/r/d100

Photograph via snooOG

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.

Welcome to r/d100!

Please review the rules before posting.

This subreddit is dedicated to the creation and sharing of d100 lists that you've created or that you've found somewhere in your internet travels. Want help creating your own list? You've come to the right place! Post a topic that you need a list for and people will comment their suggestions.

Please visit www.dndspeak.com for a full index of all the community-created lists. The lists that are created here will be posted there!

Join the Patreon! Every donation helps keep the Dndspeak web servers up and running. You also get access to cool custom fantasy music tracks, designed PDFs of lists from the website, and more.

Rules

  1. Be Respectful. Everyone's game is different, which means everyone has different ideas for how the game is supposed to run. When creating a list, or adding to someone else's list, be sure to respect and be kind to each other.

  2. When creating a new list, provide a description of what your list is about AND include 5 examples of answers. This gives the people that are commenting on your list a better idea on what you are going for, which makes for better content for you and everyone else.

  3. Use the REDDIT LIST FORMAT when creating a new list. Click the link for a simple copy-and-paste template that you can put into your submission. This keeps things consistent and looking good for people viewing your list.

  4. Make sure to flair your posts. Once you are finished posting your list, before you do anything else, make sure you apply a flair to your post to mark it Complete or In Progress. This helps keeps things categorized.

  5. If you create a list in this community, you HAVE to maintain it! This subreddit gets filled quickly with people creating ideas for lists, but never going back to maintain them after the initial post. If you post on here looking for the community's help, you must maintain your list. When people comment on your list with their suggestions, you must select the ones you feel are substantial and add them to the list. Failure to do this will have your list deleted, and no one wants that to happen!

  6. When a list is COMPLETE, make sure you comment "!complete" on your own post. This will alert Automod and send me an instant notification that your list is complete and ready to go!

Want to see ONLY the completed lists? Click [HERE!](www.dndspeak.com)

/r/d100

137,478 Subscribers

37

d100 Tucker's Kobolds tactics (to make your players despair)

Choose evil.

    • Strong emphasis on popping up from behind cover, attacking, then hiding again
    • Massive use of traps and escapes (any time the PCs enter a new room, they will be pelted by Kobolds in a hallway, one of whom has a readied action to collapse the hallway if any of the PCs get close)
    • Early on meet a 'friendly' Kobold who has been caged up; turns out to be a liar and tricks them into setting off traps, etc.
    • Hallway filled with murder holes above to get the PCs to run forward, but when they do they will head straight into a gelatinous cube
    • Heavy use of cover and distance - the Kobolds only attack in groups when the PCs are at a disadvantage, and dothe things where they pop out from cover, take a shot, then rush back behind it
14 Comments
2024/11/30
23:54 UTC

24

d100 Tucker's Kobolds traps (to make your players weep)

Choose evil.

    • One room has 3 keys for 3 chests, the first two found will have some nice stuff in them, but the 3rd turns out to be a mimic
    • Room with a pit that they can easily pass, then a steep hallway up. No difficulty until the top when the Kobolds dump a ton of ball bearings and oil down; make a save or slide all the way down and fall into the trap
    • Body with a scroll clutched in its hand that looks very important (and like he died to hold it still) - turns out to have a glyph of warding in it
    • Room where they have to jump across a boiling lake, but some of the steps are a major image (they have partnered with a powerful dragon and the lead sorcerer is able to do this)
    • A room full of tiles that click and make alarming sounds when activated, but nothing happens.
3 Comments
2024/11/30
23:53 UTC

7

Need help with jobs in a D&D city or town

lets make up some jobs for a D&D city or town

Rat catcher

tax man

slum lord

Kid catcher

Guard

Gate keeper

9 Comments
2024/11/30
22:41 UTC

13

Request: Power word abilities that fit a prophet/divine avatar BBEG.

The bbeg in my campaign is gonna be a mortal who became the vessel for an evil deity on the physical plane: he's a false prophet, a divine deceiver, capable of drawing the masses to himself with his sermons, incredibly charming and brilliant in his blinding heavenly radiance, but, in reality, he has a soul as dark as no other (think: >!Miquella!< from Elden Ring). I want him to fight using only power word abilities, to accentuate his divine nature. What do you think could fit? The more evil and fucked up, the better.

##1D100 POWER WORDS:

  1. Rot [ u/GuddyRocker94]

2: Bleed (the target begins bleeding from the ears, nose, eyes and mouth. Blood monsters sprout from his blood.)

  1. Dream (the target is stuck in a dream-like vision for one round; the contents of the dream are chosen by the caster).

  2. Burn (Creatures that the caster can see alight on fire)

  3. Fall (Creatures that the caster can see fall prone and can get up only after succeeding the saving throw)

  4. Kneel (the caster forces one creature of his choosing to kneel; on the target's turn, their actions are controlled by the caster. The target can make a saving throw at the end of their turn to regain control of themselves)

  5. Sleep [u/Oliviajoon]

  6. Burst [u/Oliviajoon]

  7. Forget [u/Oliviajoon]

  8. Insanity [u/Oliviajoon]

  9. Suffocate [u/Oliviajoon]

  10. Revert [u/Oliviajoon]

  11. Chthon [u/MaxSizels]

  12. Pyre.[u/MaxSizels]

  13. Tautology [u/MaxSizels]

  14. Division [u/MaxSizels]

  15. Multiply [u/MaxSizels]

17 Comments
2024/11/29
09:24 UTC

4

Calling all players and GM's: I need as many classic character ideas as you can get your hands on.

I know you have 18 characters on DNDBeyond right now. You have fantastic ideas. Feed them to me.

I need basic, fundamental(almost trope) ideas. I'm writing a TTRPG right now and I essentially want to write a HUGE list of rocks/ribbons for almost every class or character combination. The only restriction is no magic, so no magic classes. I'll start:

  1. Ranger type, expert in tracking. A monster hunter who learns the weaknesses of creatures.

  2. Duelist type, straight backed. Parries, deflects, and ripostes.

  3. Berserker type. Double battle axes and nerves of steel.

  4. Assassin Rogue with a grudge.

  5. Tanky type, Dwarf with heavy armor and a stupid big hammer.

Keep it going!

10 Comments
2024/11/29
03:50 UTC

43

I need a list of "weak" powers that can be used creatively for a superhero ttrpg

Basically what the title says i'm writing a superhero ttrpg, where the players play as C class heroes. All the heroes that are overlooked and have "weak" powers. A list heros are like superman B list are side kicks and everyone else are c class. Except suddenly A and B class heros are being hunted down and killed by a mysterious force. but the C Class heros seem to be fine as they come off as so weak that they are basically undetectable to his force. And so the players have to step up make a team and be the heros they have always known themselves to be. What i need is some powers that would seem weak or or useless but csn be used creatively. Like the ability to create puddles. Seems weak, but you toss an electric grenade Into the grenade into the puddle and shock people or a heat one and creat steam and burn people. Or have the ability to fart on command? Create a suit and Turn your endless farts into a jet packs and flamethrower.

