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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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70

Generate your own potions on the fly with this list!

3 Comments
2024/04/24
18:21 UTC

66

Magic items that solve problemas that your party probably don't have

For when you need to beef up the loot without actually Making the players stronger.

Edit: Just was informed of the rules changes, Will properly edit asap. I honestly only had idea for one lol

1- Day Armor: allows the user to ignore the effects of sunlight sensitivity and any other negative effect of the sun light besides the ones we are all exposed to.

2 - Compass of Direction: Put the compass over a maritime map and say your destination while poiting to it with your finger, the compass will point there.

3 - Needle of Stiching: makes the work of tailors twice as fast.

4 - Blessing of the werewolf: this item turns any silver in a 20ft radius into Copper, only during full moons.

5 - Basilisk Gaze Guard: This item protects the Basilisk from seeing reflections, protecting it from its own gaze (throw this one in a room full of mirrors, no one Will be able to avert their eyes)

33 Comments
2024/04/19
18:15 UTC

36

D100 Evil Sidequests

I’m creating a campaign where you play as the henchmen of an evil overlord and have to do quests to further their goals/earn money. These can range to comically evil to downright Diabolical. Ex. Robbery, murder,terrorizing/controlling the local villagers, assisting fellow monsters/criminals in the area

  1. The local village is preparing for the big harvest festival and your overlord wants to see it sabotaged to remind the villagers who’s really in charge. Send Giant beetles/boars to eat the crops and disrupt the festivities

  2. The local witch is tired of the local villagers sending so many heroes after their head. They decide the best way to their hearts(and minds) is their stomach. They baked “special” pastries that might convince the villagers to think of them more positively

  3. The necromancer/mad scientist wants to create their own flesh golem but needs the parts to do. You can dig up bodies from the local cemetery or “borrow” limbs and organs from the local population

  4. The local dragon has started to become a nuisance to the overlord as of late and wants them dealt with. Either they can serve them or have them but do death (and maybe mounted of the fireplace)

  5. Kill that puppy. Yes, the cute one. Why? Stop asking pointless questions.

  6. The overlord wants you to seek out a woman in labor and convince her before the baby crowns that it be given a very specific name (probably to fulfill some prophecy later)

  7. A troublesome merchant refuses to pay the protection money. Remind them they aren’t safe by sneaking in one night and cut 6" from every 10-foot pole he has in stock.

  8. The orc tribes have been squabbling over leadership as of late. One candidate wants to make peace with the nearby settlements while one seeks to ally with us to ravage them. Make sure are violent friend wins the election by any means necessary.

  9. The low-level adventurers have been busy of late. It seems the basements of the local taverns need to be restocked with rats.

  10. A local farmer has been trusted by their neighbors for years. But seems like they managed to get on our bad side. Secretly poison all the wells neighboring their farm but do not poison the wells on their farm.(Let’s see how much their neighbors really trust them)

  11. A local hero is slated for execution. Their friends are planning a breakout. Keep the hero safe and captured....until the execution that is (Who are we to get in the way of “justice”).

  12. The local nobility has started to grow......complacent. Bought time we find (or fabricate) some blackmail on them to keep them in line.

  13. A local noble has grown too confident, yet is too powerful to simply kill. Sneak into their residence, and place a powerful curse on them. The cursed item is especially potent, so don't get it on yourself.

  14. A local princess is known for her beauty, and this has annoyed her competitors. A special potion will turn her into a ravenous beast. Poison her with it. Don't kill her, and don't get killed.

  15. A local noble has grown too cocky. A special potion will cause them to bloat up like a toy balloon. Tether them somewhere public for the townsfolk to gawk at.

  16. A Master Thief has shown interest in our organization, but needs proof of our skill. A local noble has recently procured a valuable reliquary, that they've put under lock and guard. Put two and two together.

  17. The local townsfolk are starting to get too....active. Ambitious. They need more vice in their life. Ensure the success of a new underground casino, and ensure the townsfolk are plied with alcohol, games and courtesans to keep them quite. Make sure the house always wins, the local police stay confused, and the local rivals stay in their own corners.

  18. Start an insurance company using clerics as healers and absolutely refuse to help anyone who isn't current on their premiums. Also find ways to screw people who are up to date for arbitrary reasons. (We don't cover necrotic damage. Bulette bites are only covered if they occur on your own proper.) (What do you mean this sounds familiar)

  19. They say in these woods lives a magical white stag whose antlers hold powerful druidic magic. bring me the antlers so that i may make it power my own.

  20. i need 10 pints of unicorn blood for the next ritual. (and do be careful those horns aren't for show)

  21. there’s sirens causing a ruckus that’s keeping my oversea shipments from coming in. take care of it, and make sure my next shipment gets here on time (or else).

  22. the town seems to have made a deal with the young dragon that lives on the other side of the valley to protect them from the likes of us. Go offer it a better deal, or find a way to kill it if you have to.

  23. there’s a pack of owlbears in a cave nearby. train them up to be used as mounts, so we look as cool as we are when we collect “taxes” from the town.

  24. I need a set of Hag teeth. For a thing. Go find some. No questions.

  25. can you go into the village and fill this 10 ounce jar with the tears of children? any kind of tear, except tears of laughter. those won’t work.

  26. it seems i may have an heir i never knew about from a one-night stand living in the city. 1) trick him into coming here. 2) take them out; i don’t need them to show up and complicate my plans at an inopportune moment. 3) i believe she’s part of a prophecy; we must (take her out, help her along, corrupt her). 4) do some research and make sure i don’t have any other heirs out there. 5) bring them to me, along with their mother, with force if need be, whole and alive. 6) i need a sample of their blood. but don’t kill them. they may have more use to me yet…

  27. you know how we need the (blood, feathers, bones, fur, horns) of that rare and dangerous beast for the drugs we sell to the common folk? Well, our supplier just had an…unfortunate …accident. I need you to get me some while i find a new supplier.

  28. find the town leader and convince them to get a drink with you. seduce them, get evidence, and then we can blackmail them with the affair.

  29. convince the high priest in the temple to give reoccurring donations to our “charity”

  30. collect the moldy loaves from the baker’s trash and trick people into buying it for half the price the baker sells them for to undercut his business and earn some money.

  31. i need a special weapon made. you need to find and hire three expert smiths to make each piece; i don’t want one person to know what i am crafting. bring a fourth smith back here to join the three parts, and then kill him or wipe his memory.

  32. we need a body disposal system. find and bring me a living gelatinous cube or black ooze. and dig a pit for it to live in…in that corner?

  33. i need you to systematically and slowly convince the town leader they’re going mad. a full-on gaslighting campaign against them. make them check themselves into a mental ward by the end of the month.

  34. the lair need renovations/expansions and we need rope; and not just any rope either. get me a couple hundred feet of cave fisher rope for an expansion project in the lair.

  35. (tell them to get magic items kept in any dungeon you want to run or guarded by any monster you want to play)

  36. find out which paladins have been intercepting my deliveries into the city. put an end to it so my customers can get their supply.

  37. steal the farmer’s prize (pig, horse, etc) to ransom.

  38. i need you to get the town leader to hand over a fistful of their hair…willingly.

  39. we’re running out of skeleton fodder to stave off the low level adventurers. go dig up a cemetery we haven’t already gotten into.

  40. keep the guards away from my (night club, gambling operation, pleasure house, black market, poison lab)

  41. go make an example from that guy who thought he could steal from me. make sure it’s obvious what his crime was.

  42. let’s build a dam, and then charge the people of the city for access to water. (who says its a right?)

  43. Frame a group of local do gooders for a horrible crime. what crime? any kind really (the worse the better)

  44. It's hunting season and the overlords looking for game; the most dangerous game: werecreatures!. Luckily there's a peaceful werecreature tribe nearby that would be the perfect "participants" to join us.

  45. Find, Torture, and/or kill the one brat that keeps writing mean things about the overlord on various walls.

  46. Collect the teeth from all the children. The Tooth Fairy pays good money for them and doesn't ask questions (or cares) about where they come from

  47. Waylay a caravan of medicine (including healing potions) going to a remote town. The stolen stock can be resold on the black market. (we could also sell it back to them at outrageous prices if they want it that bad)

  48. Help a sinister wizard/alchemist collect the rare (and illegal) ingredients for his latest project (a bomb? A poison? A recipe for ascendency into the astral realms?). Some of the people who have a monopoly on certain ingredients (for example, a cloister of monks on an obscure mountain top) will absolutely not let you have it legitimately.

  49. Another Dungeon has been discovered nearby. We don't need any unwanted competition so let's "convince" them to merger. Raid the dungeon hideout and convince the monsters/humanoids hiding within to join us (or just enslave them I'm not picky).

  50. The city's sewage system relies on captured oozes to dispose of waste. Some trogladyte priests of Jublex have asked for your help to sabotage the sewage system, and "rescue" the oozes.

  51. The PCs receive a message from an anonymous benefactor asking them to help cover up a the theft of a stolen artifact, but when the players arrive, they discover there are 4 suspects for the theft. The anonymous contact has 3 rivals also interested in the artifact. First the PCs must sleuth which one of the suspects is their contact, then incriminate at least one other rival, earning a bonus if they can also incriminate/dispatch the other 2 rivals.

  52. A carnival of disguised devils has come to town, but after a run in with some paladins, they're short staffed! They need help running their rigged games, and lulling mortals into tempting spectacles

  53. The duke is throwing a ball, practically the whole city will be there! Meanwhile, you've been paid to kill him. Problem is: his party is invite only. If the players want the bounty, not only will they need to sneak in, but they'll need to schmooze their way through the party, secretly luring away and killing as many guards as possible before taking down the duke himself.

  54. Despite the presence of a nearby mine being overrun with Hobgoblins, the players discover a small town that has been enjoying unprecedented months of peace. If the PCs investigate the mine, they find that the Hobgoblins lost their chief, and none of their warriors have been able to pass The Trials to become the new chief. At this point, the Hobgoblins are willing to name ANYONE that can pass The Trials as their new chief.

  55. What kind of villains would we be if we didn't kidnap someone now and again. Abduct a (apprentice, betrothed, pet, prince, princess, relative of "x") and ransom them back.

  56. This is a list of people that have "wronged" us in the past. Abduct them so that we can "Teach them a lesson".

  57. Evil Lairs don't design themselves. Abduct an architect to design a (dungeon, prison, ship, stronghold, trap).

  58. It seems that the Overlords last experiment didn't go according to plan. Abduct a healer capable of undoing whatever the boss did to (himself, herself).

  59. It's Hard to find decent servants these days. Abduct people for (experimentation, sacrifice, slave labor).

  60. Abduct a person that reads ancient "x". The boss needs something translated.

  61. No one is Untouchable. Assassinate a (city official, council member, hero, leader, merchant, priest, rival, snitch, traitor, witness, wizard).

  62. The Heroes have taken something important to us. Bring it back at all costs.

  63. Awaken a (dark fae, dark god, demon, devil, kaiju, lich, mummy lord, old one, outsider, primordial). Don't forget to bind them to the Overlords will (We don't want them getting in our way now do we?)

  64. It looks like one of our Allies/Potential Allies has gotten in trouble with the law. Break the (alchemist, artificer, informant, lieutenant, mad scientist, overseer, necromancer, spy) out of prison.

  65. Looks like there's been a containment breach in the lab. Capture the experiment that has broken free and escaped.

  66. Looks like we have an infestation for you to clear out. We would have hired the local exterminators but they all seem to be low-level adventurers. Clear out the levels of the stronghold that have become infested by (one of the boss's experiments, something one of the other minions brought back, something that came through a portal)

  67. Collect a list of items needed to (bind a demon, build a golem, build a portal, create an artifact, perform a ritual spell).

  68. It's that time of the month again. Collect protection money from local merchants.

  69. This one requires some good ol' fashion deceit. Commit a heinous crime against "x", plant evidence to make it look like "y" did it.

  70. Time to expand our turf. Construct a new (base, dungeon, lab, outpost, stronghold)

  71. Lets get rid of the local competition. Convince a rival to leave town.

  72. Discretely follow the adventures to a dungeon. Let the adventures defeat all the monsters, traps, and puzzles. Steal "x" item form the dungeon and escape.

  73. Free a (dark fae, dark god, demon, devil, kaiju, lich, mummy lord, old one, outsider, primordial) from its prison. try not to die.

  74. The Boss has got big plans but were short on hands. Gather a workforce (willing, unwilling, mind controlled) to build something the boss wants built.

  75. Go into the dungeon and collect any useful items the dead adventures might have had on them at the time of their demise. Reset any traps, Don't get eaten by the monsters. Try not to kill any of the monsters.

  76. Go meet a list of prospects for the boss's new (concubine, husband, wife). Convince them to come willingly or abduct them, whatever works.

  77. The Boss is organizing a private event. Hand out invitations to specific people for a black market. Make sure the wrong people don't find out about it.

  78. Infiltrate a local cult and take over their leadership (The Boss should reach Demi-God status soon anyway)

  79. Intercept a diplomat before they reach the peace talks. Take their place and sabotage the peace talks.

  80. Manufacture the "signs" of a prophesy. Use it to (distract the adventures from what the boss is doing, sow chaos, take control of a group).

  81. Observe how effective the "monster of the week" is against the adventurers. Don't get caught by the adventurers and don't get eaten by the monster.

  82. Plant monster eggs at specific locations. Perform a ritual that will cause the to all hatch at one time and rapidly grow to full size (They really do grow up fast don't they).

  83. Place a particular cursed item where a particular person will find it.

  84. Recruit more (bandits, henchmen, revolutionaries, soldiers). Make sure the wrong people don't get word of the recruitment effort.

  85. Resurrect a (dark god, demon, devil, kaiju, lich, old one, outsider, primordial).

  86. Sabotage the creation of a (automation, construct, golem) so the boss can take control of it.

  87. Sabotage a ritual that is about to take place. Sabotage it in a specific way, so that the results will be "x".

  88. Infiltrate a rival's lair and Sabotage their plans

  89. Several (henchmen, minions) have gone missing. Find out what happened to them(and trynot to go missing yourselves).

  90. Sneak back into a previous (hideout, lair, stronghold). Go into a secret room that was never found by the heroes and (activate the golem, open the portal, recover "x" items, set the monster loose)

  91. Steal a (egg, hatchling) from a horrible monster, so the boss can raise his own horrible monster.

  92. Steal a shipment of "x"

  93. Steal a specific wizard's spell book

  94. Steal the journal from a famous (adventurer, alchemist, artificer, explorer).

  95. The adventures are raiding the (camp, base, hideout, lab, outpost, stronghold). Escape with the most valuable (items, pets, prisoners, projects).

  96. Track down the stronghold of an ancient dark lord and loot anything that might be useful to the boss (but who knows? they might not be gone after all).

  97. Frame an infamous criminal in the region for a bunch of atrocities. This should allow our bounty hunter cut-out to gouge the authorities on the payout for capturing him. (Torturing a duke’s wife to death ought to jack up the bounty by a good 200%, at least. Cha-ching!)

  98. A private investigator is hot on the heels of the BBEG. Eliminate them, scare them away, get them to stop investigating. It should be warned however, the investigator is incredibly lucky, and known to escape death's grasp on more than one occasion.

