2024/10/13
09:24 UTC

36

Help me make a D/100 random encounters table suitable for my game

The way I want to use this table is as follows:

  • I have a list of 100 entires and whenever my party travels for a week or longer, I choose 4xnumber of weeks they are going to travel events
  • I then puts those events at 1d12 list, with only 3, 6, 9 and 12 doing anything.
  • I roll 7d12 each week and play every event which have happened. If the same result happens twice, I do what I find suitable for the situation.
  • I don't mind combat, but I want the events to have some story behind them as well. They still need to be short though, so they can finish multiple in one session

Here are some examples, so you know what I aim for:

  1. An old Hermit who have just lost his wife asks the party to remove Gobble from his house. The problem, which they do not know about, is that it isn't him who produces the Gobble, it's the stray dog who lives in his basement

  2. A travelling stroyteller asks party for stories and pays them in potions

  3. The party meets a Troll who have chosen to become a Monk. There's nothing to do here, they can just keep going if they want

  4. Mysterious house have sprung out of the mist in the morning. If they come to investigate, it turns out to be a Mimic.

  5. A random dire wolf came to their camp, hurt and looking for food. They can befriend it if they want.

  6. An elf with a broken leg lays on the road. If they try to help him, it'll turn out to be an ambush

(Everything after 6 is your suggestions, with some details added from me)

  1. The party travels through sacred centuri territory. They appear hostile, but if the party tries to talk things out, it turns out they are actually really curious about humanoids and will allow them to pass if they answer all their questions on a tea party.

  2. A friendly magma elemental uses the local lake to cool of, but it kills all the aquatic life in the process

  3. Party comes across a mysterious archard full of delicious looking fruits they do not know. They hear suspicious giggling from everywhere around them, but they can't see anyone. If they try to investigate, it turns out that giggling comes from fruits themselves, that's just what they do when they mature

  4. Party finds out the burying ground of an Ancient Gem Dragon. They can still steal some bones, which are super valuable, but only if they can avoid the security

  5. Local village have an unusual book in it, which cause vivid hallucinations on anyone who tries to read it. They use it as a bongo

  6. The local farm has been ransacked by Orcs. The party can find and eliminate the agressors and take the only survivor, a young woman, to the nearest village

  7. A bridge guarded by a single squirrel. She demands tribute for crossing it (nuts)

  8. Party stumbles around a bunch of Goblins, having a holiday

5 Comments
2024/10/08
12:41 UTC

50

Lets build d100 ways to show how famous / infamous / popular the characters' party is to the world

Some categories I could think of
Gifts/Treats
Recognition
Responsibilities
Opportunities
Influence
gamified impact systems, like piety/faction counting

List:

  1. Instead of doing the "bandit ambush" random encounter, how about "overhear the bandits talking" where they mention the party by name or by deeds (idea by sly flourish)
  2. When the party arrives at a location of a smart enemy, have warnings directed to the individual party members waiting. Could be a prepared speech by an underling, symbolism that the party would understand, or direct threats like a painting of something they identify with being burned
  3. The party could be gifted titles and land by the local noble, and after that their full title would be used in local conversations
  4. They could receive handouts from local children who have been egged on by their parents seen smiling in the background
  5. The party would be assumed to continue on their current path, so NPCs will start offering up quests directly trying to appeal to the party's good/bad history
  6. The chain of command will be easier to navigate (as long as they don't start talking to the leader of a faction at level 1) as they can gain access to higher level faction leaders as they get more famous
  7. A new magic spell by a local wizard could be named after a party member
  8. Local armories could offer up rare magical items on short term loan just to get the name recognition of "used by the x party"
  9. Infamous, passing through town there is a wanted board covered in pictures of what is obviously the same man with different mustaches. That man looks suspiciously like one of the players, who is suddenly rocking a new mustache.
  10. Famous, an enemy summons a demons to deal with the party. The demon immediately nopes out causing the enemy to have to summon a different demon.
  11. "i'M cAlLiN' yOu OuT": A duel in the middle of the street, except the players are just that good that they can defeat them easily. An impudent young master cultivator with more money than sense, a dapper dandy of a rake, or an ugly western cowhand oafish thug-type calls out the players in public. It starts off with bragging: "I'm tellin' you, they ain't nothin'! I could take em, with one arm tied behind my back etc!" and progresses to: "I won't back down, I'm not a coward! I will defeat them!" and ends with the players either convincing the fool to take a hike, or handily winning with little effort, followed by celebratory drinks. The point is, that the callout for the duel is public and progresses quickly, and is meant for near instant satisfaction. A Clint Eastwood Cowboy Spaghetti Western: "Pistols on main street at high noon" kinda vibe.
  12. During a chase or shopping moment crowds of fans could obstruct the party and their goals by filling streets and obviously following them.
  13. Stealth could be ruined by fans or admirers following them or recognizing them when they are trying to achieve their goals.
  14. Counterfeit products or merchandise either depicting the party or claiming the party supports the item or location could start being seen.
  15. Attempts to hide their identity can fail should they not vastly change their appearance or disguise themselves. Even great deceptions could come undone should a lowly guard or servant recognize them.
  16. Help or aid could be held for ransom for "favors" from high ranking fans. Doesn't have to be dirty, could be making an appearance at a banquet or party to thrill guests.
  17. The party could be randomly healed in combat, or on the road, by admirers who just so happen to pass.
  18. Shopkeeps could offer discounts or free equipment, again in hopes that they will use them.
  19. Depending on why they get famous, and how magic works, you can have their mundane armor and weapons, especially starting ones, be imbued with magical energy, creating new magical weapons with a legend worth telling.
  20. They gain DM inspiration when saving a town.
  21. They gain DM inspiration when recognized.
  22. They gain DM inspiration from their story being spread.
  23. The party comes across a group of copy cats. Whether they be kids pretending to be heroes and out of their depth, a group of adventurers actually on an adventure, but early in their career, or a malicious band of cutthroats abusing the party's notoriety to take advantage of those who don't know anybetter... they aren't the party and they know it.
  24. Shopkeeps start fleecing the party. These are big, great heroes. They are loaded with cash.... maybe they won't miss a few items being bumped up a coin type.... or maybe they won't miss an entire gold piece! or worse.... perhaps they are walking around with a dragons hoard, and adding a zero to the requested gold pieces could yield quiet the payday on an item or room they are taking interest in.
  25. Perhaps sites of their major accomplishments are turned into memorials or looted for museums.
  26. Perhaps sites of even their minor accomplishments are turned into memorials or turned into museums. Maybe the starting village has that cell they were locked away in turned into a tourist attraction.
  27. An organization the party or a specific party member is involved in sees a huge influx of new members or member requests due to their influence. (New monks begging to be trained, more recruits to a church or temple of the cleric, a bunch of edgey kids trying to join the thieves guild like their idol, a bunch of people immigrating to live in their hometown or by their base.)
  28. Strange people arrive with a baby claiming it to be the child of a party member, true or not.
  29. Fans start selling merchandise: little clay figurines of the party, their own brand of wine or ale.
  30. Their exploits have hit the minstrel circuit and a (catchphrase/joke/anecdote/etc) associated with them has become a pseudo-meme. They will over hear the phrase repeated ad-nauseum in cities and towns and sometimes brave fans will approach the party to shout the phrase at them.
  31. particular popular party members may find possible paramours hiding in their inn rooms at night. Now these groupies may seem affectionate but always remember the number one rule of wenches in TTRPGs. ("Venereal diseases" "No. Succubis and Assassin exist")
  32. As the party enters a town, a procession of clerics will greet them. They have been told of your arrival in a message from their god and are here to welcome/chase you out.
  33. A scrawny warrior jumps out of a nearby bush and yells for your to reach for your weapon. They wish to duel you, either for the renown of somehow beating you or just being able to say that they dueled you.
  34. The party will stumble upon a spar/duel/wrestlingmatch/arena battle. One of the contestants will notice them and momentarily stop the bout to shout out the party and say "this next move is for you!". For extra embarassment, his next move fails completely and he is trounced.
  35. [Good party] the kindly innkeeper prepares a smorgasboard and serves it to the party at no charge
  36. [Asshole party] the innkeeper makes eye contact with the party and spits into your dish before slamming it on your table. You admire his brazenness even if you question his self preservation instincts.
  37. The local alchemist guild lets off a firework show to celebrate the parties return from their latest mission. You see the head alchemist's face grow more and more worried as the display grows more and more hectic until the entire lab goes up in smoke and he leads his charges to put out the flames.
  38. As you walk through the local bad side of town, you notice that the ladies and lads of the night have taken to dressing like the party members. Seems like there are folks who are impressed with the party in THAT way and that there is a market for the... experience.
  39. Local children run around with miniature toys action figures of the party. Loudly making them fight with miniatures of monsters the party have defeated before or each other.
  40. Roll a zero: Your party comes to a well decorated square full of townspeople. There is murmuring and a band begins to play grand music. Seconds pass and a man in a sash tells the band to stop, abruptly. In the confused silence, a banner pops out from a tube. It says " Welcome Home, Barileth!" A nearby child hides in a woman's skirts as the besashed man, red faced, yells at the party. "Who the hell are you?"