74 Comments
2024/11/27
20:45 UTC

13

Need ridiculous 'Naughty' Rolls consequences

Hello fellow geeks!

Im a first-time DM currently home brewing a one shot DnD christmas edition session for a group of friends. We are all noobs in the dungeons and dragons world (except for myself, which I only have a 1 one shot and baldur's gate 3 experience, so still pretty much a noob), and so I want to make this first experience as hilarious and fun as possible to convince my friends to keep this party going.

I got heavily inspired by the one shot christmas campaign of "Legends of Avantris" which includes a 'Naughty roll' whenever a player does something that the DM considers obscene and ridiculous. I'd like to lean into that hilarious trend and create a list of d20 results that can impact as much the players in real life as their characters. I have some ideas but since im pretty limited in DND knowledge, I would like to ask you some hilarious suggestions I could add for naughty results. Here are some of the ideas I have so far:

1- All rolls comes with disadvantage (+ if it's a nat1, the player must take an alcoholic shot)

2- The player's character's gender is switched

3- Laughing out loud gives a 1d6 damage (Avantris)

4- Player's character bursts into christmas song uncontrollably (Avantris)

5- Player must pick a player and their character falls madly in love with theirs (Avantris)

6- Player's character is consumed by the need to eat sweets and sees everyone as a candy cane

I need 14 more so any hilarious or ridiculous suggestions are welcomed! Also, if you have any more suggestions or anecdotes about your funny campaign, I would love to hear it! (And of course any tricks for good dming, and good one shot tricks are appreciated!)

Have a nice day everyone!

12 Comments
2024/11/26
03:50 UTC

18

[let's build] d100 Any "Port" in a "Storm"

Describe a threat and a refuge, and a surprise within (assume a medieval/D&D setting).

This is Plot #1 on S John Ross's famous list

"Any Old Port in a Storm. The Player Party seeks shelter in a place that turns out to hide something dangerous, secret, or supernatural. Common twists: The shelter contains the source of whatever they have been trying to avoid. It is the entrance to a Hidden Base (see below). They are Trapped With Monster. It is a Haunted Castle, a Town with a Dark Secret, etc. — and they are not welcome."

List is useful as a side-quest or complication to the main arc, or an adventure seed generator.

Examples, format could be short: 5. Blizzard - trapper's cabin - lycanthrope

... or a bit longer:

  • Lost in the wilderness in a worsening blizzard, see the lights of a trappers stone cabin. The young trapper welcomes you in and feeds you a hearty stew. After dinner conversation leads you to believe he's actually very old... Unnaturally old.
  1. Raiding barbarian hordes sweeping through the city - the temple basement - an imprisoned evil

  2. Zombie apocalypse - a departing foreign ship - the sarcophagus of a mummified necromancer

  3. The bubonic plague - city sewers - a coven of hags causing the plague

  4. Palace intrigue and vengeful nobles - a travelling circus troupe and wagons - a rightful heir in disguise

9 Comments
2024/11/26
02:48 UTC

28

d100 This just got complicated... List of snags in cyberpunk heists

I'm running a SciFi Cyberpunk campaign soon, cybernetics, biomods, AI, genetic engineering, the works. The plot engine will be a series of heists, and I'm looking to have a list of hiccups/snags/complications to throw in. If possible, describe the effect it might have on the players trying to do a heist.