  99. Take this love potion and dose the partner of a major noble. The more humiliating/disasterous their "lover," the better.

  100. Steal some candy from some children. Even you should be capable of that.

18 Comments
2024/04/15
18:10 UTC

22

I've created two d100 Magic item lists (Minor and Major) for my first campaign!

I was curious if any veteran DMs could tell me any obvious issues or recommend any item replacements on these lists? They were put together fairly randomly while attempting to ensure a fair distribution of items Common to Legendary.

Thanks!

https://docs.google.com/document/d/15CZj-JGL1sqOdJ09f5l_YDPuR20jm-qYrnQlyrinZGM/edit?usp=sharing

2 Comments
2024/04/15
03:44 UTC

29

D100 things that you might need to do in order to get the door to open

D100 things that you might need to do in order to get the door to open

  1. Door that will only open if you have slime from pool of ooze on your skin.
  2. Touch the symbols in the correct order
  3. Knock
  4. Answer the riddle
  5. Ask it to open and succeed a persuasion check
  6. Turn the handle when the lights are all on/off
  7. Draw a handle on it
  8. Wear the correctly enchanted pendant or ring
  9. Cast any spell that targets it
  10. Sing any song
  11. Light a specific pattern of candles/torches in the room
  12. Whisper a secret into the keyhole
  13. Splash water on it
  14. Pick the lock
  15. Say something in a specific language
  16. Speak the password
  17. Break a vase/item
  18. Say open in the name of ( insert deity)
  19. Use the correct key
  20. Smash the door down by Prowler 64
  21. Get the door off it's hinges Prowler 64 Tickle it
  22. Threaten the doorick it (my kobold PC suggests this one)
  23. Bribe the door
  24. Send termites (wooden door) or a rust monster (metal door) to destroy it.
  25. Damage the wall surrounding the door - the door is now either separated from the wall, or with a smaller hole you can put your hand through and open it from the inside
  26. Confess a sin. By goldneon
  27. Sacrifice a memory.
  28. Entertain it - tell a good joke or story.
  29. Undo the bar from the other side,
  30. Activate a counterweight located somewhere in the building by world_of_ideas
  31. Brute force. The door is just jammed or stuck
  32. Cast a series of spells in the correct order
  33. Close the other door in the room (airlock style door. Only one door can be open at a time)
  34. Convince the giant creature that is resting in front of it to move
  35. Find the correct cog to put in the gearbox. Allows a crank or lever to open the door.
  36. Find the correct item to press into a matching depression in the door.
  37. Find the magical doll house (miniature replica of the building). Opening the door in the doll house causes the real door to open
  38. Find the magical map of the building. Erase the door off the map. Causes the real door to disappear
  39. Find the magic ID item. Door will open for whoever has the item on their person
  40. Find the map room with the magical diorama of the building. Move, open, or remove the corresponding door in the diorama. What happens to the miniature door happens to the real door.
  41. Heat the edges of the door to melt the ice, that is holding it shut
  42. Insert punch-card into a slot
  43. Make it laugh (animated door, door shaped like a mouth)
  44. Push paper under the door. Push a stick into the lock to knock the key out of the other side. Catch the key on the paper and pull it back under the door to your side.
  45. Present the correct sacrifice to the offering bowl near the Door
  46. Press the secret button that looks like just another section of wall
  47. Remove the little paper seal that is stuck to it
  48. Ring the bell
  49. Say the correct prayer
  50. Solve a puzzle lock
  51. Touch it with the blood from someone from the correct bloodline (blood lock)
  52. Trick a (large, giant) creature into charging at you while you stand in front of the door. Dodge at the last second.
  53. Trick someone on the other side of the door into opening the door
  54. Turn the (crank, winch). May need to find a way to lock it in place to keep the door from closing again
  55. Use a magnet or lodestone on the correct spots of the door to unlock the locking mechanism
  56. Use the controls (button, lever, pull chain, pull cord, turn crank, turn dial, etc) located somewhere in the building
  57. Activate the power source located somewhere in the building
  58. Cross over to an (alternate reality, parallel dimension), where the door is open
  59. Present the correct badge of office to the door
  60. Reflect (sunlight, moonlight), so that it shines upon a specific (gemstone, glyph, rune, symbol) on the door
  61. Step on the correct pressure plate hidden in the floor. May need a weight to keep pressure on the pressure plate to keep the door open.
  62. Touch it with a specific mummified hand
  63. Use "turn undead" or control "undead". The door is made from animated skeleton bones.
  64. Use your force of will (CHA roll) to make the spirit, that is bound to the door, open the door. (credit: Elf Quest)
  65. Slide the door up into the ceiling. By ProfBunbleFingers
  66. Slide the door down into the floor.
  67. Push the top of the door in, bottom of the door rotates out (horizontal axis across middle of door).
  68. Push the bottom of door in, top of door rotates out (horizontal axis across middle of door).
  69. Darkness door (unlocks only in complete darkness)
  70. Rhythm door (tap out the correct rhythm on the door to unlock it)
  71. Flash pattern door (open and close the hood of a hooded lantern to produce the correct pattern of light flashes to unlock door)
  72. Timed door (it only unlocks during a particular time period each day)
  73. Lao Tzu's Door -- The door is immovable. If you hold on to the door handle (for leverage) and push the wall on either side of the door, the room, including the walls, floor and ceiling, rotates 45-degrees around the door, opening a space between the door and the wall to access the room/space on the other side of the door.
  74. Summon a squadron of mischievous pixies to tickle the doorknob until it giggles the lock open. By hairyRIH3
  75. Perform an intricate dance routine involving synchronized fire-breathing dragons to intimidate the door into submission.
  76. Offer the door a riddle so perplexing that it spontaneously combusts out of frustration, granting you access.
  77. Challenge the door to a duel of wits, with the loser being banished to the depths of a labyrinthine maze for eternity.
  78. Serenade the door with a ballad so heartbreakingly beautiful that it weeps tears of joy, unlocking itself in appreciation.
  79. Cast a spell that transforms the door into a sentient chicken, then persuade it to lay an enchanted golden key.
  80. Engage in a dramatic Shakespearean soliloquy, convincing the door of the existential futility of remaining closed.
  81. Convince a colony of industrious ants to tunnel through the door, forming a makeshift passageway.
  82. Offer the door a sacrificial offering of enchanted cheese, causing it to open in a frenzy of lactose-induced euphoria.
  83. Seek the guidance of a wise old sage who instructs you to meditate deeply while chanting ancient incantations until the door yields to your transcendental presence
  84. Rotate a complex geometric figure to give an exact shadow of the sigil on the door By Fist-Cartographer
  85. Mind maks it real. walk through the door while unaware it exists
  86. lube up the hinges it's just stuck
  87. aggravate it's pollen allergy and get by between sneezes
  88. lure it out of position with the smell of food
  89. Give up on opening it entirely and move on out of the room by enshrowdofficial
14 Comments
2024/04/11
20:30 UTC

45

D100 Feywild drink names and effects

I would like some Feywild themed drink names to go with a city that sells them. Effects for drinks can be speaking Sylvan, being faerie sized, damage resistant, advantage on checks or temporary darkvision.

D100 list (10/100)

  1. Harregon Raiser. Advantage on initiative, hinders charisma.
  2. Hate is in the eye of the Beholder. Random eye beam effects.
  3. Fairie Dragon Breath. Strong whiskey that makes you hiccup bubbles.
  4. Regal Rush You are immune/cured of exhaustion, but you talk like a stereotypical royal british person
  5. You are the light of my life: It is a glowing drink that makes you GLOW
  6. Malört - +3 damage to unarmed strikes. +5 if you're fighting your dad.
  7. Amethyst Ring: plum juice, elderflower liquor, and lavender. Cures fear, mind control, and other negative mental effects.
  8. Paladin's Elixir: 2 parts Cognac, 1 part pure spring water, with a tiny sprinkle of gold dust. Gives resistance to dragon's breath attacks and an extra +1 to hit on any attack made against a dragon, for 3 hours.
  9. Ebonwine: made from grapes that magically grow in caverns and do not see the sun, then aged in ebony wood barrels. Extremely dark in color. Grants advantage on stealth checks made in dim light or darkness, for 3 hours.
  10. Misty Mara: fog captured and distilled, mixed with berry juice and a splash of mead. Gives advantage on insight and investigation checks for a day.
11 Comments
2024/04/11
14:39 UTC

16

D100 Feywild festival random encounters

So the players are enjoying the festival of light. They will encounter different stands and events. Kind of based off the Witchlight carnival, so ideas like drunk npcs, bards singing in the background, eating contests, hall of mirrors and mini battles that win prizes. If you can come up with prizes to go with them that would be great. This can be minor boons like advantage on saving throws, knowing a language for the day, expertise in a skill of their choice, darkvision or effects that cause certain creatures to avoid attacks for the first round of combat.

D100 list (0/100)

3 Comments
2024/04/11
13:04 UTC

56

d100 What are the guards doing?

You're a guard. What's your biggest problem? Boredom.
Standing around all day, maybe walking your rounds.
Trying to stay awake. Trying to pay attention.
Day in, and day out. (yawn)

1 Sharpening a weapon

2 Playing poker with another guard

3 Ahem, smooching a commoner

4 Guarding a prisoner (checking them into the area, checking them out of the area)

5 Singing a tavern song

6 Laughing loudly at each other's jokes

7 Yelling at / arguing with another guard about (d6): 1 whose turn it is to do guard duty, 2 who ate the last serving of rations, 3 who the server winked at in the tavern last night, 4 who was supposed to bring the weapons (they have no weapons), 5 who was supposed to bring the toilet paper, 6 why one of them always has to "start something" [a fight] at the festival/tournament/etc.

8 Trying to light a new torch (their previous torch just burned out)

9 Cringing as their boss yells at them for falling asleep on duty

10 Changing of the guard (one guard checking in, one checking out)

11 Coughing loudly with pneumonia or tuberculosis

12 Playing solitaire (cards) alone

13 Walking toward the PCs as they return from walking their rounds (10*d12 feet away)

14 Practicing a small instrument (lute, pipes, snare drum, etc.) (member of the guard band)

15 Yawning, over and over (2 in 6 chance to fall asleep each minute)

16 Blowing the seeds off a daisy and making a wish / looking for a 4-leaf clover in the weeds / picking petals off a flower and saying "she loves me, she loves me not, . . . "

17 Taking a nap and snoring loudly

18 Walking away from the PCs as they walk their rounds (return in d10 rounds)

19 Tying their shoes / Putting on their boots

20 Talking to another guard about (d6): 1 who has the best lover, 2 which type of pet is best, 3 whose weapon is best, 4 whose horse is best, 5 whether it's better to have higher Strength or Dexterity, 6 why wizards are such nerds

21 Pants down (Peeing / Pooping)

22 Shivering while wrapped in their thin guard's cape (if cold outside, or raining) / Sweltering under their thin guard's cape, rigged as a little "head-gear" umbrella to shade them from the sun (if hot outside) [either way, they're miserable, and potentially susceptible to persuasion that gets them out of the elements]

23 Throwing up (recovering from a hangover)

24 Delusional from a high fever

25 Just flipping a coin, over and over

26 Strung out on drugs

27 Drunk, slurring words and reeling

28 Playing beer pong (with a walnut) with another guard

29 Trying to look cool, wearing sunglasses, smoking tobacco / weed / etc.

30 Talking to a commoner about (d6): 1 the weather, 2 the harvest, 3 which tavern to meet at after work, 4 why the guard wasn't in church this week, 5 a creature stealing the livestock, 6 why don't the guards do something about the gangs/bandits in the area

31 Practicing with their weapon (slashing the air with a sword, target practice with a bow, etc.)

32 Rummaging through their backpack, beltpouch, etc., looking for something

33 Eating a snack (crunchy apple, hard boiled egg, cheese and crackers, jerky and a biscuit, etc.)

34 Drinking (water) from a waterskin [followed by loud belch]

35 Sneaking a nip (of alcohol) from a pocket flask

36 Shining their shoes/boots/belt buckle/medals/insignia

37 Playing dice with another guard

38 Sneezing loudly in a hanky due to having an annoying cold

39 Writing a crude joke on their cast (they have a broken arm/leg)

40 Waiting as a medic changes the bandages on their head (injured earlier)

41 Whistling a tune

42 Whittling a little wooden toy soldier with a knife

43 Throwing contest with another guard (trying to hit a tree, etc., with a pebble)

44 Chomping on chewing tobacco and having a spitting contest

45 Beating up a prisoner

46 Chasing some other person/group who are trying to run past the guard

47 Playing fetch with a little pet dog (or rat)

48 Practicing their juggling (apples, or daggers, or torches)

49 Refilling a lantern with oil

50 Yelling at / arguing with a commoner about (d6): 1 dating the commoner's teenage kid, 2 being respectful to guards, 3 why the commoner's papers don't look legit, 4 why the commoner was attempting to evade taxes on [some commodity], 5 whether the guard is coming to family dinner night, 6 why the commoner "doesn't have what it takes" to be a member of the guard

51 Playing marbles with another guard

52 Nursing a toothache (bandages around jaw, talking difficult)

53 Looking at themselves vainly in a pocket mirror and brushing their flowing hair

54 Brushing their teeth, using their messkit tin as a washbasin

55 Having a (loud) farting contest with another guard and trying not to laugh

56 Improving their guard post (hammering on wooden guard hut, stacking sandbags, digging foxhole deeper, etc.)

57 Heating up their sad little meal in their messkit tin over a small, sputtering campfire

58 Doing deep knee bends and push ups (exercises)

59 Deep into reading an exciting book about a heroic guard

60 Sewing a button back onto their uniform using a needle and thread

61 Reading fresh orders from a note sent by their boss

62 Putting on a fresh pair of socks (their shoes/boots are off)

63 Writing a boring status report on a note to send to their boss

64 Shaving with a razor, shaving cream, and a little pocket mirror, using their messkit tin as a washbasin

65 Kneeling in prayer, holding their holy symbol

66 Releasing a prisoner

67 Away from their post, checking that the other guard nearby in not away from their post

68 Enjoying a hot beverage (tea, coffee, etc.)

69 Sweeping the floor around their guard post

70 Cleaning their weapon

71 Trying to get ahead, doing their homework while on duty (math, spelling, or something)

72 Taking a bribe for allowing someone to smuggle something past the guard station

73 Twirling a cudgel at the end of a lanyard

74 Lying down, mysteriously already dead

75 Lying down, pretending to be dead

76 Sitting still, leaning against wall/tree, with hat/helmet pulled down over eyes, chest moving up and down (sleeping?. . . or pretending to be sleeping?)