Your party enters a shabby tavern. The barman berates you for being strangers who think that you're welcome anywhere. "Stop it, Pa" a surly voice from under a mop of hair speaks. His father reacts as if this is a grave, rare occurrence. "I've heard of 'em." 41. Bounty posters of the PCs 42. Minor enemies flee from the PCs on sight. 43. Someone has written a poem about the PCs or their deeds. 44. While browsing a library, the party finds fictionalized books about their exploits. 45. A young adventurer begs the party to take them as an apprentice, citing a heroic deed that the party did as the reason for wanting to adventure. 46. A party member gets a letter stating their family is being harassed by admiring fans. 47. The party is invited to a high society event as the “guests of honor.” 48. The Guards intercept the players at the gates, and do the star-struck routine, but "We gotta follow procedure." and do a search anyway. If they find something of concern, like contraband, they are more forgiving, letting the players through anyway. "You dropped this, sirs. Don't forget to get a permit for that thing!" 49. A Paladin-type gets starry eyed and almost literally begs for a friendly spar, asking one of the players to demonstrate a fancy move that they have heard tell of. The players get a token from the contact that leads to greater access to healing and support. 50. A letter from a Mage of some renown is delivered by wondrous means, or from an fancy expensive courier. It is filled with flourishy language, but also magical techno-babble that anyone but the smarty-pants of the group can understand. It requests a collaboration along the lines of, "Give me your thoughts on the phlogisticalized ramaflammaications of the inverted tachyon array in the production of gold-pressed flatinums as it relates to blah blah blah $highest_level_spell_the_players_know$". If the smartypants players respond, the letters continue to arrive with some regularity while near civilization, along with invites towards access to rare Libraries. 51. Maybe a statue to the party or a party member (like in Firefly when Jayne discovered a town had built a statue of him). Could be paintings or other monuments. The artwork of the party could even have been vandalized by jealous competitors or villainous opposition. 52. You hear a song being sung at a tavern that you realize is about one of your exploits. If you mention it to people in the bar either nobody believes you or people offer to buy you drinks. 53. You pass through a town that you helped in the past and realize they're in the middle of holding a festival in honor of the day you saved them. 54. A competitive adventuring party keeps challenging you to public demonstrations of strength and cunning, hoping to horn in on your popularity. 55. You find graffiti that mentions you (either positive or negative). 56. You discover something small named after your group (either a road or a well, something public). 57. You notice a merchant raising prices JUST for you, assuming you can afford it. Insight check, but then you can either charm or intimidate your way out of it. 58. Noble families offer free use of prized heirlooms in the hopes of getting their family name attached to some world-saving event. 59. An enterprising gnome (or other engineer) wants you to field-test some items for them. The item gets added into marketplaces later with the group (or character)'s name attached to it. Eg, Baern's Axe of Booming, or Jingle's Poisoned Caltrops. 60. Innkeeper's offer free room and board. If you return, you might notice a plaque on the wall outside mentioning that "Gazlow Coinclink slept here." 61. A chef at a tavern of inn might create signature dishes named after the party. 62. A minstrel performing a puppet show retelling a ridiculous version of the party's deeds. 63. Grifters impersonating the party. 64. A young child named after a party member. 65. Trading Cards. Like the wizard card in chocolate frogs, or NHL trading cards etc. but of the party members and their most iconic foes 66. Commoners through buckets of paint on the party, protesting all the humanoids they have slaughtered. 67. A (religious order, cult) starts making pilgrimages to places where you have done great deeds or places where the PCs are from. 68. Assassins, bounty hunters, knights, etc will seek to capture or eliminate you. 69. Certain people or creatures may want you to give them an offspring. 70. Defectors from various villains seek out the PCs and (ask for protection from their former masters, give the PCs information on their former masters, give the PCs a McGuffin that they stole from their former master). 71. Enemies start targeting your (associates, family, friends, romantic interest). Either for revenge or to capture as leverage. 72. Greater Beings (devils, gods, lichs, outsiders, primordials, etc) occasionally show up and have a casual conversation. 73. Greater Beings (devils, gods, lichs, outsiders, primordials, etc) occasionally show up and try to recruit you to their cause, hire you for a job, or point you in the direction of their enemies. 74. Magic users or alchemist may seek to get a sample of your (blood, feathers, fur, hair, etc). 75. Messengers from rulers will seek you out to request your aid. 76. People in power may seek to marry you or have you marry their children. 77. NPCs may sacrifice (a one use powerful artifact, themselves) to ensure the PCs destruction or save the PCs from certain doom. 78. Places where the PCs have been or places where the PCs are from start getting slaughtered or burnt to the ground. 79. Places where you have done great deeds start booming with business. 80. Scribes ask to interview the PCs or join their party, so they can record their deeds. 81. You encounter a tribute character party. 82. Folks try to give you a lift, but there cart is actually a cart mimic trying to kidnap your group.