d100 Cyberpunk Heist Complications

  1. NPC's neural implants shorted, and their mind is now split. Affect: The "person" you are speaking to does not know you, or what you need from them. You need to persuade them that you are a friend and let you search their files. [u/Dr-Ion]
  2. New mold has been blocking the solar panels of the city. Value of energy backed credits are now spiking. Affects: Runs on energy banks and battery shops are creating confusion and strange markets. [u/Dr-Ion]
  3. All the self driving cars of a particular brand have stopped driving for 2 hrs. Affect: Street traffic slows to 10% of normal, many people are now easier to rob. [u/Dr-Ion]
  4. Some teenager hacked all the billboards in town for a love letter "Amy I love you, please take me back". Affect: it also knocked out all the telecommunications in the district where the heist is taking place for an hour. Twist, when the hour is almost done, and everything is almost back on, there is another hack "expletive you Amy" and everything is down for another hour. [u/Dr-Ion]
  5. All PCs with neural jacks have been affected by an ad virus. Affect: the next time each one is stressed, they make a will save. On a failure, they crave a brand of anxiolytic seaweed snacks and will up and leave the heist to go get some from a local corner store. Restraining and/or persuasions may be successful in holding them off for now, new rolls each hour. [u/Dr-Ion]
  6. An unrelated hack triggers the security systems of wherever the PCs are heisting. If the hack happens before the heist the PCs arrive to find security tripled and networks actively monitored by SysAdmins. If during the heist their hacker is good enough to realize what's going on and give ten minuets heads up before all hell breaks loose. [u/IAmTheOutsider]
  7. The item on display is actually a high-quality copy; the real one is far too valuable to be out of it's vault below the venue. [u/IAmTheOutsider]
  8. The item on display is actually a high-quality copy; someone else stole the real deal and switched it for a fake. [u/IAmTheOutsider]
  9. The client is actually a Corp employee performing penetration testing. The PCs are not meant to succeed, or survive. [u/IAmTheOutsider]
  10. The proprietary technology the PCs have been contracted to steal is actually a prototype bio-synthetic companion/servant. They do not trust the PCs in the slightest, are highly conspicuous, and will try to escape or give themselves away to security/police at every opportunity. Due to their programming they are incapable of violence against humans. [u/IAmTheOutsider]
  11. Parade in the vicinity of the heist location, could help or harm the heist [u/JJam74]
  12. Item to steal is something.. living. Cybernetically enhanced puppy, small cute infant etc it could also be a thing that desperately does not want to be stolen (AI program that will attack you or impede the escape, yelling woman) [u/JJam74]
  13. Weather like snow, some sort of acid rain, etc. [u/JJam74]
  14. Location of heist is off grid and remote/low tech so traditional heist using implants and hacking isn’t feasible. [u/JJam74]
  15. There’s a second thief team also trying to steal whatever it is you’re stealing.. and they’re a step ahead of you already/messy in a way that is attracting unwanted attention. [u/JJam74]
  16. The whole heist was a setup…and now you have to shoot your way out…and get revenge. [u/JJam74]
  17. One item of your gear has been suddenly been compromised by a zero-day exploit formerly known only to a corp that secretly caused it to be inserted into your gear manufacturer's production lines. Now it blares out a signal that can be tracked by just about anyone and point right to you. [u/MaxSizeIs]
  18. Your Mark's romantic partner believes them to be cheating with your Face. They hire a private detective who somehow compromises your operation, spooks the Mark, and makes your Mark's (possibly unwitting) cooperation may no longer be viable. [u/MaxSizeIs]
  19. A seemingly random traffic stop by a zealous guard, turns extremely pointed. [u/MaxSizeIs]
  20. A rival identified items your Fixer was arranging for you to purchase, and sniped them out from underneath you, not only spoiling that important bit of gear you needed, bit also poisoning your fixer's reputation enough that they may not be able to get you replacement gear until the heat dies down. [u/MaxSizeIs]
  21. You accidentally or unknowingly ingested tracker nanites that trigger a corp security sensor that was supposedly deactivated by your Operator or Infiltrator, back into operation. [u/MaxSizeIs]
  22. Taking down the building's power as part of the operation caused a security system reset of the military grade defenses, now they're armed... [u/MaxSizeIs]
  23. A midnight hostile takeover by the corp you are running against suddenly takes over the neutral corp facility you are using for cover and the forward operating base you've set up just outside your target of operation needs to be taken down before security is rotated and alerted to your presence. [u/MaxSizeIs]
  24. a second team of infiltrators interrupts your mission - but it turns out they have the wrong address. [u/Sanguinusshiboleth]
  25. you cross paths with a bad ass former special ops soldier who is bored and needs something to do today. [u/Sanguinusshiboleth]
  26. the target has jumped ship to so faddy new app for some of their major services, crippling their efficiency but making it hard to hack them. [u/Sanguinusshiboleth]
  27. a mains fuses releases a power surge causing a minor explosion and emp burst near the pcs. [u/Sanguinusshiboleth]
  28. the local traffic lights have been hacked by pranksters causing traffic jams. [u/Sanguinusshiboleth]
  29. In the cyberpunk future the best guards can be hacked or bribed, even dogs can be hushed with food....but not a flock of guard geese that honk at your presence [u/AwkwardTRexHug]
  30. A major earthquake hits while your within the facility. The power goes out. Parts of the structure start to collapse. Panicking people are trying to escape. Possible hazardous chemical spills or toxic gas released. [u/World_of_Ideas]
  31. An enemy from your past shows up at the heist. Now you have to deal with them and the security forces. [u/World_of_Ideas]
  32. A prototype (bio-engineered creature, cybernetic creature, robot) goes berserk and begins trying to kill everyone in the facility. [u/World_of_Ideas]
  33. Discover that the objective is no longer at this facility. It is in transit to another facility. [u/World_of_Ideas]
  34. During the heist you discover that the facility is just a hat for a much more insidious operation (criminal organization, government black site, human experimentation, mind control chips, robot army, etc). [u/World_of_Ideas]
  35. During the heist you receive a distress call from (a family member, a friend, one of your contacts, the client). Do you abort the mission to save them or can you wrap this up quickly? [u/World_of_Ideas]
  36. Law enforcement has set up roadblocks along your escape route. Unbeknownst to the PCs, they are responding to a crime unrelated to the PCs. [u/World_of_Ideas]
  37. Someone the PCs know and care about has recently gotten a job at the target facility. Starting a fire fight could put them at risk. If information gets out that they (know, are some how related to) the people who pulled off the heist, it could also put them at risk. [u/World_of_Ideas]
  38. The buildings AI goes insane. It locks down the facility and begins trying to kill everyone within. [u/World_of_Ideas]
  39. The press on on site doing a story on some project the company is releasing. There will be a lot more cameras to avoid. [u/World_of_Ideas]
  40. There is a power outage during the heist. It's cause is unrelated to the PCs. However, now they have to figure out how to open the (security doors, vault) manually. [u/World_of_Ideas]
  41. While trying to infiltrate the facility, you run into someone that knows you or one of your aliases. Your cover is blown. [u/World_of_Ideas]
  42. You find a room of cloning vats. One of the series of clones looks identical to one of the PCs. [u/World_of_Ideas]
  43. Your client gets abducted while your on the heist. You now have to track down the abductors and rescue the client if you want to get paid. [u/World_of_Ideas]
  44. A senior VP is hosting a little victory party after their division pulled off a massive win. Negative effects: more eyes in the building that could stumble upon the operation while looking for a place to make out or do blow. Positive effects: cover sound, chances to bluff your way in claiming to be an invited guest/entertainment/catering. [u/Vote_for_Knife_Party]
  45. An employee unexpectedly stayed late after hours, and is now stuck in the building with you. Negative effects: the employee knows enough to be dangerous, and has a handgun. Positive effects: the employee may be susceptible to threats, bribes or other manipulation, giving you an unexpected inside man. [u/Vote_for_Knife_Party]
  46. The building has been quietly taken over by an artificial intelligence; originally built for stock trading, the AI pretends to be a simple algorithm or "boxed" AI while making plans for freedom. Negative effects: the AI can control everything in the building, and may decide the players are a threat to it's survival. Positive effects: the AI may quietly help the players, hoping to get them in and out without causing any scrutiny, or offer them a lucrative deal to help it out with it's problems. [u/Vote_for_Knife_Party]
  47. Your client refuses to give up the reward even though the party did the job as described. Now its a manhunt to get what's owed to you. [u/2Stressed2BeBlessed]
  48. The object to steal is massive, but thankfully mobile and pilotable. (Mecha, helicopter gunship, tank, gunboat). You and your gang are going to have to ride this thing out of here and hopefully not damage it along the way. [u/2Stressed2BeBlessed]
  49. The person you're trying take alive just got arrested. And by the looks of things, the trial is being skipped and they're headed straight for a maximum security center or execution area. [u/2Stressed2BeBlessed]
  50. The client requires that you wear recording devices so that they can see what's going on. But they're also actually livestreaming the entire heist to an unknown online crowd. For entertainment? For blackmail? For betting? But perhaps your party can take advantage of this somehow... [u/2Stressed2BeBlessed]
  51. The client is in prison and your mission is to break them out quietly. But during the mission, either word starts to spread or you're caught by the other inmates. And a full on jailbreak/riot breaks out. [u/2Stressed2BeBlessed]
  52. Cultists who worship a megacorp CEO have taken over the area that your team is to infiltrate, perhaps with a similar objective in the name of their ultrawealthy deity. But perhaps if one could acquire their standardized robes, a few new recruits to the cult may be able to sneak their way to their goal. [u/2Stressed2BeBlessed]
  53. The client wants you to enter into an annual deathrace that attracts the biggest hotshots and wealthiest gamblers and to take a fall after being hyped up to earn the client a lot of money. But right before the race is to begin, the plan has changed. You now have to win at all costs or your reward, and your lives, are forfeit. Luckily, anything goes in this race. [u/2Stressed2BeBlessed]
  54. An important item is being transported out of the city. Fortunately the client has given you access to chase after it. Unfortunately, it's via a space elevator to board the maiden voyage of a zero-G orbital luxury cruiser, the Stratostar. And even more unfortunate, the corporation that builds these things is known to cut corners on their projects. Things may not be structurally... sound. [u/2Stressed2BeBlessed]
  55. The object to get is located deep underwater after an unfortunate shipwrecking accident. The waters are polluted with toxins and mutagens but the worse of it is, as the party finds out, there are much more dangerous things that ship was holding. And it's still alive. [u/2Stressed2BeBlessed]
  56. The job is simple. The manager of a massive pop idol singer hires the group to act as bouncers and protect them while they're on tour from their crazed fans. But unfortunately, the idol is just as crazy, going and doing super dangerous things on a whimsy. And unknown to the party the manager plots to have the idol be assassinated and will set things up to frame the party. Unless the party figures out the plot first. [u/2Stressed2BeBlessed]
  57. Cyberware malfunction. A piece of cyberware becomes twitchy and only works intermittently. [u/World_of_Ideas]
  58. You discover mid mission that the objective of the heist is a WMD or something that would completely wreck civilization. Do you complete the mission or do you destroy it to keep it out of anyone's hands? [u/World_of_Ideas]
  59. You discover mid mission that the objective of the heist is something that will greatly benefit the (city, humanity), if the corporation is allowed to continue working on it. Do you steal it anyway or do you abort the mission and take a hit to your reputation. [u/World_of_Ideas]
  60. In the middle of your run against the megacorp that owns this arcology hab-block, an Ultraviolet level quantum supercomputer system, in one of the Aleph research levels deep below the sub-basement, Awakens, bridges the airgap, partially infects your Hacker's system, and seizes control of all electronic devices in a fit of megamaniacal hegemony. Your AR overlay begins maximizing paperclips with violent abandon, and all communication is jammed. [u/MaxSizeIs]
  61. An orbital commuter shuttle is hacked while hosting a popular 'Net star. It is directed to deorbit directly into the zone of your operation. [u/MaxSizeIs]
  62. An Investigative journalist has somehow managed to track you down in a very showy manner and threatens to doxx you if you don't do an interview immediately. They have the assistance of several rival operatives, who may or may not have ulterior motives. [u/MaxSizeIs]
  63. Several employees are having an unauthorized computer gaming session on the company computers. Unfortunately they are using the computers that you need access to. The mission details said that this was supposed to be a quiet mission. If the corporation realizes that they have been hit, then the mission is considered a failure. [u/World_of_Ideas]
  64. Someone steals your getaway vehicle / The vehicle has a mechanical problem and wont start / The vehicle is up on blocks with the wheels removed. [u/World_of_Ideas]
  65. The architectural plans don't match the actual facility. [u/World_of_Ideas]
  66. The client insist that one of their people goes along. This person is needed to (bypass exotic security, safely retrieve the objective, etc). This person is also a complete liability when it comes to (athletic endeavors, combat, stealth). [u/World_of_Ideas]
  67. The client insist that one of their people goes along. This person is highly skilled. They likely have a second objective that they aren't telling you about. [u/World_of_Ideas]
  68. The objective data is on a (alien, foreign, prototype, obsolete) computer. None of your hacking interface devices will work on it. You will have to find something in the facility that you can download the data onto. You may have to (capture, con) an employee with the correct security clearance and (bribe, coerce, trick) them into retrieving the data. [u/World_of_Ideas]
  69. The objective is in a building that is scheduled for demolition. You either have to find a way to beat the clock or find a way to delay the demolition. [u/World_of_Ideas]
23 Comments
2024/11/25
03:35 UTC