77 Guard is blind or deaf, but PCs don't know

78 Polishing an alarm bell/gong

79 Running away from a monster/mob/etc., toward the PCs! (don't yet see PCs)

80 About to rebel against their bosses [dude, they've had enough of this s**t]

81 Preparing to execute/hang a prisoner

82 Writing a letter to a faraway sweetheart

83 Engaged in a fistfight amongst themselves

84 Complaining to each other that they hate working this particular guard post

85 Trying to keep something *in* a location, rather than trying to keep the PCs *out*

86 *Pretending* to be friendly towards the PCs

87 Checking someone's identity papers

88 Checking someone's backpack/cart/wagon for contraband

89 Smoking, and blowing smoke rings

90 Pacing back-and-forth nervously, frequently looking over their shoulder

91 Paying a commoner to sneak them alcohol while on duty

92 Musing on philosophy, while twirling their handlebar mustache

93 Cleaning their monocle

94 Talking excitedly among themselves (or to him/herself, if alone) (about what?)

95 Attempting to hide from something (not the PCs) (but why????)

96 Folding origami animals

97 Attempting, but failing (over and over), to cast a magic spell

98 Looking at the clouds (day) / stars (night) and contemplating the vastness of the universe.

99 Oiling/greasing the hinges of the door/gate they are guarding

100 Looking straight at the PC's location (but do they actually see the PCs???)

PLUS, 25 MORE BONUS LIST ITEMS!

Items 101-118 from u/World_of_Ideas:

101 Escorting something/someone: (artifact, chest, merchant, noble, priest, prisoner, suspect, VIP, witness)

102 Practicing parade drills

103 Questioning people about (an accident, a crime, a criminal, a suspect, stolen goods, illegal goods, a monster, a missing person, a mysterious event)

104 Searching the area for (someone, something)

105 Talking with an informant

106 Comparing scars or old injuries

107 Donning their uniform (or armor)

108 Discarding their uniform. Oh, wait, that was someone *impersonating* a guard! (but, why?...)

109 Dragging a (dead, tied up, unconscious) person

110 Guard is bound and gagged (who did this, and why???)

111 Hiding something / Accessing a hidden stash

112 Practicing their speech that they are going to tell someone

113 Repeating the (combination, directions, instructions, pass phrase), that they are trying to remember

114 Shooing away (vagrants, street urchins, animals) from the area

115 Sounding an alarm (bell, gong, horn, whistle, signal fire, flare arrow, etc). (Has nothing to do with the PCs.)

116 Training a guard animal ("fetch!", "stay!", "sit!", "attack!", "release!", etc.)

117 Wearing scary "goth" makeup to look intimidating, so commoners won't bother them with annoying questions

118 Using their position to extort (favors, money) from someone

119 Arguing over what would win in a cage fight: an owlbear or a displacer beast? (u/I_Am_Lord_Grimm)

120  Reading a library book with title (d6): 1 "Gardening as a Side-Hustle," 2 "Dwarven Home Brewing Secrets," 3 "Dice Games and How to Win Them," 4 "100 Best Barmaid PIckup Lines," 5 "Guards' Lance #5 (book 5 in the 47-book pulp adventure series)," 6 "Magic Tricks for the Beginner." (inspired by: u/NewLibraryGuy)

121 Incessantly scratching (poison ivy? lice? curse?) (u/oliviajoon)

122 Making bets with each other (d6): 1. which horse will win the horse race, 2. which fighter will win the wrestling match in The Pit tonight, 3 who can get the barmaid or barman to go on a date, 4 who will be promoted to captain of the guard when the current captain retires next week, 5 who can throw a stone the farthest, 6 who can hit a target dead-center from 50 feet with their [spear/bow/crossbow/etc.] (u/oliviajoon)

123 Pulling a pill out of some odd place on their clothing/armor and tossing it quickly into their mouth, looking around guiltily. (u/oliviajoon)

124 Striking a flint over and over to light small bits of hay on the haybale they are using for a seat. (5% chance of him accidentally lighting the whole bale on fire) (u/oliviajoon)

125 Sitting on a wooden stool, building a house of cards on another wooden stool (u/ProfBumblefingers)

===============================

https://professorbumblefingers.blogspot.com/

https://profbumblefingers.itch.io

[Edit: Found a repeat entry. Corrected it.]

20 Comments
2024/04/10
13:22 UTC

19

d100 Blursed Magic Items

[RAF / NUTMEG IF YOU SEE THIS, LEAVE NOW]


Moving on

"Blurse," of course, being a portmanteau of "blessing" and "curse," i.e. something with both positive and negative effects, often in equal or equally-likely measure.

Here are a few off the top of my head, variations on popular magic items that I had a huckster sell some of my players. I'd love to find more ideas:

  1. Medal of Maggot Pie : Medal of Meat Pie but instead of one use, it had one charge per day; CON Save DC15 — pass and get 1d4+1 temp HP, fail and take 1d4+1 damage

  2. Earring of Messes : Earring of Messaging but all charges refresh at dawn and there's a 1-in-4 chance the message goes to a randomly determined target within sight

  3. Hat of Wizzery : Hat of Wizardry, except you can use 3x a day but must make an Arcana DC13 check before each use; if you fail, the cantrip backfires in some spectacular way

  4. Clockwork Scamulet : Clockwork Amulet, but there's a 1-in-6 chance of a Wild Magic trigger; if it does trigger, the charge refreshes

  5. Bag of Hoeing : Bag of Holding, but when you go to retrieve something, there's a 1-in-6 chance you instead pull out a garden hoe

  6. Medal of Twits : Medal of Wit but instead of one use, it has one charge per day; when used, there's a 50-50 chance of giving Disadvantage instead

  7. Arrow of Returning : +1 to hit, but on a miss, circles back and automatically hits the attacker. Standard 50% chance it survives impact and can be reused.

  8. Dagger of Healing : If attack is successful, does 1d4 damage and 1d4 healing.

  9. Shield of Alertness : Emblazoned with a face. The eyes have True Sight and the mouth is a Magic Mouth. Warns you of hidden/invisible enemies by screaming “he’s over there!” or “look that way!” but the eyes don’t move and it has no arms to point out where it means.

  10. Boots of the Cat : You get advantage on Stealth checks but any cats within a 100’ radius show up and rub themselves against your boots while loudly mewling.

  11. Monologuing Monocle : Requires attunement. This monocle frame, once placed against the eye, remains in place until a command word is spoken. No more monocle slipping off during dramatic monologues! It’s actually the thin metal rim that’s magical; the lens is just plain glass.

  12. Ring of Piercing Bite- This ring, when attuned, gives the user a bite attack action that uses strength to hit and does 1D8+Strength piercing damage. it also gives a Bite bonus action, having no bonus to hit and doing 1D4 + Strength piercing damage. However the user grows larger, sharp rodent teeth that itch their gums if they don't chew or bite something once a day that give a minus 1D4 to all charisma checks and saves.

  13. Jealous Ring of Protection- This ring gives the user a +1 to AC and 1D4 temp HP when you roll initiative, however it instantly un-attunes any other rings the user has and takes up 2 attunement slots instead of one. A Remove curse spell is required to un-attune to this ring.

  14. Whoopie Armor- +3 Leather Armor that farts when hit or vigorous movement, giving -2 to any stealth roll the wearer makes. If a crit hits this armor, instead of doubling the damage, a massive fart is released from armor, requiring a DC 15 Con Save from every creature within 15 feet of the wearer, including the wearer, or take 1D4 Poison Damage and become poisoned.

  15. Chaos Boomerang- A returning ranged weapon with +3 to hit doing [DM Choice] Bludgeoning damage on a hit. Only, on the target's turn, whether it hit or miss, it returns to the thrower, using the same to-hit the thrower used on that attack against the thrower's AC. On a hit: rolling new, different damage against the thrower. [Yes, Crits against the target will also be a crit against the thrower].

  16. Boots of Climbing Speed- These boots make your walking speed into a climbing speed. However, they make your walking speed 0, and when on normal ground you walk in causes the wearer to go prone, unable to stand or walk. The user can crawl while prone.

  17. Sword of +3 Intelligence- A sentient sword with a Mage's Apprentice mental stats. When attunes to this weapon, the sword's personality gains +3 to its intelligence checks and saves. How helpful the sword's personality is with its wielder is heavily dependent on the DM.

  18. Boots of Silence- Boots that make your footsteps silent, giving you a +5 to stealth checks. However, they turn the user mute and deafen them, preventing spellcasting and communication and giving them -5 on perception checks.

  19. Disarming Blade- A Rapier or Dagger where if the user crits, or beats the target's AC by 5 or more, the target is disarmed of one item they are holding. The Wielder, however, also is disarmed, dropping any item they are holding in their hands, including the Disarming Blade.

  20. Mirror of Adding- A Mirror with the effects of see invisibility on it, showing all who are within its gaze. However... it has an illusion that adds a 10% increase in weight to any creatures it shows.

  21. Disappearing Act- A Throwable Explosive smoke bomb with a range of Self, long range of 5 ft. All creatures in a 10ft radius must make a DC 13 Dex save or take 2D6 Fire [or force] damage as the device explodes into smoke [The user/ thrower has disadvantage on this save]. After, those same creatures must make a DC 15 Strength save or be thrown away from the item effect. If a creature was Self or 5ft away, they fly 15 feet backwards from the effect. if a creature was 10 ft away from the blast, they fly only 10 feet back from the effect. If there is no clear space for the creature to land, or they collide with a solid surface stopping their forced movement, they take an additional 1D6 Bludgeoning Damage per 5 ft of movement they cannot complete and fall prone. If there is no choice but to land on another creature, the thrown creature takes 1D6 bludgeoning and "rolls" to the nearest open space or off the nearest ledge, the landed on creature takes 1D4 bludgeoning damage.

  22. Wild Magic Potion- A potion that sets off a wild magic surge. If used to poison food or drink, the effected makes a DC 14 con save, on a fail they roll the wild magic surge at advantage and chose the effect they wish.

  23. Sausage Ring of Confidence- This item, when "worn", requires a DC [15 - CHAR Mod] Charisma save. On a save, the wearer gains a +2 on all Char checks made to flirt, impress, or persuade someone who they might see as a potential love interest. On a fail, they gain a -3 on all Charisma Checks, period, for the day.

  24. Spy Crossbow- A hand crossbow with +3 to hit. However, each attack must accompany a D20 roll. 11-20 the attack targets the target, but on a 1-10 that attack will be made against the user. This 1D20 roll to determine target is unaffected by modifiers or any influences, like Luck, and is ONLY determined by the roll of this die.

  25. Pill of Enlarge / Reduce- When taking this pill, the user announces their intention to Enlarge, or reduce, their size. They must make a Con Save with a DC of 13. On a save, the indented effect happens according to the spell Enlarge-Reduce. On a failure, however, the opposite effect happens from what is intended. [DM can overrule and suggest the intended effect to rule out cases of purposefully failing to obtain the desired / beneficial effect]

  26. Fire Magnet- An item where, on initiative, the user rolls a Int Save DC 14 to calculate a polarity. On a save, the user as +1 AC to fire attacks, and gains +1 to any saves in relation to fire, fire damage, and fire spells. Ranged Fire attacks against the user act as if the target is an additional 15 feet away, possibly effecting range. However, on a failure, the user attracts fire to them, gaining a -1 to AC to fire attacks, and losing -1 to saves revolving around fire. Fire based ranged attacks and spells do not have disadvantage in times where they would have disadvantage, and fire based AOE attacks have an additional 5ft effective range when calculating if they effect this user.

  27. Squeaky Clown Shoes - Used by clowns to improve their performances. Gives advantage on Sleight of Hand and Performance checks. However, they squeak every time you walk, and give you disadvantage on Stealth checks.

  28. Ring of risky misty step - You can cast misty step (or maybe far step) with this ring. When doing so, roll a d20. On a 1, you teleport, but nothing you are wearing or carrying teleports with you.

  29. Staff of Narcolepsy (can only be attuned by a creature that can be magically put to sleep) - This staff has 10 charges, and recharges 1d6 charges at dusk. It contains the following spells at 1 charge per level: sleep, alarm, moonbeam, darkness, catnap, feign death, hypnotic pattern, and dream (you can add or remove spells, these are just my suggestions). Upon casting one of these spells, the user makes a Constitution saving throw. On a 2 or less, they are put to sleep as if by a catnap spell. Otherwise a DC 11 is required to pass. Use a success/fail system like death saves: 3 fails puts you to sleep, 3 successes resets the saves, as does any roll of 20 or higher. It also resets if you take a long rest.

  30. Boots of uncontrollable speed - Your speed is doubled. However, you can only move in a straight line, and if you move on your turn, you must move the entire distance.

9 Comments
2024/04/09
19:36 UTC

30

[Let's Build] D100 Monsters with Useful Loot

Hey everybody! I made this list as a thought experiment, but I haven't done anything with fey, dragons, devils, undead, or anything elemental. Maybe you guys can contribute to what I am working on? I used creatures from multiple editions, different games, and spell components to spells that aren't exactly core-rule-book material. Please, if you make up your own stuff, then describe them well enough to get the idea? Thank you so much!

1.Basalisk - Basalisks have been interpretted and reinterpretted over different media. In Dungeons and Dragons, they stare people into stone; and I'm roling with that because its' 1) arguably more ubiquitious, and 2) more creative than another monster that drops venom. Basalisk eyes can produce a power that gives the target the effects of having stony skin inclusive to a temporary natural armor bonus.

  1. Bulette - Land shark typically associated with Dungeons and Dragons. The Fin can be sold on the black market for a pretty penny. Alternatively, the fin can be boiled down and served in a decidant stew.

  2. Carrion Crawler - A slug monster that can be found around dead things, typically a larger monster that leaves scraps; generally associated with Dungeons and Dragons from multiple editions; has an easy to resist poison that deals a nasty paralysis upon failure to resist, and takes an expirienced survivor to extract *safely.*

  3. Electrovore - Electrovores feed on electricity in Starfinder. Typically, their conductive tissue in their hid is processeded into an electric set of gloves. In a fanatsy seetting? Maybe the electrovore just eats magic instead and the gloves deal magic damage.

  4. Hag - After ebing knocked prone, you find a magic sword that pierces through her magical hide. (It's a really cool sword guys, I think it's damascous).

  5. Hydra - Hydras are famous for growing two heads instead of one. Hydra scales in perfect condition can be used for spells that would be used to duplicate an object.

  6. Ksarik - Ksariks are Starfinder creatures that eat genes; they're sort of a level 4 threat. Basically, a piece of the tentacle, if one can be recovered, can be crafted into a piece of pickled meat. When you ingest that pickle the nextdamage you take, you have resistance twords that damage for the duration of the potion.

  7. Manticore - Manticore's have a scorpion tail. If the manticore has remaining poison, then it should a nuerotoxin that clots and paralyzes similar to a scorpion venom.

  8. Ooze - Oozes need no introduction. They drop a skeleton (useless), a fighter's kit, and a health potion juuuust out of reach.

  9. Salamander - Salamanders are generally a big firey lizard. Salamander saliva can be processed very carefully to produce alchemist fire.

11.Troll - Trolls across settings typically have a regeneration factor. "Lightly burned" trolls with some uncauterized blood can be crafted later to make a health regeneration potion.