19 Comments
2024/10/07
17:34 UTC

79

[Let's Build!] 100 Reasons why one of the party members is suddenly missing.

We all know this story: You shedule a session, but when the day comes it turns out that one of the players won't be able to make it. It happens, no big deal, but how to explain one of the characters suddenly missing?

RollReason for the PC's absence
01The party has no idea, they only find a note saying "I will return, for now proceed without me".
02The PC gets sucked into one of their trinkets. A person knowledgable in magic knows that it's a temporary curse.
03The PC gets arrested for a crime they didn't commit. The guards believe them, but say that by law they can't release them until the case is officially settled.
04The PC catches an illness and has to recover for a while.
05The PC meets an old friend that needs their help with an important, if a little mundane problem.
06A powerful ally invited the PC to a very important meeting as the party's representative (possible future plot).
07The PC realizes that they left an essential part of their equipment at a recently visited location and have to go retrieve it.
08The PC gets into an argument with another party member and departs from the party, saying that they need some time alone.
09The PC goes to attend an important family event (wedding, birthday, funeral, etc.).
10The PC goes to attend an important friend's event.
11The PC, being familiar with the lay of the local land, decides to scout ahead.
12The PC gets kidnapped by a group of fae shouting an unfamiliar name. It eventually turns out that they got the wrong person, and return the PC.
13đź’€ Diarrhea đź’€
14The PC annoyed a local wizard, who temporarily turned them into a mouse or a frog.
15The PC drinks a "great potion of leap" and faints. Upon inspecting the bottle it turns out that it was a great potion of SLEEP.
16A pickpocket steals from the PC, who chases after them. They're nowhere to be found until they eventually return with their pouch and an epic story to tell.
17The PC receives a letter from a bank saying that they're behind with payments for a loan they never took. They have to travel there to clear up the misunderstanding.
18The PC realizes that they left the stove on at their last place of residence and have to go check it.
19The PC, after a night of singing at a tavern, loses their voice. They're present and their actions are controlled by the GM, they're just unable to speak.
40 Comments
2024/10/06
18:09 UTC

41

Common, Uncommon, & Rare Species Tables

These tables were designed for a custom D&D 5e game world that incorporates all of the PC races from Monsters of the Multiverse.