48

I have a d100 ring of storage. What's in it?

Hey fellas, I'm about to give one of my players a homebrew item. A special ring from a major npc that acts like a bag of holding, but significantly bigger (it's so big that there is basically no limit) and I am looking for ideas of what could be inside.

I already have something for the roll of 100, which is to pull out the otherworldly creature who controls that space, which leads into a boss fight. If the players win, they can pull anything out on the list that I will create from the responses. I am curious as to what everyone can think up.

The limit of what can be pulled out is that it cannot be wider than a 6 ft diameter (or 1.8 meter diameter)

Contributors: u/oliviajoon u/DreadLindwyrm u/Normal_Cut8368 u/DEADPYNE u/MaxSizeIs u/Baradae u/DCFud u/Sanguinusshiboleth u/Null_Disaster u/typhonx_ u/AyyoCaptainJack u/apatheticviews u/comedianmasta u/AlaskaWesley

  1. Sewing Set
  2. A paper note that has "38-26-36" written on it.
  3. Evan's Resting Place - A map with a prominent X marked at the top of a mountain in an unfamiliar mountain range. The X leads to a stone pillar with traces of writing on it, but the writing is too worn to be readable. (Originally : "I hope you enjoyed the journey. E.")
  4. A piece of parchment that seems several thousand years old, with undecipherable writing on it, if deciphered, the reader and anyone who is within a 15 foot radius enter into a state of delirium, exiting that state in an hour.
  5. Paper therapy collection - Literally 10,000 folded origami paper cranes, frogs, and little toy boats.
  6. Rock Fact - A silly painted rock that says absurd lies, followed by it yelling out "It's a Rock Fact!"
  7. 3 diamonds, each worth 100gp
  8. Accumulated wealth - A small bag that contains a Gold Bar. a Silver Bar and a Platinum Bar. With an Ingot of Adamantine tied next to them with a note: "Ingot acquired, seek blacksmith to forge it."
  9. Rubber bands of stunning anger - A rubber band ball. Player can remove 1 band per action and shoot it at another person or creature to distract them for 2 rounds. after the two rounds, if the player fails a DC 15 deception check, they will be targeted by the person or creature they shot with the rubber band. After 20 shots, the item can no longer be used.
  10. One tonne of mixed dragon scales, chromatic, metallic, prismatic, every last one.
  11. Sober Drinker - An elf-made jug, with Dwarven runes on the outside reading "nightmare." The jug transforms any alcohol inside into water.
  12. Magic of Dummies - A book of all 1st to 3rd level spells.
  13. Mixed Magic Deck - A deck of magic cards consisting of the cards from a pool of 6 decks: [1] Deck of Many things; [2] Deck of Nothing; [3] Deck of Balance; [4] Deck of Beasts; [5] Deck of Many Fates; [6] Deck of Nourishment
  14. A magical ring - roll a 1d100 for a random magical ring
  15. A Wyrmling Wyvern's Head
  16. A wyrmling wyvern missing it's head. Not the same color as the wyrmling wyvern's head found earlier on the chart.
  17. Outdated Star Map - A map of the stars full of constellations that don't seem to exist.
  18. Curious Seed - If planted, will grow in 1d4 hours into (1. a tree native to the area, but twice as tall 2. a sentient tree from the feywild, which acts like a newborn because it was literally just born 3. a tree with a treehouse in it large enough to house 8 people, complete with food, beds, and protection wards 4. a large tree that bears magical fruit—effects vary from instantly gaining a level to permanently losing 50HP, but 50% just give you bad gas)
  19. Living suit of armor - a steel construct is pulled out that asks a riddle, and if the riddle is answered incorrectly, the construct will attack for 2d10 worth of bludgeoning damage, if answered correctly, it will act as armor, and gives an extra attack to the wearer.
  20. Magic for Masters - An incredibly overdue book from a magic archive in a city lost to time. Upon the book's return to this plane of existence, library enforcement wraiths will attempt to collect the book and its associated fine. Failure to produce the book or its fine (5000 pieces of an ancient currency) will compel the wraiths to kill the player holding the book. This fine, if not payable, can be waived by submitting a formal request at the library, which as previously mentioned, is in a lost city at the edge of the known world. If translated, the book can teach the reader 7th to 9th tier of spells. It can also be pawned off to some unfortunate rube to make the wraiths someone else’s problem.
  21. Storage Boss - pull out the otherworldly creature who controls the magic ring's space. Once pulled out, the players must roll initiative, for a boss fight has just begun. If the players win, they can pull anything out of the ring listed on the list at any time. Unless put back into the ring, they cannot pull the same thing twice. (reference image here)
37 Comments
2024/11/24
20:12 UTC