  1. Rust Monsters - Rust monsters have antanae that are very easy to procure assuming they weren't damaged in battle. Upon crafting, the anantae makes a power that brittles armor, reduces hardness to metal objects, and gives advantage to people who attempt to sunder.
12 Comments
2024/04/09
02:41 UTC

28

D100 haunted town random encounters

Need a list of scary creatures that would reside in a town that has some people still staying. It is mostly run by spirits and creatures that lurk in the dark. Examples: ghost and ghouls surprising the players, spirits roaming the street, spirits of dead animals wandering the streets looking for their owner, mysterious music that can lure the players, an npc being attacked by vengeful ghosts.

d100 list (9/100)

  1. Spect Eater A ghastly, skeletal creature with elongated claws and a gaping maw filled with jagged teeth. Its hollow eye sockets glow with an eerie green light as it hungrily stalks its prey. Ethereal Devourer - Spect Eater can phase in and out of the ethereal plane at will, allowing it to bypass physical barriers and surprise its victims from unexpected angles.
  2. Wraith Wailer A spectral figure draped in tattered robes, emitting an otherworldly wail that chills the bones of all who hear it. Its ethereal form flickers and distorts with each mournful cry. Soul Siphon - Wraith Wailer can drain the life force from its victims with a touch, replenishing its own health with each successful attack.
  3. Gloom Gazer A sinister entity resembling a floating orb of darkness, adorned with glowing crimson eyes that pierce through the shadows. It emits an aura of despair, causing those nearby to feel overwhelming dread. Shadow Manipulation - Gloom Gazer can control shadows to ensnare and immobilize its foes, leaving them vulnerable to its haunting gaze.
  4. Haunt Hound A hulking canine creature with fur as black as midnight and eyes that burn with an otherworldly fire. Its howls echo through the deserted streets, striking fear into the hearts of all who hear them. Phantasmal Pack - Haunt Hound can summon spectral hounds from the ethereal plane to aid it in battle, overwhelming its prey with sheer numbers.
  5. Dread Drifter A ghostly apparition that glides silently through the ghost town, its form shrouded in mist and shadow. It whispers chilling prophecies of doom to those unfortunate enough to encounter it. Ephemeral Passage - Dread Drifter can teleport short distances in the blink of an eye, allowing it to ambush unsuspecting victims and vanish without a trace.
  6. A bard standing in the middle of town telling a story in an ancient, forgotten language. It will drive you insane if you listen to it for too long. How long is too long? well that is the question isn't it. If you attack him, you weapons just go thru him like he is not there
  7. A merchant in a horseless wagon that sells stuff like potions, silvered daggers and crossbow bolts, holy simbols, but when you want to use them it turns our they are small mimics that attact you and if you confront him about it turns out he and his wagon are a big ass mimic (they are conjoined), ir you kill it he has some chests with yours and others money and some more valuable stuff, hope y'all like this
  8. A small child holding a picture frame that walks sorrowful between a manor house and an orphanage. When at the orphanage they walk upto the door knock and wait after 10 seconds or so they disappear. They do not interact with the outside world and repeat this journey every evening. If you can glance the picture in the frame you see a young woman in fine dress next to a man whose face is scratched out.
  9. Fae ghosts: grim creatures trapped in a limbo between life and death. Fae who die with excessive favors still owed to the Court must work off their debts in the afterlife. They tend to be obsequious (out of desperation) toward those holding their debts, but are often malicious to others (including mortals) out of spite.
8 Comments
2024/04/08
09:23 UTC

18

D100 Feywild noble city

I have a homebrew world where the Feywild is linked to a forest, where a noble city. One of my players grew up in this town. The party are about to attend the city for their annual festival of light, where lots of fey creatures come to help with the celebrations as well as create some fun for the party, adventurers and residents. So needing a list to help create a variety of fey creatures that are in this city.

Currently on 6/100

D100 list

  1. Sylvan Sprite (Rat): A small, winged creature with silver fur, known for mischief in the faewild.
  2. Aurora Seeker (Raccoon): A dexterous, iridescent-furred creature skilled in finding magical treasures hidden in the enchanted forests.
  3. (Pigeon): Graceful birds with pastel feathers, serving as messengers between realms in the faewild.
  4. Glimmer Beetle (Cockroach): Mystical insects with gem-like carapace, feeding on magical residue and illuminating the darkness of the faewild.
  5. Moonfoxes: Elegant and mysterious, these foxes have fur that reflects only moonlight, leaving them invisible during daylight and indoors. They are impressive hunters in the wild but conduct themselves calmly within the city.
  6. Ruby weavers: sentient spiders who (praise be to God) only eat fruit, not blood. They spin silk in bright jewel-tones, excellent for embellishing expensive clothing.
3 Comments
2024/04/07
13:28 UTC

27

d100 Minor Bad Luck

One of my players' characters has been cursed by bad luck—nothing that's going to kill them in battle, but enough to be an inconvenience. I'm looking for bad luck that can manifest as they travel through the Feywild wilderness, so the more fantastical and whimsical the better.

d100 Minor Bad Luck

  1. You trip and fall on your face.
  2. You spill water on yourself.
  3. You spill water on someone else.
  4. Someone spills a drink on you.
  5. Someone steps on your toe.
  6. You drop a coin and it rolls away down a hill.
  7. You start hiccuping.
  8. You start sneezing uncontrollably.
  9. You get an unpleasant itch.
  10. A bird poops on you.
  11. A bug bites you.
  12. You step in a puddle much deeper than it looks. Wet socks.
  13. Rain gets into your pack.
  14. You knock something over.
  15. You step in animal dung.
  16. A passing fairy drops a large, wet fruit on your head.
  17. Just as you're about to speak, a flock of birds flies overhead, cawing loudly.
  18. Your boot laces, as if by magic, come untied.
  19. Your boot laces, as if by magic, get tied together.
  20. Distracted, you walk into someone.
  21. You notice a tree with delicious-looking fruit. When you pick one, the treant it belongs to is outraged.
  22. Something unsavory is stuck to your boot.
  23. You attempt to take a shortcut through a thicket, only to find it inhabited by mischievous sprites who tangle your hair with vines. [23-40 by /u/hairykRIH3]
  24. A mischievous squirrel steals a shiny trinket from your belongings and scampers off into the trees.
  25. You accidentally step into a patch of quicksand, but luckily it’s only ankle-deep.
  26. A sudden gust of wind blows away the map you were holding, leaving you directionless in the wilderness.
  27. You sit on a seemingly harmless-looking rock, only for it to turn out to be an enchanted mimic that bites your rear end.
  28. Your attempt to start a campfire results in a small explosion of sparks, singeing your eyebrows.
  29. You absentmindedly step into a fairy ring, causing you to become disoriented and dizzy for a short while.
  30. Your attempt to pick a flower for your hair results in an angry swarm of bees emerging from the blossom.
  31. You accidentally step on a hidden lever, triggering a harmless but embarrassing trap that covers you in colorful paint.
  32. While trying to catch a butterfly, you stumble into a patch of thorns, tearing your clothing and scratching your skin.
  33. You accidentally insult a pixie’s hairstyle, causing it to curse you with hair that stands on end for the rest of the day.
  34. You sit down for a rest, only to discover too late that the ground is covered in sticky sap that clings to your clothes.
  35. A playful nymph decides to mimic your every move, leading to confusion and frustration as you try to shake her off.
  36. You accidentally step on a patch of mushrooms, releasing a cloud of spores that make you sneeze uncontrollably.
  37. Your attempt to climb a tree for a better vantage point ends with you getting stuck in its branches, needing assistance to get down.
  38. You stumble upon a hidden fairy market, but accidentally insult the craftsmanship of a gnome’s pottery, resulting in a minor curse.
  39. A mischievous sprite swaps your water flask with one filled with lukewarm tea, much to your dismay.
  40. While crossing a stream, you slip on a moss-covered rock and end up getting soaked from head to toe.
  41. You get a minor nosebleed. [41-45 by /u/rechargeable_bird]
  42. Your vision becomes slightly blurry/out of focus and you have to squint to see clearly.
  43. You are overcome with an uncomfortable coughing spell.
  44. Your fingernails gather a stubborn grit beneath them that seems to return each time you scrape it out.
  45. No matter how you try to clean them, your hands feel uncomfortably grubby.
  46. A fey cat comes up and lets everyone else in the party pet it...but not you. [ u/lordshotgun ]
  47. Your hair begins to fall out, just enough to be slightly noticeably thinner. [ u/HordeOfAngryBees ]
  48. The back leg of a chair snaps as you sit down. [48-68 by u/mr_koala12]
  49. You find an uncomfortably long hair in your next meal.
  50. You get a hangnail.
  51. Your shoelace breaks.
  52. You stub your toe.
  53. You desperately search for something in your pack, only to realise you’ve been holding it the whole time.
  54. As you go to attack, your pants fall down a little.
  55. Your clothes never seem to fully dry and always feel a little bit damp when you put them on.
  56. You crack an egg only to find it is rotten.
  57. You go to open a door and the handle breaks.
  58. You can’t seem to find a comfortable position to sleep in.
  59. There always seems to be a slow walker in front of you, but they’re walking fast enough that overtaking them is uncomfortable.
  60. Your pants rip as you bend over.
  61. You keep getting splinters.
  62. A disgruntled pixie curses you for the day. You go to speak certain words, and instead you say something else (DM’s choice).
  63. A tree branch whips you as you walk past.
  64. You walk through a spiderweb, and you can’t find the spider.
  65. You stand up from a chair, your seat makes a devastatingly realistic fart noise.
  66. Your water pouch leaks in your pack, soaking everything.
  67. As you chat with a local, a huge glob of spit flies from your mouth and hits them in the eye.
  68. As you go to buy something, the person in front of you takes the last one.
  69. You can't get that ridiculous song sung by the Bard in the last village out of your head. [69-91 by u/ProfBumblefingers]
  70. You suddenly become a very picky eater: Travel rations? nope. Bread and cheese? nope. Chicken? nope. Beer? nope. (!) In fact, the *only* food you can stomach now is ___________.
  71. Whenever a particular member of the party (selected at random) looks at you, you involuntarily wink at them, especially in awkward moments when the meaning is ambiguous.
  72. The way one of your party members talks starts to annoy you, and you can't get over it.
  73. You start to forget the words at the ends of your sentences: "Hey, why don't we go to the . . . um . . er . . what was I saying?" "Hey, don't forget that the dragon's weakness is . . . um . . . er . . . huh?"
  74. Your nose triples in length whenever you try to make a Deception check.
  75. You suddenly decide that you simply will not go another foot until your party crafts a Mission Statement.
  76. You decide that every decision in your party must now be made by consensus rather than by vote. No more voting. You mean it.
  77. Whenever you happen to glance at a particular member of your party (selected at random), they suddenly appear so attractive that you swoon and pass out for about 6 seconds. Every time.
  78. Whenever you try to put your weapon away (sheath sword in scabbard, hang ax on belt, put arrow back in quiver, etc.), you miss. It falls on the ground.
  79. Your shoes squeak on the floor/ground, or a twig breaks underfoot, every time you try to be quiet.
  80. You can only talk in a whisper. All the time.
  81. You an only talk in a yell. All the time.
  82. Your ears begin to overproduce wax. You can't hear unless you clean them, every 10 minutes. Every. Ten. Minutes.
  83. Your spine curves and you walk severely hunched forward. You can't look forward; you're looking at the ground. All the time. You must sit down to look / shoot in the forward direction. The effect lasts for ten minutes.
  84. The next time you try to make an Intimidation check, you bust out laughing at yourself.
  85. Whenever you have been walking for 10 minutes or so, you always somehow manage to get an annoying and painful pebble in your shoe (or, blister on your heel).
  86. Your bladder shrinks and you must stop to pee every 10 minutes, regardless of the situation. The effect lasts for half an hour.
  87. You become nearsighted (you can only see things clearly within 5 feet).
  88. You become farsighted (you can only see things clearly 30+ feet away).
  89. You begin to sweat heavily, all the time, and you're always very stinky. (penalty to surprise)
  90. Your presence somehow (magically?) snuffs out torches within 30 feet.
  91. You become buoyant, like a balloon. Other party members must attach a rope to you to prevent you from floating away.
  92. Non-aggressive canine and feline animals obsessively sniff you. [ u/calamity_unbound ]
  93. You suddenly get a nosebleed. [93-99 by u/baryonyxbat ]
  94. A hole appears in your pocket and you lose a few gold pieces.
  95. You keep getting the feeling as if you need to use the bathroom, but when you excuse yourself, the feeling goes away.
  96. You drop the object you're holding and when you bend down to grab it, you bump your head on a branch/bramble/boulder.
  97. When you drink water from your waterskin, a little bit goes up your nose every time.
  98. As you eat your rations, you find that it tastes unusually bitter.
  99. A little rock keeps slipping into your boot as you walk, and you could swear it's the same rock each time.
  100. At your next meal, you accidentally sugar your food instead of salting it.

Now that's a good list, thanks everyone for your help!

19 Comments
2024/04/06
20:14 UTC

30

d100 Signs that the Gods have returned

The homebrew campaign I am DMing started 200 years after all divine activity seized to exist, and a 3rd of the world became uninhabitable. Throughout their first 50 sessions the players figured out that they themselves are in some ways more than others suddenly connected to the Gods! Now I want the Gods to return for good: What major and minor signs might there be, that they are back?