In this world, Humans are by far the most common species, followed by Elves, Dwarves, and Gnomes. Uncommon species are still prevalent in certain areas, but it is unusual to find them in large numbers beyond the borders of their homelands. Rare species are the stuff of legends; they tend to draw a lot of attention—either curiosity, reverence, or fear—when they turn up in Human settlements.

Common Species Table

d100 RollSpecies
00-49Human
50-54Mountain Dwarf
55-59Hill Dwarf
60-64Wood Elf
65-69High Elf
70-74Rock Gnome
75-79Forest Gnome
80-84Halfling
85-89Goliath
90-99Roll for Uncommon Species

Uncommon Species Table

d100 RollSpecies
00-14Duergar
15-29Drow
30-39Deep Gnome
40-49Orc
50-54Goblin
55-59Hobgoblin
60-64Bugbear
65-69Firbolg
70-74Kobold
75-79Lizardfolk
80-84Centaur
85-89Satyr
90-99Roll for Rare Species

Rare Species Table

d100 RollSpecies
00-04Dragonborn
05-09Yuan-ti
10-14Aasimar
15-19Tiefling
20-24Genasi
25-29Fairy
30-34Sea Elf
35-39Triton
40-44Tortle
45-49Harengon
50-54Tabaxi
55-59Minotaur
60-64Kenku
65-69Aarakocra
70-74Eldarin
75-79Shadar-kai
80-84Shifter
85-89Changeling
90-94Githyanki
95-99Githzerai
10 Comments
2024/10/05
20:54 UTC

31

[Lets Build] d100 list of story legends.

Was recently looking for list of legends, and most previously under this forum didn't really meet my needs. I was looking like one to two sentence legend stories which one could incorporate into their worlds.

GMs could use or modify as needed to fit their world.

For something like:

  1. It is said that there is a massive forge built by the Fire giants far to the north that helped create titans.
  2. A story says there is a spring deep in the woods where if one drinks they will live forever.
  3. A historian once told me that the Dwarves of old built an empire so deep it reached the Abyss.
  4. It is rumored that a dragon sleeps deep beneath the mountain, and if you climb to the top you can hear it snoring far down below.
  5. Dryads talk of a tree that is so old, saying that it was the first tree of the world.
  6. The elves talk of dark days when the sky rains down fire covering the world in clouds of smoke and ash.
  7. Ancient tablets talk of a dragon who was imprisoned by the gods and that his kin will some day free him from his prison.
  8. In the ruins of an old castle, a flickering candle was said to reveal the spirits of those who once fought for their land.
  9. A lonely giant, guards a bridge that leads to a realm where dreams could become reality.
  10. The moonlit glade was rumored to be a gathering place for fae, who danced and sang under the watchful gaze of the stars
  11. In the depths of the ocean, an ancient leviathan guards a sunken treasure, challenging any who dared to seek its riches.
  12. A blacksmith of old forged a sword that hummed with the power of the earth, destined for a hero yet to be chosen.
  13. In the shadow of the mountains, a secret clan of warriors trained under the watchful eye of an immortal dragon.
  14. The great wolf of the north, a guardian of the ancient ruins that held the power to reshape destiny.
  15. Legend spoke of a hidden garden where time stood still, tended by an ageless dryad who held the secrets of the universe.
  16. The great library is said to house scrolls that contained the dreams of every hero, waiting for someone brave enough to unleash them
  17. Every full moon, the shimmering lake mirrored the stars, revealing the secrets of a long-lost mermaid kingdom beneath its depths.
  18. Deep within the enchanted mountains, there lay a hidden cave where a crystal heart pulsed with ancient magic.
  19. High in the mountains it is said there is a lake which never freezes though will turn anyone to drinks to ice.
  20. The gods buried a beast which will end of the world, lest it ever be freed.
  21. There is said to be a merchant that sells beans that make vines that lead to the overbright.
  22. There is said to be a magic gem the size of a dragon which feeds the magic of the world.
  23. Deep under the ocean, there is a city rumored to be made of gold.
  24. The orcs speak of a great weapon that can only be wielded by the greatest warrior to live.
  25. Hiding in the caves in the mountain, a witch lives that can make any wish come true. She requires a payment equal to the level of the wish.
  26. It is said high above the clouds floats a magnificent castle, adrift across the world, where the Lord of the Sky keeps his watch on the lands below.
  27. In the red desert sands that stretch far into the horizon, whispers tell of a forgotten temple that thrums with the divine dreams of a dead god. 
  28. Sailors tell of an ever-turning hurricane, far out into the sea, with an island set inside its eye with a treasure beyond all imagination. 
  29. Miners tell of a peculiar cave system among the deep mountain ranges, where the ceilings shine a bright blue, and a second sun hangs above. 
  30. Travelers along the Old Road speak of a dead man riding a skeletal stallion, who still roams the forests, wearing a golden crown and crests of a long lost kingdom. He has the answers to questions long forgotten. 
  31. Far across the sea there is a distant land with a massive obsidian tower that pierces into the sky, where the Sorceress Lura is said to have sought the unknowable and found the unspeakable. 
  32. In the grass seas of the far plains, if one listens closely enough, the wind whispers the dying gasps of the eons of soldiers who fought and died there. 
  33. Stories warn of an eerie verdant green comet that comes once a decade, and when one wishes to it, their deepest desires come true. The passages only speak of the dread that follows. 
  34. It's rumored that several of the world's most famous ancient wizards were actually one person who changed their identity every few decades in an attempt to hide their unnatural longevity. People are speculating that the mysterious figure might still among the living.
  35. It is said that there is a tree deep in the woods, which has a magical sword stuck in it.
  36. I hear the Dwarves found a giant snail sleeping while mining and are worried to wake it.
  37. The desert tribes of the wastes roam the sands eating travelers when they come across them.
  38. There is rumor that the Snake people in the sun has raised a god!
  39. They say a fragment of the sun recently landed in the $approx_distance$ $direction$, and it has transformed the surrounding territory into a burning hell-scape, and that there are new types of never before seen treasures and rare and valuable resources coming from the area.
  40. Every few lifetimes there comes a dark age, where the gods throw fire down reminding the world who is in control.
6 Comments
2024/10/05
20:16 UTC

56

1d100 Non-Combat, Location-Agnostic, Vessel Agnostic, Crew/Vessel Encounters and Discoveries

This list is for non-combat encounters for traveling in a vessel, that fit regardless if it is in the sea, sky, astral, between crystal spheres, a train, or other plane. Basically, confined to the people and things internally instead of encountering outside forces. [WIP], Please contribute!