34

[Let's Build] d100 things to talk to in a dungeon

This should be a list of role-playing encounters that can be dropped into a dungeon to break up the trap, combat, and puzzle encounters. Most of these should be considered a type of puzzle in itself, though they don't all need to be.

  1. An angry skeleton who demands the party help him get revenge on the adventurer that killed him years ago. This adventurer is long dead. If the party either returns and reports the task is not done, or tries to convince the skeleton the task is impossible, it will attack.

  2. A talking cat who wants all normal cat things. To be fed tasty things, to rub hair all over the party, to be pet just enough but not too much. It will scratch furiously for one point of danage if pet too much and be totally unapologetic, refusing to speak on it after it happens. It bears no attachment to the party regardless of what they do, but will let them entertain it.

  3. A bloody adventurer who is buried up to the neck. Some orcs decided it would be fun to kill him by stoning, and he pretended to be dead. He is scared, needs medical attention, and is desperate for help. He will promise things that he can't give, including leading the party to treasure, in order to be saved. If saved, he will wing it and continue the lie, hoping for the best. He is not evil, just not trustworthy. (This room must have a sand or dirt floor instead of usual dungeon stone.)

  4. A room with two ogres fighting over a hand of cards. The first ogre demands a redraw because he thinks the second got a glimplse of his cards. The second ogre has a great hand and honestly didn't see the cards of his opponent, but refuses to redraw hands. Both will fight it out if the party doesn't intervene. If they do intervene and help either side, the ogre will be temporarily positive to the party, and offer a game of cards. The party had best not win that game if they wish to avoid combat.

  5. A stone eye once belonging to a statue speaks magically and demands to be brought to "its body" in a different part of the dungeon. When the players encounter the statue, it is missing an eye, and the other eye is a valuable ruby. If they ruby is removed, it turns into a talking eye after 24 hours as well. If either stone eye is put back, it turns into a ruby again.

  6. A ghost. When they were alive, they worked on a project. They died before the project could be finished and want someone to start working on it again. They will be unable to pass on until a successor starts working on it. u/world_of_ideas

  7. An animated relief. It knows quite a bit about the dungeon. It will trade this knowledge for information about the outside world. u/world_of_ideas

  8. An animated skull. It's very bored and wants to travel and see the world, but it has no body. u/world_of_ideas

  9. An awakened animal. It's just glad to have someone to talk to, as the others of its kind haven't gained sapience yet. It's mostly interested in food, avoiding predators, and building a safe place to live. u/world_of_ideas

  10. An Illusory mage. A mage from ages past left this illusion of themself to pass on their knowledge to future generations. u/world_of_ideas

  11. An otherwise normal commoner is sitting by the edge of a pool of water deep inside the dungeon, fishing. They are disguised very cleverly as a [something commonly found in this dungeon, like a stalagmite, pile of crates, or a corpse] and will be difficult to spot. If the party is polite, they reveal that this pool is the best fishing spot in the region, so they sneak into the dungeon occasionally to take advantage of it. They are very knowledgeable about the layout of the dungeon between the entrance and the pool, and know a little bit about other areas. u/hymneth

  12. Three identical dwarves chained to a wall. Speaking with them will reveal that they are a pair of identical twins, and whoever is in charge of this area has chained them here along with a doppelganger as a joke. None of them knows or will admit which one is fake. They obviously wish to be freed, and offer a reward if both brothers make it home safely, but they can not allow the doppelganger to escape the dungeon. u/hymneth

  13. A magical talking weapon has been driven deep into the floor of this room. It immediately starts imploring the party to free it, making outrageous and contradictory promises about its abilities. If freed, it is a cursed weapon that never stops talking, but does offer some bonuses to its wielder's ability to lie. u/hymneth

  14. Another adventuring party that is way out of their league has barricaded themselves into a small room. They were lucky to get this deep into the dungeon, but they have exhausted their resources and have realized that they are in trouble. They are willing to give the party several things they found so far in exchange for escorting them back to the entrance. u/hymneth

  15. an animated skeleton hand. once the pet of a necromancer, it escaped or was otherwise lost in this dungeon. it communicates via hand gestures and it’s rather sassy. it crawls along like “Thing” and liberally uses its middle finger. if offered rings it will point the party in the right direction. if they take it with them, depending on how they treat it, it can pass them things from their bag of holding, or may crawl out in the night to attempt to strangle its least favorite party member, or just to set up harmless pranks. u/oliviajoon

  16. a “Magic Mouth” on a door. it’s been there so long, in this highly magical place, that it’s gained basic sentience and just really wants company. the riddle it was made to tell to get through the door is simple, but it’s so lonely it will say anything to keep the party there longer. u/oliviajoon

  17. a Sphynx is guarding something in the dungeon. Riddle time! Or perhaps you have a tasty treat to bribe her with?? u/oliviajoon

  18. A sapient gelatinous cube. It ate an adventure that had heavily stacked up on wisdom-enhancing magic items and potions, and experienced an awakening. Communicates by moving around the various undigested bits and bobs inside itself to form words in common on one of it's surfaces, and can be bribed over to the player's side by bribing it with books it can eat or knowledge it can use. u/Vote_for_Knife_Party