  1. What Year Is It? All over the world priests and paladins that disappeared 200 years ago, suddenly reappear in churches, that have since been repurposed to function as other buildings. (u/TheodoreBoyle)
  2. Starry Night. After being confronted with a starless sky for 200 years, the world wakes up to one new star each day/week, symbolizing the return of one god each. (u/TheodoreBoyle) Soon stars dance in strange patterns in the night sky. (u/Neither-Ad-2790)
  3. The Returned Country. During the apocalypse the ended in the disappearance of the gods, a whole country went missing. It's people are using sending spells to reach out to civilization. (u/TheodoreBoyle)
  4. Relics and Shrines. Ancient Artifacts and places of worship regain their magic. (u/TheodoreBoyle)
  5. The Quiet Days. To humble the mortals the gods make that for one week all magic seizes to exist. (u/TheodoreBoyle)
  6. Lucky Farmers. Crops suddenly flourish in fields, where temples once were. (u/TheodoreBoyle)
  7. Odd Weather. It snows on a sunny day. (u/sonofabutch)
  8. Botanical Phenomenon. Flowers bloom in unusual colors. (u/sonofabutch)
  9. The Heist That Never Happened. An ancient sacred relic disappears from a well guarded vault. (u/sonofabutch)
  10. Rocky Rampage. Stone golems awaken in the country side and start heading for major cities. (u/hairykRIH3)
  11. Breaking News. Heavenly rays bless followers and they are contacted in an ancient language. (u/hairykRIH3)
  12. Terraforming. Several earthquakes, huge mountains arises and bottomless canyons appear. (u/lohbauer)
  13. New Atlantis. Several cities are dragged under the sea. (u/lohbauer)
  14. Dual Lunar Discovery. Two new moons are now visible in the sky. (u/lohbauer)
  15. New Frontiers. Huge pieces of land orbit in a portion of the sky that has been torn from reality: It's a portal! (u/lohbauer)
  16. A Battle in the Sky. two mysterious entities clash in the sky over a once holy city. The fight ends as fast as it began with both parties disappearing again, but the city is changed forever in subtle ways. (u/3owlbearcubsincoat)
  17. Fear Spreads. Rumors of demons begin to grow along the outskirts of civilization. Strange beasts that haven’t been seen since the gods were no more. (u/Neither-Ad-2790)
  18. A New Generation of Clerics. A young girl is said to have mysteriously begun healing people of afflictions previously untreatable by arcane or alchemical means. (u/Neither-Ad-2790)
  19. An Unlikely Devotee. A relic attributed to a powerful cleric begins whispering to the noble who holds it in his collection. It twists him to begin giving sermons to the people, and he begins to grow a large following. (u/Neither-Ad-2790)
  20. Ruined Pilgrimage. The site of a temple, now in ruins, begins to be a haven for refugees. They claim it calls them there in their dreams. (u/Neither-Ad-2790)
  21. Hanging Trees. The trees that were used to hang the holy men and that have stood barren since the executions centuries ago start to sprout buds. (u/i_arent)
  22. Countdown. A day’s length mysteriously becomes one second longer (or shorter) each day. (u/spacenerd4)
  23. Solidification. The malaise-ridden fens and marshes become solid ground once more. (u/spacenerd4)
  24. The Deep's Eternal Dance. The tides raise to a great height, then lower once more, revealing ancient ruins in their depths. (u/spacenerd4)
  25. One Day of Peace. All major conflicts suddenly cease for one day, as warriors and commanders suddenly find themselves waking up weeping on a gentle morning. (u/2Stressed2BeBlessed)
  26. Fury of the Earth. Major volcanos, many long thought dormant, suddenly start having activity. Most of them smoking, a some with lava flows, and a few that erupt violently. (u/2Stressed2BeBlessed)
  27. Cry of the Newborn. People who still hold religious faith hear a faint chime in the air, wherever they go, that slowly changes into the ringing of bells, like peals of a child's laughter. (u/2Stressed2BeBlessed)
  28. Chariots of Night. Astronomers note increased shooting star activity, with several prominent ones blazing a huge trail for all to see. (u/2Stressed2BeBlessed)
  29. Hasmed's Comet. A professor of astronomy discovers a new comet. When his class calculates its trajectory, they realize that it will impact the planet in 200 more years, ending all mortal life on the planet. (u/TheodoreBoyle)
  30. The Divine Lights. For brief moments, during dawn or dusk near the poles, a few people claim to have seen auroras that form the images and symbols of lost deities. (u/2Stressed2BeBlessed)
  31. Global Epiphanies. Scholars studying old texts suddenly come to new realisations at the same time as the return happens. Some are attacked for having brought round the apocalypse with their meddling. For others it’s understood that the Gods have determined when their work pays off. (u/AlephAndTentacles)
  32. Extinct No More. A creature who's species was thought extinct for 200 years was killed by a hunter near the city walls. (u/TheodoreBoyle)
  33. Can't Touch This. A natural disaster (avalanche, earthquake, stampede, volcanic eruption, etc) leaves a sacred site untouched while devastating everything around it. (u/World_of_Ideas)
  34. Collective Dream. A large number of people claim to have had the same exact dream. The dream involves a (holy symbol, pilgrimage, priest, priestess, sacred site, sacred text, temple, etc). (u/World_of_Ideas)
  35. Crop Circle. A crop circle appears, Its shaped like the holy symbol of a god. (u/World_of_Ideas)
  36. Curse Broken. A curse has plagued a family for generations. Someone discovers a method to break the curse. Either the family or the person who discovered the cure is a follower of the gods. Alternatively, the family may have prayed to the gods in desperation or they may have made a substantial donation to the church. (u/World_of_Ideas)
  37. Dead Sea Scrolls. A powerful storm forces someone to take shelter in (a cave, some ruins). While in they cave they discover sealed ceramic jars. The jars contain original scrolls and artifacts of the gods teachings. (u/World_of_Ideas)
  38. Defender of the Faith. Someone, who was badly injured while defending the faith, is miraculously healed. Even old injuries from before the incident are healed. (u/World_of_Ideas)
  39. Divine Inspiration. A true believer or follower of the faith gains inspiration, that allows them to solve a problem that they have been working on for years. (u/World_of_Ideas)
  40. Invaders Thwarted. An invasion is halted in its tracks by a freak (avalanche, blizzard, earthquake, monster swarm, storm, tidal wave, etc). The losses they suffered during this natural disaster, forced them to call off the invasion. (u/World_of_Ideas)
  41. Lichtenberg Figure. Lightning strikes a piece of glass or a crystal, leaving a pattern etched into the glass. The pattern resembles (a sacred river, a sacred tree, the holy symbol, the god, etc). (u/World_of_Ideas)
  42. Naysayer. A naysayer of the religion is struck mute, during their speech against (the church, the religion, the gods, a priest, a true believer, etc). (u/World_of_Ideas)
  43. Old Statues Made New. A statue of a (god, oracle, messiah, monk, paladin, priest, priestess, etc) is mysteriously restored to a pristine state. All dirt, grime, stains, cracks, and signs of weathering are gone. (u/World_of_Ideas)
  44. Old Temple. Earthquake reveals the entrance to an underground temple that has been lost for centuries. (u/World_of_Ideas)
  45. Parrot. A creature (parrot, parakeet, cockatoos, lyre bird, other speaking creature) known for mimicking human speech, speaks (a holy word, the name of a god, the name of a sacred book, the name of a sacred site, etc). It could be that many "parrots" have done this across a region. (u/World_of_Ideas)
  46. Writing Spider. A writing spider creates a pattern in its web that spells out (a holy word, the name of a god, the name of a sacred book, the name of a sacred site, etc). It could be that many writing spiders have done this across a region. (u/World_of_Ideas)
  47. Animals to the Rescue. A follower of the faith falls overboard from a ship. They are rescued by dolphins or sea turtles and carried to the nearest sea (port, town, fishing village). (u/World_of_Ideas)
  48. Festival to Remember. During a religious festival. Millions of (butterflies, fireflies) fly over making it a festival to remember. (u/World_of_Ideas)
  49. Street Brawl. During a fight of fisticuffs, a scrawny believer lands a blow that knocks out a much larger opponent in one hit. (u/World_of_Ideas)
17 Comments
2024/04/06
11:07 UTC

41

D100 feywild random effects

I am running a feywild campaign and letting my players have a lot of leeway with inspirations but I told them some random fey magic will happen each time. I have 22 rn but I'd love to hear people's ideas!

D100

*You die and come back to life as if by revivify - no effect on hp of spell slots *no matter how hard you try not to, your feet seem drawn to objects and you keep stubbing your toe *You get the hiccups but….bubbles *A smell you can’t quite put your finger on becomes frustratingly present *Your tongue goes numb, and you are extremely hard to understand *You are constantly on the verge of a sneeze that won’t come out *You believe one of your party members is an imposter and you must figure out who it is before they can destroy you all *You become increasingly angry at everything everyone says for no apparent reason *Everyone sounds like the adults from Charlie brown for one minute

  • Your hands are now uncomfortably sticky, no amount of washing helps

*You can hear the plants around you talking to each other *You feel an itch and every time you try to scratch it, it moves *You constantly see a shadow moving just outside your peripheral *You are haunted by a disembodied voice that tells you stuff about their life no one wants to know *All of your hair falls out and immediately grows back to the exact same length *You begin randomly throwing Sylvan into your everyday speech without noticing whether or not you know sylvan

  • You now believe you are a vampire

*You become incredibly sweaty *Your eyes begin to glow *You gain 3 inches, where and what happens up to character interpretation *Your shadow goes missing and begins moving on its own accord *Your legs become fused down to the knee making it hard to walk and move *You can peer through the 4th wall and now are able to address the DM directly

14 Comments
2024/04/05
17:01 UTC

24

[Let's Build] 1d100 Dangerous Mutant Slimes

Slimes, in their base form, are not dangerous. However, slimes are highly adaptive, and can rarely assimilate essences, making them have the potential to become truly dangerous. Here are 1d100 dangerous slimes.

1.] Lava slime - A slime made out of lava. Rarely born when a slime survives contact with molten rock.

2.] Thorn slime - A slime capable of launching thorns at those nearby. Rarely born after a slime has a diet primarily consisting of thorny plants.

3.] Stinger slime - A slime capable of launching poisonous stingers at those nearby. Rarely born when a slime has a major part of its diet consisting of stinging insects.

4.] Husker slime - A standard, blood-red slime with a potent stench that has adapted to prey on humanoids. It is rarely born after a slime eats several zombies, and preys upon people by launching itself at a humanoid's rectum or mouth, where it then attempts to enter the digestive tract. It will then consume the humanoid from the inside-out, utilizing enzymes with a potent stench to preserve the eyes and skin of its now consumed prey.

The husker slime is born with knowledge of common and undercommon, along with a lowered pain instinct. It attracts humanoids by digesting parts of the tanned skin of its hosts in such a manner that it appears like the host had suffered natural injuries. The blood-red color of a husker slime, along with the low viscosity of its slime allows it to cut off parts of itself to imitate blood, furthering the deception. Once a person is drawn in by the husker slime's calls for help, and touches the husk, the husker slime will attack whoever attempted to aid it, starting the cycle over again. The severed pieces of the husker slime will become normal slimes unless they feed upon zombies. Its slime can be used as a substitute for blood in certain specialty potions and unholy rituals.


5.] Deific slime - In a stroke of luck, this slime has managed to assimilate the essence of a fallen diety. Depending on how intact the corpse was, it may gain only some of the might of the fallen diety which it had consumed. Deific slimes will prey upon anything related to holy or unholy energies, and, when left unchecked, can become a predator of deities. Ever since the incident, the gods have set aside their motions of good and evil to eradicate any deific slimes that have spawned.

6.] Hellfire slime - A slime that managed to survive intense magical fires, and now can reproduce them. It can launch fireball on will for an indefinite number of turns, and the fireball casted can partially ignore fire immunity. Immunity to powerful magical flames, such as hellfire and holy fire, is required to be immune to the hellfire slime's fireball attacks.

7.] Frozen slime - A slime that managed to survice freezing temperatures. Deals cold damage instead of acid damage, is especially susceptible to bludgeoning damage and fire damage, but has a natural AC of 10 and an immunity to cold damage due to its icy body. It requires 2 turns to move to a new tile/square due to its partially solid state. It will often disguise itself as partially-frozen glacier water to draw in prey. Its gel remains cold to the touch, even after death, making it useful for refrigeration. DC 20 knowledge check to see if the character knows about this purpose.

8.] Slime amalgamate - Rarely, slimes will join together to form massive hive minds. This abomination is made out of hundreds or even thousands of slimes working in imperfect unison. Although it has a -5 to hit and a damage of 1d4-1 per hit, it can use 1/10th of its slimes to launch attacks. A slime amalgamate made out of z times 100 slimes will be able to attack 10z times per round. A slime amalgamate made out of z times 1000 slimes will be able to attack 100z times per round. It is fortunate that it mainly preys upon insects and other small wildlife. Fey despise slime amalgamates for their tendency to devour entire fairy and pixie villages.

9.] Carnomantic slime - A slime that is made out of a mass of shredded flesh, bile, bone, and blood. It has an insatiable appetite for living prey, and can eat several times its own body weight in a day. Such beings are what happens when a slime decides to make its diet out of abberrations.

10.] Poison slime - A slime that has made its diet out of poisonous plants, and assimilated their poison. Luckily, it will only consume poisonous entities, so unless you're a poison dart frog or an aboleth, you're safe from it. It will not prey upon creatures that are venomous but not poisonous, such as snakes and spiders.

11.] Awakened slime - A slime that lives long enough without splitting may gain sapience. Like all of its bretheren, such slimes hunger for power, and are likely to turn to wizardry. They are highly similar to plasmoids, but are multi-cellular organisms instead of a single-celled organism.

12.] Levitating slime - A slime that has consumed fey magic, gaining the ability to levitate itself and other objects. It will often levitate its prey to separate them from their allies. Its gel naturally floats, and can be used as an ingredient for levitation devices.

13.] Glitter slime - A slime that has been exposed to fey magic, granting it the ability to produce glitter. The immense amounts of glitter this slime can produce makes it difficult to see, giving all entities with a form of light-based vision -3 to hit.

14.] Manavore slime - A slime that has been exposed to many spells, and gained an appetite for mana. All spells casted at it have their effectiveness against the slime reduce by 1 level. It is the bane of low-level spell casters due to its immunity to cantrips.

15.] Enhanced acid slime - This slime has consumed several powerful acids, greatly increasing its acid damage by 1d6-1 per size category. Due to the poisonous nature of some of the acids, it also deals 1d4-1 poison damage per size category with every attack that hits.

16.] Cave gas slime - A slime that has fed on several cave gasses. It periodically releases toxic gasses, some of which are explosive. Using fire damage against this slime will cause it to explode, dealing 12d10 fire damage and 8d10 force damage to everything in a 5 foot radius, with the fire damage reducing by 4d10 for every 5 feet and the force damage reducing by 2d10 for every 5 feet. Because the slime lives underground, the explosion can trigger a cave-in, dealing 100d20+200 damage to anything unfortunate enough to be caught in the collapse. Combine it with a random annoying imp or minor celestial that revives every 2 days and attacks murderhobos to get rid of murderhobos. Have the celestialor imp attack the slime with fireball, causing a cave in that luckily only kills the murderhobo.

credits to u/MutatedMutton

17.] Insect Colony slime - forming a symbiotic relation with the local swarming insect population (Ants/spiders/bees/etc) , this slime reshaped itself to be a safe, nutrient rich home for these insects. In return, the insects will violently protect its solid core (where the eggs also reside) by swarming intruders. When defeated, the slime can be eaten, providing a small amount of nutrient (especially the protein rich larvae "hatchery") while tasting of honey.

18.] Heckler slime - gaining a bit of psychic resonance despite being otherwise non-sapient, when approached it will shift forms into an approximation of the intruder's most hated person and assault them with insults tailored to their insecurities and triggers that work like an empowered vicious mockery.

19.] Chimera Slime - after ingesting enough varieties of animals, this huge slime can manifest random animal parts for utility and defense. For eg, forming porcupine like spines, creating a venomous snake head, growing multiple hummingbird like wings for hovering flight, creating hooves for terrestrial movement and stampede attacks, etc.

20.] Ocular slime - Multiple eyes bounce around the inside of this slime like ice in a cold drink. Each eye, should you meet its gaze has a different gaze attack. Extreme bright light can be used against this slime to stun it.

credits to u/ProfBumbbleFingers

21.] Frictionless Plane Slime - A slime that is super-slippery. It flows toward the lowest point on the surface beneath it at the speed of falling through air. It is perfectly transparent and has the consistency of water. It leaves no residue on any surface it flows away from. Any creature walking upon it falls prone immediately and cannot stand up or move under its own power. Skeletons of dead creatures are often seen upon it--they starved to death when they couldn't escape, and the slime then slowly absorbed their soft tissues.

22.] Parachute Slime -- This marsh-dwelling slime can generate gas to inflate a bubble-like sail to catch the wind, pinch off the sail, which lifts off the ground, and rides the air currents for miles, dispersing to other marshes. On windy fall days, hundreds or thousands of parachute slimes can release their sail-spawn simultaneously to overwhelm predators, creating a spectacular aerial event.

credit to u/World_Of_Ideas

23.] Armored Slime - Slime has consumed bits of metal or stone. It floats these items to its outer surface creating an improvised protective shell.