  1. A Crewmen celebrates their birthday
  2. You happen upon the biggest bet of a high-stakes gambling game. This could be your chance to win big! (1d20. 10+, win double your bet)(or play your game of choice)
  3. The Cook breaks out the good rations for a special occasion.
  4. A crew member comes to you with a complain about another. (1d4. 1-2, legitimate Complain. 3-4, illegitimate)
  5. A stowaway is discovered!
  6. A jaunty shanty is begun by the crew.
  7. You learn the backstory of a crew member.
  8. The Cook burns the meal.
  9. Two crew members are fighting - it comes to blows
  10. Someone loses something of value on board
  11. A crew member saw a ghost during the night. The crew, being superstitious, requests to changes course to go around the sighting. The takes journey is now 1 day longer.
  12. You catch a member of the crew writing eldritch sigils on the deck in chalk
  13. Some of the rations are found ruined. -1 days worth.
  14. A small critter is running amok. Catch or trap it!
  15. Skylarking contest! PCs are challenged by the crew to race around the rigging/machinery for a prize. DEX and STR checks. (u/GiraffeThwockmorton)
  16. Rats get into the PC spellcaster component stash and gain various drugged effects: viciously voracious, mellow but losing all fear of people, embarrassingly affectionate, etc (u/GiraffeThwockmorton)
  17. Mutiny and diplomacy: overbearing, hard-horse 1st lieutenant is competent but too quick to punish the crew, and a mutiny is brewing. Captain is oblivious. PCs must diplomatically resolve the situation without alienating the captain or allowing the mutiny to proceed. (u/GiraffeThwockmorton)
  18. Jonah: a sailor is placed under a minor curse that disrupts or disturbs the crew. Challenge to the PCs to detect the curse in the first place, remove if it they can. (u/GiraffeThwockmorton)
  19. Fire! A lantern or stove was knocked over or was left unattended. The blaze is small but will spread quickly if not dealt with immediately. (u/sonofabutch)
  20. The barrels used to store fresh water are leaking, or the device used to create water is damaged. Sabotage is suspected. (u/sonofabutch)
  21. A special treat reserved for the captain (fresh fruit, a favorite wine, ice cream) is accidentally consumed by the newest member of the crew, who immediately confesses and is sincerely sorry about it. How will the captain react? (u/sonofabutch)
  22. Component Failure!: "$%#@@&&!!! Dang blast it razza fargle bargle!!!" Loud Swearing, and a busted component requires quick replacement that is proving stubborn. The failed part causes localized nuisance. Roll 1d6: (u/MaxSizeIs)
  • 1: Sabotage caused it, the finger of suspicion begins pointing, and accusations fly amongst the crew;
  • 2: Bad Luck causes additional failures, lowering effectiveness;
  • 3-4: Lack of parts requires PC intervention;
  • 5: Skill Issue, Get Gud Noob. Someone somewhere was incompetent. If the PCs cant unscrew the situation, no one else can;
  • 6: Roll Twice.
  1. Contagion!: Pull out the plague doctor masks! Crew begin dropping like flies unless the PCs are able to help, finding the source of the plague, stopping its spread, and assisting in healing up those who remain. (u/MaxSizeIs)
  2. Mini Murderer: Ship's Cat keeps killing things that shouldnt be aboard, or bringing questionable gifts to the PCs or someone the PC knows. (u/MaxSizeIs)
  3. Captain's Mast: Discipline issues occur, and the PCs must participate. If they are in charge, they must face growing dissatisfaction; If Crew, the growing problem drags them into the mess. Roll 1d6, The Problem involves: (u/MaxSizeIs)
  • 1: an Officer as accused or on power trip,
  • 2: A higher ranking Crew Member as perpetrator or antagonist,
  • 3: A lower ranking
  • 4: A conspiracy or The PCs are accused as well.
  • 5: An actual innocent or case of abuse of power.
  • 6: Roll twice
  1. A crew member has been snoring loudly, keeping others awake. There is a higher chance of mistakes made today, and each day until a solution is found.
  2. Ewwwwe lice! No one is sure who brought them on board, but everyone is dealing with the consequences. (u/FistsoFiore)
  3. one of the crew finds God in a bowl of soup. (u/Sanguinusshiboleth)
  4. one of the crew does a mock prophetic message to mock another crew member’s beliefs; however things start to happen like in the message. (u/Sanguinusshiboleth)
  5. the captain falls ill and their second in command is a little too ready for that.(u/Sanguinusshiboleth)
  6. to pass the time, the crew start a singing game; singing about their misadventures indirectly and see who can guess what they are referring to. (u/Sanguinusshiboleth)
  7. Discover an unfamiliar piece of cargo. (u/World_of_Ideas)
  8. Discover that one of the crew or passengers isn't who they claim to be. (u/World_of_Ideas)
  9. Items on the ship start going missing. (u/World_of_Ideas)
  10. One of the crew or passengers tells a story about when they traveled this route before. May have information relevant to a quest. (u/World_of_Ideas)
  11. The crewman on duty, has steered the ship off course. (u/World_of_Ideas)