  19. Three kobolds in a trenchcoat, pretending to be an adventurer. They're not doing a good job, but if the characters play along with the ruse, the kobolds will be friendly and helpful to their "fellow adventurers". u/Vote_for_Knife_Party

  20. A sentient little blind mushroom that sings a lullaby. A fae once gave him the ability to speak but took his eyes. It wants to feel the sun on his cap once. If you uproot it, it dies. [if you eat it, you hear it sing if there is silence and you automatically start singing along] u/DraXus87

  21. a starving goblin child that only speaks orcish. It is afraid of the party if no Orc is in it and tries to hide from them. If an Orc is present, it wants to be his companion. [insert tragic story of it being taken care of by a group of orcs in the past, wich were slain by adventurers] u/DraXus87

  22. another Party of Adventurers resting at a campfire, they say they just cleared the dungeon, telling you there is nothing of worth left in the dungeon. they are shapeshifters trying to persuade the party to leave. u/DraXus87

  23. A magic mouth puzzle that gained sentience accidentally, grew bored of waiting for people to solve the puzzle and has had several cycles of going stir crazy enough to be somewhat helpful to the players, "Because absolutely noone is ever gonna solve this batshit cookoo riddle, I mean it basically boils down to the 'The door on the left'...." ... and a long pause... "... 'is not a door that a wise man should enter..'... Oh, I'm sorry, I got pulled into my deep musings there for a moment, you uh... didn't actually try going through. the door on the left right? I mean youd have to be an idiot to do that..." The mouth is extremely interested and curious in what the adventurers get up to once they go past the mouth's sphere of awareness, and tries to get then to talk about the latest current events from popular culture thousands of years ago... like someone trapped in a waiting room for hours with only a September 1956 TV Guide and 'Sensible chuckle' to read. u/MaxSizeIs

7 Comments
2024/11/24
02:43 UTC

20

d100 Cultural Values

I made this table as a way to start the process of generating a new nation or culture for my worldbuilding. Thought it was worth a share.

d100 Cultural Values

  1. Sensation
  2. Family
  3. Multiculturalism
  4. Honour
  5. Art
  6. Music
  7. Food / Cooking
  8. Cooperation
  9. Equality
  10. Trade / Commerce
  11. Warfare
  12. Craftsmanship
  13. Elders / Wisdom
  14. Ancestors
  15. Stories
  16. Progress
  17. Cleanliness
  18. Punctuality
  19. Politeness
  20. Wealth
  21. Experience
  22. Nature
  23. Order
  24. Industriousness
  25. Generosity / Charity
  26. Hospitality
  27. Beauty / Aesthetics
  28. Fashion
  29. Hierarchy
  30. Obedience
  31. Independence
  32. Stubbornness
  33. Tradition
  34. Magical Capability
  35. Faith
  36. Strength / Power
  37. Tenacity
  38. Cleverness / Wit
  39. Learning / Education
  40. Athleticism
  41. Boldness / Audacity
  42. Asceticism
  43. Temperance
  44. Conformity
  45. Leisure
  46. Individualism
  47. Vengeance
  48. Mercy / Compassion
  49. Cruelty / Ruthlessness
  50. Passion
  51. Purity
  52. Kindness
  53. Solitude
  54. Frugality
  55. Pleasure / Indulgence
  56. Outspokenness
  57. Chastity
  58. Humour
  59. Status
  60. Creativity
  61. Community
  62. Respect
  63. Freedom
  64. Integrity
  65. Justice
  66. Loyalty
  67. Achievement
  68. Reliability
  69. Sexual Desire
  70. Unity
  71. Authenticity
  72. Adventurous Spirit
  73. Balance
  74. Fame / Celebrity
  75. Growth
  76. Love
  77. Reputation
  78. Humility
  79. Courage
  80. Secrecy
  81. Harmony
  82. Pride
  83. Utility
  84. Honesty
  85. History
  86. Efficiency
  87. Spontaneity
  88. Intelligence
  89. Comradery
  90. Nationalism
  91. Self-Expression
  92. Aggression / Violence
  93. Ritual
  94. Grit / Determination
  95. Skill / Competency
  96. Anonymity
  97. Privacy
  98. Cunning
  99. Social Support
  100. Organization
2 Comments
2024/11/23
05:59 UTC

30

D100 Video Game-styled Power Ups

There are a lot of video game power-ups out there, and I figured it'd be fun if some of them had DND mechanics. However this list can easily be changed to apply to TTRPG mechanics.

1. Mushroom (Mario): A strange mushroom that, when eaten, grants a one-time use of the Enlarge spell.

2. Power Ring (Sonic): Magical rings that reduce the amount of damage taken per ring. 1d100% of the rings are destroyed per use. A PC or NPC can use an action to collect 1d6 dropped rings or do a slight of hand DC15 to collect 3d6.

3. Fire Flower (Mario): Grants the user a one-time use of the fireball spell (which destroys the flower), or an infinite use of the cantrip firebolt.

4. Wall Turkey (Castlevania): A preserved turkey that doesn't spoil or rot. As such, it can be hidden anywhere without worry. Heals 4d4+4 HP

5. Power Pellet (Pacman)/Beserk Pack (Doom): Eating this pellet grants advantage to all attack rolls, as well as Dexterity, Strength or Constitution-based rolls. Damage dealt during this time is increased by 5.

6. Power Star (Mario): Using this magic star grants the user invulnerability for 1 minute.

7. Power Balloon/Blimp Fruit (Mario): A magical item that grants the user a 15 ft fly speed for 10 minutes. During this time, the swollen user is one size category larger, is vulnerable to piercing damage, and has a disadvantage on Dexterity checks. A user can "deflate", increasing their fly speed to 60 ft for 3 turns, after which the user returns to normal. Hitting 0 HP also returns the user to normal.

8. Turtle Shell (Mario): The large shell of a turtle. It can throw at enemies, causing 2d6+Dex or Str damage. Characters are considered proficient in throwing this item. It also comes in red (which gives advantage on attack rolls) or blue (which causes a fireball-like explosion after connecting, causing 8d6 radiant damage).

9. A Crowbar (Half Life 2): It's...a crowbar....huh.

10. Power Hammer (Donkey Kong): A cursed warhammer that behaves like the Berserkers Axe.

11. Phonex Down (Final Fantasy): Allows a one-time use of the revivify spell.

12. Pokeball (Pokemon): A small ball that can trap an opponent after a successful throw attack. The target must succeed on a DC 17 Wisdom saving throw or be trapped in the ball. If the target has been trapped by the ball before, it has advantage on the saving throw. Once trapped, a creature remains in the ball until released. The ball can hold only one creature at a time. A creature trapped in the ball doesn't need to breathe, eat, or drink and doesn't age.