24.] Electric Slime - Slime has eaten an electric eel or been struck by an electrical attack and survived. It has gained the ability to use shocking grasp "x" number of times per day.

25.] Ethereal Slime - Slime has spent time near a dimensional gateway and absorbed some of its energy. It can become material or ethereal at will.

26.] False Potion Slime - Slime has learned to mimic potion bottles. It can secrete a glass like substance and a cork like substance to create a bottle. It waits until someone drinks it, then it eats the victim from the inside out.

27.] Glue Slime - Slime has consumed glue. It can spray quick hardening glue to entangle potential prey or predators.

28.] Ink Slime - Slime has consumed ink. It has gained the ability to spray ink in an attempt to blind its prey or potential predators.

29.] Intellect Devourer Slime - Slime has consumed a intellect devourer and gained its abilities. Upon killing a creature, it can inhabit its skull and control its body like a puppet.

30.] Invisible Slime - Slime has fed upon an invisibility potion and gained its properties.

31.] Molten Metal Slime - Rarely born when a slime survives contact with molten metal.

32.] Piercer Slime - Slime has consumed a piercer and gained the ability to mimic it. It can secrete a hard stone like shell. False appearance: As long as it remains on the ceiling it is indistinguishable from a stalactite. Drop Attack: +3 to hit, 1d6 dmg per 10 ft fallen up to a max of 6d6.

33.] Plague Slime - Slime has consumed a creature that was infected with a dangerous plague. The slime itself has become immune but is now a carrier. It will infect any creature that comes in contact with it.

34.] Possessed Slime - Slime has been possessed by some sort of spirit creature. It has intelligence. Possessing entity may have other powers that it can use.

35.] Regenerating Slime - Slime has fed upon a troll that has been hacked apart. It has gained troll like regeneration. It regenerates 10 hp at the start of its turn unless damaged by fire or acid. It only dies if it starts its turn at 0hp and doesn't regenerate.

36.] Anesthetic Slime - Slime has consumed a drug or herb that acts as an anesthetic. These tiny slimes tend to sneak up on prey that is at rest and numb the area that they touch so the victim doesn't notice them. The victim doesn't realize that they are being eaten alive unless they actually see the slime. Once slain, they can be use by an apothecary or alchemist to make a pain killer.

37.] Apathy Slime - Slime has consumed a drug that causes extreme apathy in its victims. If the victim fails its con save, it simply doesn't care that it's being eaten alive and cant be motivated to take any action.

38.] Pepper Slime - Slime has consumed super hot peppers. It can now spray hot pepper juice to blind and cripple its prey or predators. Once slain, they can be used by certain chefs to spice up dishes.

39.] Radioactive Slime - Slime has consumed or been exposed to highly radioactive material. It now emits dangerous radiation.

40.] Skunk Slime - Slime has consumed some extremely foul smelling material. Slime can release a stinking cloud "x" times per day. Some variants may release a sticky stinking cloud. The effect sticks to anyone who enters the cloud

41.] Weapon Trap Slime - Any weapon that hits the slime becomes stuck in it. It requires a strength check to pull the weapon free. The slime's acid may also damage any weapons that get stuck in it.

credits to u/Forgotten_Depths (myself)

42.] Slime of Cursed Decay - A slime that has absorbed entities inflicted with a curse of decay. Anyone who attacks this slime will be inflicted with curses of decay identical to the ones that the slime has devoured.

43.] Overheal Slime - A slime that has absorbed an exceptional amount of healing magic, and now produces healing energies. Every attack from the overheal slime will heal the attacked, and it produces an aura of healing. Unfortunately for flesh-based beings, the amount of healing is too great for mortal flesh to handle, causing rapid cancer growth. Attempting to remove the cancer with healing magic will instead cause the cancer to grow more dangerous. Because the cancer is a physical corruption of the body, standard spells of remove curse and cure disease will fail to treat it. To remove the cancer, necrotic or poison damage must be dealt to the inflicted, or the inflicted must be hit with a specialized cure disease spell titled "remove parasite colony".

44.] Drowning Slime - A slime that has fed on aboleth slime or aboleth flesh. These slimes will instinctually seek out hidden areas of water that can only be reached by tiny cracks. Once it finds such a crack, it will actively begin hunting. The drowning slime will constantly produce a trail of aboleth mucus, in much of the same manner as a snail. Anything that touches the mucus or the drowning slime will temporarily both gain waterbreathing and lose the ability to breath air.

45.] Creeping Ooze - A large colony of oozes that flow across the land like water. The extremely simple nature of such a lifeform, even for slimes, makes them one of the few dangerous organisms that will consistently spawn in a young world. Fortunately, their slow nature leads to the starvation of most colonies before they can become a creeping ooze. Only 1 example exists of these beings successfully overrunning a world, that being a long dead eldritch deity of ooze.

46.] Lesser Draconic Slime - The bloodline of dragons is powerful, and any slime fortunate enough to devour the blood of a dragon will gain a faint trace of a draconic bloodline, growing bat-like wings.

47.] Slime of Forgetfulness - A slime that has devoured certain toxins that cause memory loss. A will save is made by anyone struck by the slime. On a fail, the target forgets that the slime exists for 1d2 rounds.

8 Comments
2024/04/03
21:33 UTC

32

d100 Cursed Blessings

Im developing a cultist class where characters can gain dark/eldritch blessings, each with really good effects, but require a sacrifice or possess a curse attached to them. Please help me make some :D

Edit- Important Note: I wouldnt hyperfixate on any devil/dark-magic/eldritch monster themes, though several would still be appreciated, but any sort of dark magical ability regardless of actual theming is actually quite nice, as long as it possesses a curse of some kind!
Edit 2: Suggestions will have to be ignored if the ability doesnt expressly contain an adverse effect or curse attached to it, thats the point of the post after all

  1. Devils Tongue. Your tongue is a natural weapon with the reach property, that can be made in place of an unarmed strike. The tongue deals 1d6 + CHA slashing damage on a hit. But, you have disadvantage on Charisma checks made to convince a creature to perform selfless acts, as your tongue quivers in hate to speak such things.
  2. Everbeating Heart. Your body will cease to fall even in death, you do not fall unconscious while dying. When you begin dying, you start with one failed death saving throw.
  3. Water Blooded. Your skin and bone can seamlessly shift into seawater, allowing you to pass through spaces as narrow as 1 inch wide as if it were difficult terrain, without squeezing. However your body does retain a constant layer of moisture, giving you vulnerability to lightning damage.
  4. Misty Gaze. Your eyes cloud over, allowing you blindsight and vision into the ethereal plane out to 30 feet. However your vision of the true world is muddled, giving you disadvantage on Wisdom (Perception) checks relying on sight.
  5. Soulgut. Whenever you reduce a creature to 0 hit points you can use your reaction to consume their soul, rolling one of the creatures hit dice and gaining hit points equal to the result. At the end of each long rest, if you havent consumed the soul of a creature with CR 1/8 or higher in this way in the last 24 hours, you gain a level of exhaustion. This exhaustion cant be removed by a long rest, but you lose one level of it each time you consume a creatures soul.
  6. Sharp Eyes (u/MaxSizels). If looks could kill, yours would inflict grievous bodily injury. Good news: They can. Asa bonus action, make an attack against a creature that can see your eyes within 40 ft, and deal 1d8 slashing damage on a hit. Bad news, Will save vs a moderate DC or suffer 1d2 hp psychic dmg each time.
  7. Iron Minded (u/taylorfisdboss). your mind is like an iron lock box! You are immune to memory altering affects. It is so secure, however, that you struggle to recall information or memories you don’t frequently think about. All memory based checks (DM’s discretion; usually history/arcana) are made with disadvantage.
  8. Tear'y Eyed (u/MaxSizels). Once per day, for up to 60 minutes each time, you may choose to tear out your own eye, temporarily reducing their maximum hp by 1d10 (until the end of their next long rest) creating a temporary tiny familiar with a single casting of Arcane Eye. Additionally, while this power is in effect, the familiar has the same stats and abilities as a Spider Familiar. Upon the completion of the effect, the user may choose to let the eye die, in which case they suffer Disadvantage on perception checks until they are able to regenerate the eye (via some other effect), lose 1d10+1 hp to regrow the torn eye in a grotesque location somewhere else on their body, in a process that takes 24 hours to complete.
  9. Dissonant Resonance (u/hairykRIH3). A number of times per long rest equal to proficiency bonus, the character plays music, enemies within 10 feet must make a Wisdom save. On a failure, the enemies are afflicted with the Frightened condition for 1 minute or until damaged. Allies within this radius gain temporary hit points equal to CHA modifier. After using the ability the character must make a DC 10 Wisdom saving throw or roll on the Short Term Madness table. The frequency of the eldritch melodies are cursed, at the end of each day having a chance of attracting the attention of a celestial, fiend, or fey.
  10. Unnatural Oils: (u/smiles__). Your skin produces an usual amount of oil, leaving it glistening and slippery to touch. Advantage on breaking free from / avoiding grapples. Advantage on sliding on smooth surfaces (for fun!). But because of your oils, you are a walking flame hazard. Vulnerability to fire. Also, everyone also comments on your oily-ness, haha.
  11. Forbidden Knowledge (u/Forgotten_Depths). You gain knowledge of long lost eldritch languages, allowing you to not expend spell slots on a 15-20, but said knowledge will make you go insane. Every long rest, roll a d4. On a 1, you become hostile to everything around you, with the exception of abberrations.
  12. Boiling Blood (u/Forgotten_Depths). Your blood becomes incredibly hot from infernal power, but such an ability causes you to overheat. Your blood deals fire damage to anything that touches it, but in exchange, you must submerge yourself in cold water every 12 hours or take 1d8+2 fire damage and 1 level of exhaustion for every 12 hours spent without submerging yourself in cold water
  13. Curse of Discipline / Punishing Tutor (u/1000nights). While in combat, your mind is filled with "helpful" advice from the spirit of an ancient battlemaster. You gain +1 to hit with all martial weapons. Every time you miss, you must succeed on a DC 12 CHA save or take 1 psychic damage while the spirit berates you like a drill sergeant.
11 Comments
2024/04/03
20:59 UTC

32

D100 Costumes you'd pull from a carnival's performance trunk.

I want my players to pull a random costume from a trunk before performing in the big tent. They can be whimsical or classic, even cliche costumes. Hopefully they can inspire creativity and roleplay opportunities.

  1. A costume set of armor
  2. An extravagant gown with a mascerade mask
  3. A cliche witch's costume
  4. A king with a scepter and a crown
  5. A a jester's outfit with face paint
  6. A set of 6 ft stilts with a fitting costume
  7. A masked wrestler
  8. A lion costume
  9. A dragon costume
  10. Patched together overalls
  11. Front half of horse, back half of horse, horse splitter u/is_it_behind_me
  12. Intricately designed magician's robe.
  13. Fez, vest and pants
  14. Loin cloth and a turban
  15. Black robes with a metal mask.
  16. Belly dancer's skirt wrap with rattling jewelry.
  17. Joke Knight's outfit, broken lance
  18. Joke vampire's outfit
  19. Centaur costume.
  20. Huge fake hammer, in stuffed fabrics.
  21. Tight acrobat clothes. (12-21) u/daherv
12 Comments
2024/03/31
17:30 UTC

74

How to get Fu*ked up - Fantasy Drugs

Hey everyone! I wanted to gather as many ideas for fantasy drugs in a setting as possible, ranging from serious substances that reflect real world drugs, to fantastical and impossible experiences only available in our writings and thoughts :) {22/100}

Here are some of the ideas I have so far (and some I may have borrowed…):

  1. Quartz Dust: A crushed powder made from the gems formed by a gem dragon lair. When snorted, a user taps into the same psionic capabilities as gem dragons themselves. This can lead to hallucinations that are able to be physically touched, energy formed out of a users mind.
  2. Fish: Small, golden tad-pole sized fish inside of a glass globe. Can hold anywhere between 2-6 fish inside of a globe. Fish are meant to be taken with a group, wherein the group shares in one hallucination. Sometimes it may be one shared experience; other times, it may be one shared “mind/body” between users. Available only to the high upper class, as fish cost more than what some can make in their lives.
  3. Betel Leaves: Around the size of an average humans palms, betel leaves are wrapped around a different smokable substance to increase a users relaxation immensely, producing a very mellow and calm feeling.
  4. Dragon Scales: A vibrant multicolored sticky tab that tastes like raw meat. When placed on a users tongue, their face gains a scale like appearance and they begin to feel extremely elated. Can sometimes cause a user to have a small-scale, temporary breath weapon.
  5. Lisper: To use lisper, you must first melt down the small, ice-like diamond until it is a boiling liquid. Once in this state, it is injected intravenously, producing an extremely heavy body high that leaves many users “stuck in place”, unwilling to move for hours. Along with this, increased pleasure senses make everything that someone normally does much more enjoyable, such as writing poetry. Long-term use of lisper can be identified by light black lines running down someone’s body, the signs of burn marks inside the veins.