  12. The ships cook tries a new recipe. It's (great, good, average, not so good, terrible, it makes anyone who eats it sick). (u/World_of_Ideas)
  13. An error in the ship's manifest has come to light, and, unfortunately, there is not enough food onboard to maintain current rations for the remainder of the journey. If the crew can handle going on half rations, they can complete the journey on schedule, with an added financial bonus when the vessel arrives. Alternatively, a detour to a closer port could be made, and rations purchased there, however this would delay the journey an additional (1d4) day(s) and result in a deduction of pay. (u/mrweissman)
  14. An error in the ship's manifest has worked out in the crew's favor, affording everyone larger and more lavish rations for the remainder of the journey. While there is an allowance for it, the captain has elected NOT to increase the ration of liquor. (u/mrweissman)
  15. A party member happens upon a loose board, panel, etc., and finds a crew member's secret stash of personal wealth and contraband. In addition to a small, tidy sum of money and old correspondence from friends or family, there is some item or substance of questionable legality/morality stashed here. This could be extra liquor rations the crew member has been saving, pictures of an erotic nature, concealable weapons, or anything else of that nature. (u/mrweissman)
  16. As a pass-time activity, one crew member has taken up knitting and other fabric-related crafts. They may gift a party member a handmade garment or accessory, such as a pair of gloves or socks, a cap or hat, or a little bag or purse. (u/mrweissman)
  17. The navigator suggests that they've found a shortcut or some other time-saving measure to dramatically reduce the length of the journey. Unfortunately, there are substantial risks involved (getting hopelessly lost; damaging or destroying the vessel, crew, and/or cargo; reprimands from higher authorities; encounters with hostile forces; logistical strain; or whatever is most appropriate for the setting). The captain seems to think that this maneuvre would be too risky, but many members of the crew relish the idea of getting off the vessel sooner. If the navigator is correct and nothing goes awry, the remaining travel time would be reduced by half. (u/mrweissman)
  18. During (a tight turn, rough seas, turbulence), a piece of cargo (rolls, slides) across the deck. Dex check to get out of the way. Str check to stop it before it can injure anyone or damage anything. (u/World_of_Ideas)
  19. Captain is asked to perform a marriage ceremony for a crew member or passenger. (u/World_of_Ideas)
  20. Crew or passenger invites you to join their game (board game, cards, dice, etc). (u/World_of_Ideas)
  21. General ship maintenance. Cleaning anything that needs cleaning and repairing anything that need fixing. (u/World_of_Ideas)
  22. One of the crew is temporarily incapacitated (drunkenness, food poisoning, injury, sickness, etc). Someone has to do their job while they recover. (u/World_of_Ideas)
  23. One of the crew has started an exercise routine. Several of the other crew have joined in.
  24. Readiness Drills (combat, emergency, muster). (u/World_of_Ideas)
  25. The crew are having a celebration (birth day, cultural, land sighted, marriage, nearing end of long journey, new year, received good news, religious, someone was promoted, etc). (u/World_of_Ideas)
  26. A page is torn out of the Quartermasters journal. Without this page neither the Captain nor the Quartermaster has no clue which crewman have drawn advance wages, or are owed wages / bounty. The party needs to resolve this for the crew or they are stranded. Should the crew find this out they will certainly try to seize advantage and demand wages they aren't owed or worse, Mutiny. Asking the crew directly arouses suspicion. (u/X_77thdemonknight)
  27. A cat is found to have been a stowaway on deck. The Captain hates cats with a burning passion and wants to throw it overboard. (u/Throwa_way167)
  28. A shadowy figure cloaked in a dark hood and wielding a glowing lantern can be seen passing by undisturbed in the opposite direction at night (u/Throwa_way167)
  29. One of the Water Barrels was found to be mixed with saltwater. A Crewmember barfs, causing another member to laugh at him. He barfs as well afterwards. 1d20 of the crew are sick for the rest of the day. (u/Throwa_way167)
  30. A Crewmember gloats about his skill in cards. He challenges anyone to beat him at a game and if they do, they get his daughter’s hand in marriage. (u/Throwa_way167)
  31. The Bottom Deck Crew Scream in Terror. They all scramble onto the Upper Decks in a panicked state. They adamantly refuse to go back into the lower decks and Huddle together shivering in fear. A huge Daddy-long legs spider appeared onboard and has been found in the showers. It must be dealt with by the Party members because everyone else is kind of grossed out by it. (u/Throwa_way167)
16 Comments
2024/10/01
12:41 UTC

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