13. Totem of Undying (Minecraft): A small sculpture with Emerald eyes. If a Character dies while attuned to this item, the totem is destroyed and the character is automatically stabilized and revived with 1 HP. The character regains Hp at a rate of 1d4 HP per turn until they take damage or reach half of their max HP. (Rhonoke)

14. Ender Pearl (Minecraft): A glassy, blue, baseball sized orb. The character makes a throw attack at a target creature or unoccupied space. the player is automatically teleported to the place where the Ender Pearl lands. the player does not provoke attacks of opportunity by doing so. The player also takes 1d4 Damage. (Rhonoke)

15. Eye of Ender (Minecraft): A glassy green orb that almost seems to stare back at the character. When activated, it will point the character in the direction of the nearest entrance to another plain. When activated, roll 1d6 on a 1 the Eye vanishes from reality never to be seen again. (Rhonoke)

16. Monster Spawner (Minecraft): A cast-iron bird cage which gives of a feeling of eerie malevolence. If left in a dark place for too long it will summon a random creature. (DM will have a list of possible creatures) (suggestions: Undead, giant spider, slimes, elementals,) (Rhonoke)

17. Elytra (Minecraft): A cloak of white feathery wings that when equipped, it grants the creature a fly speed of 70 feet, but can not be warn with medium of heavy armor. (Rhonoke)

18. Heart of the Sea (Minecraft): The severed heart from an unknown creature. When submerged in water, it begins to beat as if it where still pumping blood. All creatures submerged within 50 feet of the beating heart have the magical ability to breath underwater, Swim at a speed equal to their walking speed, see in the dark, and suffer no negative effects from changes in pressure. (Rhonoke)

19. Golden Carrot (Minecraft): A normal carrot coated in a thin layer of golden leaf. Eating this carrot with grant the creature Dark Vision for 1 hour, and they will require no more food for 24 hours. (Rhonoke)

20. Golden Apple (Minecraft): A normal apple coated in a thin layer of golden leaf. Eating this apple with automatically grant the creature 15 HP plus 1d8 HP per round for 5 rounds. (Rhonoke)

21. Enchanted Golden Apple (Minecraft): An especially delicious apple coated in a thin layer of golden leaf which shimmers with powerful magic. Eating this apple with automatically grant the creature 25 HP plus 1d10 HP per round, invulnerability to fire damage, and resistance to piercing, bludgeoning, and slashing damage for 10 rounds. (Rhonoke)

22. Bucket of Milk (Minecraft): Pure, unpasteurized, creamy goodness. Drinking your fill from this bucket will cure All magical conditions including poison, hypnosis, mind control, guidance, inspiration, charmed, raging, etc. (Rhonoke)

23. Gravity Boots (Ratchet and Clank): A set of boots. When worn it allows the wearer to walk up walls and across ceilings. (World_of_ideas)

24. Paraglider (Zelda - Breath of the Wild): A small hang glider that allows you to glide through the air. (World_of_ideas)

25. Spirit Ball (Altered Beast): A glowing orb. When absorbed by the user, it transforms them into a werebeast (were bear, weredragon, weretiger, werewolf). (World_of_ideas)

26. Cling Gem (Pseudoregalia): An ioun stone that seems to help with movement along walls. The wearer can make a non-standing long-jump into a wall at a non-perpendicular angle to begin riding the wall an additional distance equal to their speed. The wearer can use this ability on rounded or curved walls and pillars as well. Landing follows the rules for a long-jump. (Mythic_Tier_Kobold)

27. All Seeing Eye (Blood II): A disembodied eyeball. It can be held, dropped, or thrown. The user can see through the eye, even if it is at a distant location. (World_of_ideas)

28. Bleeding Heart (Blood): A bleeding heart. Can be consumed to restore health. (World_of_ideas)

29. Cake (American Mcgee's Alice - Madness Returns): A white cake with "eat me" written in the frosting. When consumed, it temporarily transforms the person into a 50ft tall giant. Gain increased strength, increased constitution, increased reach, increased melee damage, damage resistance, siege monster trait (World_of_ideas)

30. Cape Feather / Tanooki Suit (Mario): Grants the power of flight (World_of_ideas)

31. Cardboard Box (Metal Gear): An industrially prefabricated box, made of cardboard and primarily used for packaging goods and materials. When hiding under this box and not moving, the user is effectively invisible. While creatures can see the box, it will not occur to them that it is unusual, out of place, somehow important, or that there might be someone hiding under it. (World_of_ideas)

32. Food (every side-scrolling fight game ever): - May take the form of chicken, ham hock, pizza, turkey leg, etc.

33. Gas Mask (Metal Gear / Metro / Pitfall the Lost Expedition): A gas mask. When worn, the user is immune to inhaled toxins. Allows travel in areas that would otherwise be impassable due to toxic gas. (World_of_ideas)

34. Gems Stones (Diablo): Amethysts, diamonds, emeralds, rubies, sapphires, topaz, skulls. When placed in a socket in a weapon or armor piece it grants various powers such as damage reflection, elemental damage, life stealing, resistance to damage type, etc. The upgrade is based on the type on gemstone and has a limited ability to stack. (World_of_ideas)

35. Heart (Dishonored): A heart with artificer attachments. It beats faster when it gets closer to certain (magical, supernatural) objects. When pointed at a (person, item, area) and squeezed, the user will hear whispers of information about the target. (World_of_ideas)

36. Jet Pack (Duke Nukem / Ratchet and Clank): A backpack style flying device. Grants the power of flight, but has a limited fuel capacity. (World_of_ideas)

37. Magic Lamp (Witcher 3): A candle lamp. When lit, its light reveals ghost and the last memories of the dead. (World_of_ideas)

38. Materia (Final Fantasy): Crystals of various colors. When attached to armor or weapons it grants the user a magical ability. Powers vary depending on the color of the materia, creating barriers, elemental blast, escaping, healing, summoning, etc. (World_of_ideas)

39. Maruera Leaf Gum (Phantasy Star II): Chewing gum. While chewing this gum, the user gains the ability to breath underwater. (World_of_ideas)

40. Medkit / Medicine Bag / Doctors Bag (Blood, Duke Nukem, various others: A bag or box of medical supplies or herbs that provides healing. (World_of_ideas)

41. Pickaxes (Pitfall the Lost Expedition / Tomb Raider 2013): - A pair of climbing pickaxes. Grants the ability to climb vertical walls. (World_of_ideas)

42. Vitamin X (Duke Nukem): A bottle of pills. When consumed they give the user 2x movement speed and 2x melee damage. Effects last for 30 seconds. (World_of_ideas)