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  1. R. Cane {from Not Another DnD Podcast} - that was a great show! [MortEtLaVie]
  2. Powdered Bliss Root - This beige tuber is easily identified by its gold-colored striations. As is, it tastes awful and will make you sick. Dried, grounded, and burnt like incense, the resulting smoke can produce feelings of mild euphoria and decrease negative feelings like fear and anger. While a popular recreational drug, it's also used medicinally to treat depression, anxiety, and PTSD. Sadly, due to bliss root extract being used to produce dangerous narcotics, many civilizations ban all bliss root products. Long-term users can be identified by the golden-sheen their irises take. [Moon_Dew]
  3. Golden Bliss - Produced using bliss root extract, this golden liquid, sold in glass or clay ampules, produces intense feelings of euphoria. Feelings so intense that the user often ends up in such a deep stupor that they could be torn apart by wild dogs and they wouldn't care. Once the effect wears off, the user falls into a state of mild-to-moderate depression. Due to the intensity of the drug, it's often diluted in food or drink before it's consumed. Like with all bliss root-based products, long-term users can be identified by the golden-sheen their irises take. [Moon_Dew]
  4. Blissful Oblivion - A far less refined and cheaper version of golden bliss, filled with fillers and additives to not only increase the amounts produced but make the resulting drug even more addictive. The color has been described as "dirty gold" or "rusty gold" and, like its more refined counterpart, is sold in glass or clay ampules. The highs only last half as long as golden bliss, and the lows are much more intense and long-lasting, to the point that many users actually commit suicide. What's more, due to the nature of the additives, the body produces a resistance faster, thus necessitating taking larger and larger doses. Addicts rarely last longer than three years, either by overdose, killed trying to obtain funds for their next hit, or suicide due to the drug's lows. Like with all bliss root-based products, long-term users can be identified by the golden-sheen their irises take. [Moon_Dew]
  5. Gigglegrass: It's just gnomish marijuana [senyakovalenko]
  6. Some real world translations to mechanics (Cocaine, opiates, meth, weed) https://imgur.com/a/gP5aDVB [JudgeHoltman]
  7. Fey Honey: A kind of narcotic honey made from the pollen of a flower native to the feywild. It typically intensifies whatever emotional state the consumer was experiencing at the time of ingestion (joy becomes absolute euphoria, nervousness becomes crippling anxiety, anger becomes burning rage, etc.). It also allows the user to peer into the Feywild, seeing a transparent image of the plane layered over their surroundings. [ExceedinglyGayOtter]
  8. Pixie dust--the hot stimulant of the Feywilds! [WeezlBot]
  9. Stardust - a powdered form of certain crystalline meteorites, when smoked gives a feeling of weightlessness and peace. When overdosed can actually cause the user to float, and unless tethered in some way will typically float away into the sky [Hymneth]
  10. Dryad's Moss - Actually clippings of dryad hair, this product is used by braiding it into existing hair (head, beard, mustache, wherever). Over the course of the next day the user will feel more in touch with nature and will feel a deep pleasant warmth when in sunlight. Dark areas and urban environments will have an inverse effect, causing depression and fear. [Hymneth]
  11. Squish - Made by goblins, no one is entirely sure what goes into squish, including the goblins. The ingredients vary wildly from batch to batch, but typically include various mushrooms, beetles, wine or beer, and anything else the brewer thinks is appropriate. Squish is a thick, chewy drink that typically causes the effects of alcohol plus mild hallucinations, and can randomly cause any number of other effects that are typically mild, but sometimes dangerous or lethal. Buyer beware! [Hymneth]
  12. Skumble. This amber colored alcoholic drink is made mostly from apples, but acts as concentrated wild magic. You need to pass a DC 15 con save to not get completely smashed, but if you fail, you need to pass a DC 15 wis save to avoid wild magic bursts. Also, it must be stored in wood casks and never touch metal, if it does, more wild magic bursts. It's an (un)popular drinking game drink, and rarely served in larger quantities than a thimble full. [g3ermb0y]
  13. 𝐒𝐦𝐞𝐠: 𝚂𝚌𝚊𝚋𝚖𝚘𝚕𝚍 𝚒𝚜 𝚊 𝚝𝚢𝚙𝚎 𝚘𝚏 𝚏𝚞𝚗𝚐𝚞𝚜 𝚠𝚑𝚒𝚌𝚑 𝚌𝚘𝚕𝚕𝚎𝚌𝚝𝚜 𝚒𝚗 𝚝𝚒𝚗𝚢 𝚌𝚛𝚎𝚟𝚒𝚌𝚎𝚜 𝚒𝚗 𝚝𝚑𝚎 𝚜𝚔𝚒𝚗 𝚘𝚏 𝚊𝚗𝚢𝚋𝚘𝚍𝚢 𝚠𝚑𝚘 𝚕𝚒𝚟𝚎𝚜 𝚒𝚗 𝚌𝚎𝚛𝚝𝚊𝚒𝚗 𝚛𝚎𝚐𝚒𝚘𝚗𝚜 𝚘𝚏 𝚝𝚑𝚎 𝚄𝚗𝚍𝚎𝚛𝚍𝚊𝚛𝚔. 𝙸𝚝 𝚒𝚜 𝚒𝚖𝚙𝚎𝚛𝚊𝚝𝚒𝚟𝚎 𝚝𝚑𝚊𝚝 𝚍𝚎𝚗𝚒𝚣𝚎𝚗𝚜 𝚘𝚏 𝚝𝚑𝚎𝚜𝚎 𝚛𝚎𝚐𝚒𝚘𝚗𝚜 𝚠𝚊𝚜𝚑 𝚝𝚑𝚎𝚒𝚛 𝚋𝚘𝚍𝚒𝚎𝚜 𝚛𝚎𝚐𝚞𝚕𝚊𝚛𝚕𝚢, 𝚏𝚘𝚛 𝚠𝚑𝚎𝚗 𝚝𝚑𝚎𝚢 𝚊𝚛𝚎 𝚙𝚑𝚢𝚜𝚒𝚌𝚊𝚕𝚕𝚢 𝚒𝚗𝚓𝚞𝚛𝚎𝚍, 𝚊𝚕𝚕 𝚘𝚏 𝚝𝚑𝚎 𝚂𝚌𝚊𝚋𝚖𝚘𝚕𝚍 𝚜𝚙𝚘𝚛𝚎𝚜 𝚌𝚞𝚛𝚛𝚎𝚗𝚝𝚕𝚢 𝚘𝚗 𝚝𝚑𝚎𝚒𝚛 𝚋𝚘𝚍𝚢 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚌𝚘𝚕𝚕𝚎𝚌𝚝 𝚒𝚗 𝚝𝚑𝚎 𝚠𝚘𝚞𝚗𝚍. 𝚃𝚑𝚒𝚜 𝚜𝚝𝚘𝚙𝚜 𝚝𝚑𝚎 𝚠𝚘𝚞𝚗𝚍 𝚏𝚛𝚘𝚖 𝚋𝚕𝚎𝚎𝚍𝚒𝚗𝚐, 𝚋𝚞𝚝 𝚌𝚊𝚗 𝚋𝚎 𝚍𝚊𝚗𝚐𝚎𝚛𝚘𝚞𝚜 𝚋𝚎𝚌𝚊𝚞𝚜𝚎 𝚒𝚝 𝚐𝚒𝚟𝚎𝚜 𝚝𝚑𝚎 𝚞𝚜𝚎𝚛 𝚊 𝚏𝚎𝚎𝚕𝚒𝚗𝚐 𝚘𝚏 𝚒𝚗𝚟𝚞𝚕𝚗𝚎𝚛𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚝𝚑𝚊𝚝 𝚕𝚊𝚜𝚝𝚜 𝚏𝚘𝚛 𝟙𝚍𝟜 𝚍𝚊𝚢𝚜. 𝙾𝚗𝚌𝚎 𝚝𝚑𝚎 𝚂𝚌𝚊𝚋𝚖𝚘𝚕𝚍 𝚑𝚊𝚜 𝚛𝚞𝚗 𝚒𝚝𝚜 𝚌𝚘𝚞𝚛𝚜𝚎, 𝚝𝚑𝚎 𝚊𝚏𝚏𝚕𝚒𝚌𝚝𝚎𝚍 𝚙𝚎𝚛𝚜𝚘𝚗 𝚝𝚑𝚎𝚗 𝚏𝚎𝚎𝚕𝚜 𝚒𝚗𝚌𝚛𝚎𝚍𝚒𝚋𝚕𝚢 𝚜𝚒𝚌𝚔 𝚏𝚘𝚛 𝚝𝚑𝚎 𝚜𝚊𝚖𝚎 𝚍𝚞𝚛𝚊𝚝𝚒𝚘𝚗. 𝚃𝚑𝚎𝚢 𝚊𝚛𝚎 𝚖𝚘𝚜𝚝𝚕𝚢 𝚏𝚞𝚗𝚌𝚝𝚒𝚘𝚗𝚊𝚕, 𝚋𝚞𝚝 𝚒𝚏 𝚝𝚑𝚎𝚢 𝚊𝚝𝚝𝚎𝚖𝚙𝚝 𝚝𝚘 𝚎𝚊𝚝 𝚘𝚛 𝚎𝚗𝚐𝚊𝚐𝚎 𝚒𝚗 𝚛𝚒𝚐𝚘𝚛𝚘𝚞𝚜 𝚊𝚌𝚝𝚒𝚟𝚒𝚝𝚢, 𝚝𝚑𝚎𝚢 𝚠𝚒𝚕𝚕 𝚋𝚎𝚐𝚒𝚗 𝚝𝚘 𝚟𝚘𝚖𝚒𝚝 𝚒𝚖𝚖𝚎𝚍𝚒𝚊𝚝𝚎𝚕𝚢. 𝙳𝚒𝚛𝚎𝚌𝚝 𝚜𝚞𝚗𝚕𝚒𝚐𝚑𝚝 𝚘𝚛 𝚌𝚘𝚗𝚝𝚊𝚌𝚝 𝚠𝚒𝚝𝚑 𝚎𝚟𝚎𝚗 𝚊 𝚜𝚖𝚊𝚕𝚕 𝚚𝚞𝚊𝚗𝚝𝚒𝚝𝚢 𝚘𝚏 𝚠𝚊𝚝𝚎𝚛 𝚔𝚒𝚕𝚕𝚜 𝚝𝚑𝚎 𝚏𝚞𝚗𝚐𝚞𝚜 𝚘𝚞𝚝𝚛𝚒𝚐𝚑𝚝, 𝚋𝚞𝚝 𝚝𝚑𝚎 𝚏𝚎𝚎𝚕𝚒𝚗𝚐 𝚘𝚏 𝚒𝚗𝚟𝚞𝚕𝚗𝚎𝚛𝚊𝚋𝚒𝚕𝚒𝚝𝚢, 𝚘𝚗𝚌𝚎 𝚋𝚎𝚐𝚞𝚗, 𝚌𝚊𝚗𝚗𝚘𝚝 𝚋𝚎 𝚘𝚟𝚎𝚛𝚌𝚘𝚖𝚎 𝚋𝚢 𝚊𝚗𝚢 𝚔𝚗𝚘𝚠𝚗 𝚖𝚎𝚊𝚗𝚜 𝚘𝚝𝚑𝚎𝚛 𝚝𝚑𝚊𝚗 𝚠𝚊𝚒𝚝𝚒𝚗𝚐, 𝚝𝚑𝚘𝚞𝚐𝚑 𝚛𝚎𝚜𝚎𝚊𝚛𝚌𝚑𝚎𝚛𝚜 𝚑𝚊𝚟𝚎 𝚗𝚎𝚟𝚎𝚛 𝚊𝚝𝚝𝚎𝚖𝚙𝚝𝚎𝚍 𝚜𝚘𝚖𝚎𝚝𝚑𝚒𝚗𝚐 𝚕𝚒𝚔𝚎 𝚊 "𝚆𝚒𝚜𝚑". 
  14. 𝙷𝚎𝚛𝚋𝚊𝚕𝚒𝚜𝚝𝚜 𝚘𝚏𝚝𝚎𝚗 𝚌𝚘𝚕𝚕𝚎𝚌𝚝 𝚂𝚌𝚊𝚋𝚖𝚘𝚕𝚍 𝚜𝚙𝚘𝚛𝚎𝚜 𝚏𝚛𝚘𝚖 𝚞𝚗𝚠𝚊𝚜𝚑𝚎𝚍 𝚋𝚘𝚍𝚒𝚎𝚜 𝚊𝚗𝚍 ��𝚎��𝚒𝚗𝚎 𝚝𝚑𝚎 𝚏𝚞𝚗𝚐𝚞𝚜 𝚒𝚗𝚝𝚘 𝚊 𝚝𝚑𝚒𝚌𝚔, 𝚌𝚕𝚊𝚢𝚕𝚒𝚔𝚎 𝚜𝚞𝚋𝚜𝚝𝚊𝚗𝚌𝚎 𝚌𝚊𝚕𝚕𝚎𝚍 𝚂𝚖𝚎𝚐. 
  15. 𝚂𝚌𝚊𝚋𝚖𝚘𝚕𝚍 𝚜𝚖𝚎𝚕𝚕𝚜 𝚕𝚒𝚔𝚎 𝚍𝚒𝚛𝚝 𝚊𝚗𝚍 𝚞𝚗𝚠𝚊𝚜𝚑𝚎𝚍 𝚋𝚘𝚍𝚒𝚎𝚜. 𝚂𝚖𝚎𝚐 𝚜𝚖𝚎𝚕𝚕𝚜 𝚕𝚒𝚔𝚎 𝚊 𝚌𝚑𝚎𝚎𝚜𝚢 𝚖𝚞𝚜𝚑𝚛𝚘𝚘𝚖 𝚜𝚝𝚎𝚠.
  16. 𝙾𝚗 𝚝𝚑𝚎 𝚜𝚞𝚛𝚏𝚊𝚌𝚎, 𝚂𝚖𝚎𝚐 𝚒𝚜 𝚘𝚏𝚝𝚎𝚗 𝚏𝚞𝚛𝚝𝚑𝚎𝚛 𝚛𝚎𝚏𝚒𝚗𝚎𝚍 𝚒𝚗𝚝𝚘 𝚊 𝚜𝚞𝚋𝚜𝚝𝚊𝚗𝚌𝚎 𝚌𝚊𝚕𝚕𝚎𝚍 "𝒮𝓊𝓂𝓅𝓉𝓊𝑜𝓊𝓈 𝒮𝒶𝓁𝓋𝒶𝓉𝒾𝑜𝓃" 𝚊𝚗𝚍 𝚜𝚘𝚕𝚍 𝚊𝚖𝚘𝚗𝚐 𝚝𝚑𝚎 𝚠𝚎𝚊𝚕𝚝𝚑𝚢 𝚊𝚝 𝚎𝚡𝚘𝚛𝚋𝚒𝚝𝚊𝚗𝚝 𝚙𝚛𝚒𝚌𝚎𝚜. 𝙸𝚝 𝚒𝚗𝚑𝚒𝚋𝚒𝚝𝚜 𝚋𝚕𝚘𝚘𝚍 𝚕𝚘𝚜𝚜 𝚏𝚘𝚛 𝚊 𝚏𝚎𝚠 𝚑𝚘𝚞𝚛𝚜 𝚊𝚗𝚍 𝚐𝚎𝚝𝚜 𝚢𝚘𝚞 𝚊 𝚋𝚒𝚝 𝚑𝚒𝚐𝚑.
  17. [Boom_the_Bold]
32 Comments
2024/03/30
16:03 UTC

30

(Let's make) gods of Suffering

Minimum info is those shown, if wanting more then feel free

  1. Bowfak, Symbol: a bone with fleshy like faces stretched on it, Rank: Lesser Goddess, Portfolio: Bugs, insectil torture, Example of ritual: injecting bug eggs into prisoners having it eating muscles and stretching skin apon bone, Clerics look: stretched and thin with bugs crawling from their holes
  2. Walbreck, a wave of Crimson almost showing a blackening skull hidden inside it, Rank: Greater God, Portfolio: water and fleshings, Ritual Example: think baptism but in a pool and held under for about 2 minutes, Clerics look: all soaked with bloodshot eyes with red tears and leaking of blood by nose.
  3. Bonnstar, Symble: sun with stems of teeth taken (like losing teeth), Rank: Greater Goddess, Ritual Example: ring match with blunted items to people who should be taught her way, Clerics Look: Swellings and lose or broken bones or Buff and swellings.
  4. Paak, Demigod of Punishment. Symbol is a black pillory. Son of the God of Justice and a human woman. A warped sense of purpose has slowly twisted this once virtuous man into a twisted tool of retribution. Sick of seeing foulness he has taken on the role of the judge for his own personal sense of justice on the world. Example ritual. The snatching of a criminal sent to face justice of the court or royalty and subsequent cruel torture and death of the victim at the hands of one they have wronged (chunder_down_under)
  5. Alzathis, the Grandfather of Ancients, Symbol: a white eye on crumpled paper, Rank: Lesser God, Portfolio: The ravages of old age, senility, respect for elders, ancient knowledge, Example ritual: victims are chained in a tank of water and fed nothing but honey, lemons and other sweet or acidic food until they become wrinkled and toothless. This can take an excruciating amount of time. Clerics look: impossibly ancient and wrinkled (Erivandi)
  6. Blashbakazakashabazar. Symbol: Black tongues emerging from book. . Rank: Lesser Demon Lord. Portfolio: All kinds of linguistic and communication troubles, like foul language, misspelling and stuttering or really awful puns. Ritual: Said he was one who invented "Vicious Mockery" spell, so his followers verbally abuse each other or found victims. Cleric looks: Their tongues became elongated and darkened and speech are awful and hard to comprehend (senyakovalenko)
  7. Darag-Futhar, the Sinister Bringer of Minor Agonies, Symbol: A hand and a foot on a red field, with the index finger and pinky toe bandaged, Rank: Lesser god, Portfolio: Paper cuts, stubbed toes, hitting the funny bone, and other minor, fleeting, yet agonizing pains, Ritual example: Inflicting a paper cut on a victim (or oneself if none are available), then dipping the cut appendage in lemon juice, alcohol, or salt water. Doing this supposedly appeases Darag-Futhar so that he does not inflict it on you when you are not expecting it, Cleric appearance: Abundant tiny, non-life-threatening cuts and bruises in random locations on extremities (occasionally covered in bandages. (Arkhadtoa)
  8. Guterg the Tomemaker: A lesser God, who's portfolio is using the torture of one to cow others, as well as to gain information. His preferred method is to flay a victim and keep them alive, and using the skin in the binding of tomes. One vile ritual is to skin the back of an unfortunate, while slowly smothering them with liquid dyes. The result is a scroll of humanoid skin that bears the secrets the unfortunate knew in life. His few clerics wear simple grwy-black vestments, often bloodied, and carry the tools of a book maker, as well as a long, curved razor used for removing skin from victims. His symbol is a black book weeping a bloody tear from it's open pages.​ (Reasonable-Lime-615)
  9. Tsarek, the Pesterer, Rank: lesser god,Tsarek is a petty god who revels in minor pain and injury. What doesn't kill or maim you still causes suffering. A stubbed toe, a hangnail, or a splinter causes temporary suffering and discomfort. He revels in aches and pains that one might suffer daily for years. Some think he's just a spiteful immortal or several individuals pretending to be him over time. He's considered to be a shapeshifter taking the form of monsters that are hard to look at but his lost common form is a hooved humanoid creature with 3-7 horns and drooped eyes and enlonged limbs on his right side causing a limp. It is theorized that this causes great discomfort, even to a god, thus he wishes to inflict such discomfort on others, even his worshipers. He carries a splintered great club. (Lord_Grakas)
13 Comments
2024/03/29
19:54 UTC

18

1d100 grim exploration encounters for the arctic

(This is a repost because I am a fool and put a link into the original post, so I couldn't edit it)

By exploration I mean those that are neither combat nor social-focused. As in, little to no NPCs and enemies to interact with. Just the party, whatever's in front of them and the ever-stretching gloomy frigid landscape. Environmental storytelling, plot hook related items, reminders that a cold and lonely death awaits all who falter even for a moment, that kind of stuff.

  1. The beheaded corpse of a Remorhaz: a young Frost Giant from a nearby tribe completed their rite of passage successfully.
  2. An inuksuk with some tribe's offerings, an appeasement to the local spirits. Who knows what woe shall befall you if you dare to steal the sacred tribute.
  3. An abandoned dwarven fortress or mine, it's Construct workers still toiling mindlessly to maintain the structure's crumbling snow-covered walls. Why have the creators abandoned their creations?
  4. An empty fishing hut by a frozen lake, the remains of two long-dead villagers still inside. Their lifeless bodies, forever frozen in a hug, denying access to the fireplace.
  5. A weather-beaten long-abandoned camp. There are signs of struggle and fighting, bloodstains on the snow and slashes across the tent's fabric, but no corpses. Only a lone bag of holding.
  6. A line of dots on the horizon that appears to be a group of humanoids in a caravan who don't seem to be moving. They have all, literally, been frozen in place. [u/Impossible_Coast_759]
  7. A pack of feral sled dogs trail the party from a distance. They will flee if approached, but later return. They don’t attack, but just watch. Like vultures, they’ve learned there will eventually be corpses to eat. [u/sonofabutch]
  8. A campsite with a frozen corpse sitting among stacks of firewood… but no flint and steel or other means to start a fire. [u/sonofabutch]
  9. A deep crevasse is concealed by drifted snow. Favored Terrain (Arctic) spots it automatically; otherwise Nature or Survival (DC 10) or Perception (DC 15). [u/sonofabutch]
  10. While the party crosses a body of water, a scary looking beast (Polarbear, ice sabertooth, angry giant seal, etc) on the ice notices the party and starts running hungrily towards them. Suddenly an orca breaches the ice and catches the beast in its jaw, dragging it below the depths.[u/MutatedMutton]
  11. A fisher/hunter approaches the party from a distance and shouts to turn back now. He will not answer to any questions from the party, only repeating that the party turn back. Suddenly a blizzard picks up for a minute and by the time it clears, the fisher/hunter is gone. [u/MutatedMutton]
  12. A rock monolith with very faintly glowing runes on the surface. An arcana check reveals that it is the last gasp message of a forgotten elder god, whose followers have been wiped out and has faded away from lack of worship. [u/MutatedMutton]
  13. A giant humanoid shadow can be seen in the horizon. Giant white void eyes open, stares at the party for a moment and the shadow fades in the arctic sun. [u/MutatedMutton]
  14. Aurora borealis. Very pretty. [u/MutatedMutton]
  15. A wrecked viking longship, converted into a makeshift shelter. The party finds no supplies and there is no sign that anyone has lived here in decades. [u/MutatedMutton]
  16. The giant bleached bones of a creature that dwarfs the party. The ribs are large enough to act as shelter against the freezing wind. [u/MutatedMutton]
  17. What looks like a giant mammoth pelt. Possibly a discarded cloak of a giant. A boon for the party if they are in need of warmth. [u/MutatedMutton]
  18. The shed skin, shell, or carapace of a large creature nowhere nearby. Possibly a growing Remorhaz? [u/comedianmasta]
  19. An ancient snowman encased in ice so cold, it hurts to touch. The snowman holds strangely specific characteristics to Thri Kreen. [u/comedianmasta]
  20. A dark blue cactus growing defiantly in the vastness of the cold tundra. If PCs are not careful, its thorns do 1D4 Piercing and 1D4 cold damage. It would be difficult, but a tenacious explorer could find some rations and frozen water rations if they worked hard to harvest from it. [u/comedianmasta]
  21. A rock formation, where dark splotches of dark brown mold have gathered away from the wind. The body heat of the party will attract this deadly mold and rapidly cause it to spread. [u/comedianmasta]
  22. A crude doll, possibly female, worn and frozen solid in the snow. It is made of plant fibers and hair from an unknown beast. [u/comedianmasta]
  23. The frozen corpse of a horse. If an investigation is done, they can find the belly cut open, and the frozen corpse of a medium or small humanoid inside. It is up to you what they find on the corpse, if anything useful. [u/comedianmasta]
  24. A large chasm blocks their path, revealing a seemingly infinite drop into an inky blackness below. Cold air seems to blow up from below. Although the gap appears easily jumpable, there's no telling how sturdy either side of the chasm is, and failure appears to hold a steep price. [u/comedianmasta]
  25. A small, eerily silent, frozen forest in the middle of nowhere. Although not large by any other standard, the presence of a comparatively large amount of fully grown, ice covered trees in the frozen wasteland is eerie, and their frozen branches and iced trunks seem to absorb all sound, giving an uneasy quietness to the area. [u/comedianmasta]
  26. A frozen humanoid frozen solid in a walking pose. They are holding onto / tied to a rope, which stretches out in ten feet in either direction, frozen solid. One end looks like its been shattered, but another looks like it was purposefully cut away. It is unknown how long they have been dead from their mummified corpse. [u/comedianmasta]
  27. The remains of a camp. There is a cast iron pot and pan where a fire might've once been, frozen solid with water inside. Not far away is a decent collection of rations, frozen together and to the ground, unable to freed. Any attempts to light a fire will fail in this area, but not simple 5-10 feet away, as if prevented by magic. [u/comedianmasta]
  28. Cruel mirages of distant smoke and heat lines. [u/comedianmasta]
  29. A Bheur Hag Lair. it appears abandoned and miskept. In some areas it appears to have been tossed. Deep within, the corpse of a long dead Bheur hag lays frozen solid, ice mushrooms growing out of it. They appear to have been killed in some sort of battle. There is little of great value left, but perhaps a perceptive party may find treasure. [u/comedianmasta]
  30. A small herd of Ethereal deer or elk. When approached, they make to run off before shifting into the ethereal plane. If PCs can see into the ethereal plane, the group continues to sprint away as a faster rate than on the material plane. [u/comedianmasta]
  31. The frozen corpse of an Akhlut. it holds scars of tooth, claw, and some stone spear and arrowheads. [u/comedianmasta]
  32. The frozen remains of an Adult Green Dragon. Its face is frozen in anguish, and its chest and stomach area appear to be completely eviscerated. A successful ability check into the creature will show something tore up its insides before bursting, suddenly, from its chest. This appears to have happened before the Dragon froze solid, suggesting it froze rather quickly after whatever burst out of it escaped. [u/comedianmasta]
  33. A log book of some kind. Unclear if from a ship or some other expedition. The logs get increasingly erratic and cryptic as the writer goes mad with nostalgia.[u/smiles__]
6 Comments
2024/03/29
14:41 UTC

46

D100 Minor Fae Curses

I'm running a faewild campaign and am giving my players a free lucky roll once per session but they receive a minor curse that lasts up to a week. They do need to be relatively tame. A bonus to curses that can be inversed or have 8 options.

  1. You respawn as a random new race, keeping all other characteristics
  2. You grow a new

a. Arm, leg, eye, ear, mouth, nose, heart, head

  1. You gain a fear of

a. The dark, spiders, open spaces, closed spaces, witches, dragons, faeries

  1. You gain a flight speed of 20

  2. One of your stats increases by 2(to a max of 22)

  3. One of your stats decrease by 2

  4. A clone of you controlled by the DM appears in the space next to you

  5. You gain the ability to address the DM directly once per session

  6. Your skin turns

a. Blue, red, green, purple, orange, yellow, grey, pink

  1. A mythical being appears in front of you but no one else can see it

  2. You gain an ally NPC

  3. You gain an adversary NPC

  4. All food turns to bland ash in your mouth

  5. Everything you eats becomes candy

  6. You shrink 1 foot

  7. Your grow one foot

  8. You lose 50 lbs

  9. You gain 50 lbs

  10. You can only speak in questions

  11. You must announce yourself before entering any room

  12. You believe you are Royalty and the party are your loyal subjects

  13. You believe you have become a prophet

  14. An imaginary friend you once had has become real

  15. You must spend your turns in combat dancing

  16. A mystery egg appears in your inventory, it hatches in 1 d8 days

  17. You must blurt out embarrassing facts about yourself

  18. You swap genders

  19. You become a compulsive gambler

  20. You become a compulsive liar

  21. You must take odd numbers of steps

  22. You gain the ability to see through wooden doors

  23. You hear a constant internal narrorrator

  24. You hear music constantly

  25. You learn a level 1 spell from a random spell list and can cast it once per day

  26. You sneeze while trying to concentrate, you have disadvantage on concentration saves

  27. You believe you are

a. Robin hood, Peter pan, Aladin, King Arthur, Goldilocks, the wicked witch, Hercules, Captain Ahab

37.You grow the horns of a: a. Deer, Bull (bovine), Moose, Ram, Goat, Unicorn, Triceratops, Rhinocerous u/weezlbot

  1. You gain hetrochromia. u/assassinsart

  2. You get bad gas, farting at the worst/best times. u/alwayshasathought

  3. A mute pixie takes residence on top of your head and translates everything you say in (bad) Sylvan Sign Language. U/howlinghenblade (40-50)

  4. The soles of your feet itch progressively worse and worse up to the point it gets unbearable, but just when you're not dancing.

  5. You hallucinate the Jabberwock somewhere once a day, but it's never really there

  6. You are occasionally compelled to burst into song.

  7. Whenever you're not emitting noise yourself, you're accompanied by a loud choir of frogs.

  8. You have to theatrically announce your next move at any occasion.

  9. You can't sleep or rest unless you're upside down.

  10. Anything you grab or wield in your main hand squeaks like a toy.

  11. Your reflection from any surface becomes sentient, talkative and obnoxiously opinionated.

  12. You feel the urge to kneel at any new social encounter.

  13. You sprout fins and gills. You do not gain swimming advantages. U/howlinghenblade (40-50)

  14. Every time you draw your weapon it begins loudly emitting elevator music U/vahn869

  15. You gain the ability to speak with plants but they hate you U/vahn869

14 Comments
2024/03/29
03:31 UTC

12

Beast companion skills

I need help creating a list for skills to add to beast companions that are out of the norm. For example you can teach a ferret to steal coins, the higher you level up, the higher value of coins it steals.

Maybe something like fetch where you roll a high enough in animal handling and it can lead you to a clue or person with a similar smell.

I found that animal companion hombrew abilities and skills where a difficult find and could really use some help putting a fun and useful list together.

3 Comments
2024/03/27
14:53 UTC

53

Effects a brand of cookies made by a fey creature might have

Hey ppl, there is a big creepy forest in my campaign that will have two competing fey bakeries inside. One is run by a green hag, the other a group of tree pixies in a sort of Keebler Elves situation. I want the cookies they sell to have different but unpredictable effects on the characters who eat them, so I’d love to hear some ideas!

Examples:

  1. A small lemon cake that causes the consumer to either grow or shrink in size for the next hour.

  2. A bag of cookies that taste delicious but will induce heavy vomiting exactly 37 minutes later.

  3. An incredibly hard piece of pound cake that requires a strength check to chew, but grants advantage on the next strength or constitution check you face.

  4. Donuts that change your appearance for the next 24 hours.

  5. Animal Crackers that turn you into the depicted animal for 3 rounds or 18 seconds.

20 Comments
2024/03/22
02:54 UTC

39

Travel description d100

So I had the funny idea of making a d100 list for travel descriptions. It's stuff that's not meant to be played out, but adds some flavor to the otherwise usually boring travel description.

Some examples below. Any suggestions are welcome, I need outside ideas for this to become a d100.

1 - During your travels, you encountered a merchant with his cart stuck in the mud. Helping him took the better part of the day, making you reach your destination 1 day slower. You got 10 gold as thanks.

2 - You encountered a lesser wyvern, running away before it could notice you.

3 - You saw a flock of myceltaurs grazing, the area slowly turning into more mushroom. Roll a nature roll, for each success, you gained 1 day’s worth of edible mushrooms.

4 - Due to some good luck, you found a shortcut, making you get to your destination 1 day faster.

12 Comments
2024/03/19
00:10 UTC

5

Chutes and Ladders with a D100

I was thinking about how different the game Chutes and Ladders would be if played with a D100 instead of the supplied D6 spinner. Well, a few excel formulas later and I created a model which shows that more than 50% of the time the game will be over on turn 2, while more than 95% of the time you’ll win in 4 rolls. Once you get to roll 6, the only ones who don’t win are the perpetually unlucky who have angered the dice and chute gods. You’re welcome.

10 Comments
2024/03/18
17:14 UTC

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