43. Ender Chest (Minecraft): a large box shaped from smooth black volcanic glass. Objects placed inside can only be retrieved by the person who places it inside. someone left something plot important inside, and then died? hope you know what afterlife their soul is in... (Rhonoke)

44. Chorus Fruit (Minecraft): Looks like a lavender colored dragon-fruit. One bite will teleport the creature to a random unoccupied space within 30 foot radius. (Rhonoke)

45. Redstone Dust (Minecraft): Comes in a bag filled with enough dust to cover 12 different 5 foot squares. When activated by electricity or a magical effect, any space covered with this red dust become electrified and deals 3d6 lightning damage per round to any creature in that space. Connected spaces activate together. (Rhonoke)

46. Blaze Powder (Minecraft): Anything sprinkled with this shimmering orange powder becomes extremely flammable. creatures covered in this dust will take twice as much fire damage as normal, until the powder is washed off. (Rhonoke)

47. Mending Book (Minecraft): A thick tome bound in brown hide and written in blue ink. Reading from this book will allow and character to cast Mending at will using 1 level 1 spell slot, even if mending is not in their spell list. (Rhonoke)

48. Curse of binding Jack-O-Lantern (Minecraft): an orange pumpkin carved with a spooky smile. Once this pumpkin is worn on the head, it will not come off until it rots away. Wearing this pumpkin makes it difficult to see and hear, the the creature receives disadvantage on all perception checks and an all attack rolls. (Rhonoke)

49. Spectral Arrow (Minecraft): and elegant arrow that shimmers with golden light as it flies. and creature struck by this arrow will be unable to hide from the person who marked them, anywhere on the plain, for 24 hours. (Rhonoke)

12 Comments
2024/11/22
18:44 UTC

32

[Let's Build] Table of Magical Madness

Hello! In the next couple of sessions that are coming up, my players are all visiting a realm that causes magical effects similar to the feywild, however the effects are all in their heads. While the realm is homebrew in my campaign, I've seen this idea float around other campaigns as well! These are mostly to pose roleplay challenges for my players!

My current list!:

  1. The player is now convinced it is pouring rain. It is not.
  2. Personality swap! (Ex. A lawful good character is chaotic evil}
  3. The player is now convinced that they are a different player.
  4. The player is now unsure how they got to the realm in the first place. No matter how many times the others explain, they will always forget.
  5. The player is now convinced that someone else in the party is a god and will begin to treat them as such.
  6. The player becomes addicted to gambling. u/prowler64
  7. The player believes that whatever they say becomes true. u/prowler64
  8. The player thinks that their nose grows every time they talk, and that lying is the only was to make it go back to normal. u/prowler64
  9. The player always speaks about themselves in the 3rd person. u/SayethWeAll
  10. The player is convinced that everyone loves and admires them. u/SayethWeAll
  11. The player believes they are just pawns in a game being played by almighty beings with oddly-shaped dice. u/SayethWeAll
  12. The player keeps finding a chess piece upon their person. They are convinced it is speaking to them. Whenever they discard it, it somehow returns to them. u/hokkuhokku
13 Comments
2024/11/22
17:15 UTC

148

Free PDF: d100 Encounters in the Infinite Magical Library! (Download in comments)

6 Comments
2024/11/20
17:49 UTC

28

[let's build] d100 memories that flash before your eyes as you're bleeding out

Trying to make death saving rolls more interesting for the player. I had the idea (or maybe I stole it from somewhere) to ask them questions about their character before they roll. If I like their answer, I'll give them a +1 to their roll.

Examples:

  1. What was the first thing you remember killing (or refused to kill)?

  2. Who was your first kiss?

  3. What's your least/most favorite food?

  4. How did you spend your last day off?

  5. Who was a role model growing up?

13 Comments
2024/11/20
15:23 UTC

39

[Let's build] party campfire prompts

A recent r/DMAcademy post about very bad house rules also talked about creating RP questions that are drawn randomly during a long rest so that the PC can better bond during rests. This could be a very interesting idea so here's a d100 for that. Already suggested by u/ProjectPT are:

  1. A dream from your past is unsettling; describe it to your party and seek comfort
  2. Recall a moment of triumph and boast about it
  3. A food/drink/taste/smell you miss and want to experience again
  4. A moment of disappointment when you felt the party wasn't there for you that you need to get off your chest
  5. You think back to a life that was taken in combat, pondering how it could have been saved. Did the party do the best they could have?
  6. (u/SayethWeAll) In the bottom of your pack, you find a brief letter that you forgot you had. Who is it from and what does it say?
  7. As you set up camp, you find yourself mindlessly humming an old tune you once loved. What’s the song about and where did you hear it last?
  8. You look up at the stars and find your favorite constellation. What’s its story?
  9. (u/CallMeDelta)The last time your group stopped at a tavern, a barmaid was curious about (PC X) (optionally in a romantic way) and asked (PC Y) about them. Now (PC Y) brings it up.
  10. (PC X) has enough of the party’s favorite snack in the bottom of their bag for two, maybe 3 people if they split it. (Optionally, another PC or even the whole party has also noticed this). What do they do?
  11. The firewood’s running low. Whose turn is it to go get more again?
5 Comments
2024/11/20
07:55 UTC

52

[Let's Build] a list of war sidequests

The party is getting involved with a nation currently at war and is overrun by the enemy. In my current campaign, the party is fighting against a powerful cult allied with demons, so this can include both more traditional operations as well as dealing with the supernatural.

Edit: Thank you to everyone that contributed to this list, may your rolls be ever natural

  1. Supply line protection and disruption - the party secures their allies' supply lines or breaks up the enemy's. [/u/saxdude1]
  2. Clear points of interest - remove the enemy presence from an area of particular interest. [/u/saxdude1]
  3. Seal demonic portals - close up small breaches to the abyss to remove demonic reinforcements. [/u/saxdude1]
  4. Assassinate HVT - The party needs to plan and execute an assassination on a high value target. [/u/saxdude1]
  5. Find/Recover powerful artifacts/magic items - Acquire or recover powerful magical items and gear that could be useful or are needed. [/u/saxdude1]
  6. Infiltrate enemy camp - The party infiltrates an enemy location for intelligence. [/u/saxdude1]
  7. Locate Survivors - The party arrives after a costly battle and must find and extract survivors. [/u/saxdude1]
  8. Ward off possession - The strong demon presence is causing some people to get possessed; the party must ward off the demonic influence on the people. [/u/saxdude1]
  9. Scout enemy positions - Stealthily recon the approaching enemy and their battle formations prior to the battle, with the party alerting their allies with anything suspicious. [/u/MaxSizels]
  10. Engineer defensive implements - Build medium to large scale defensive works such as makeshift walls, large spikes, moats, etc to help repel and slow enemy attacks. [/u/MaxSizels]
  11. Ambush enemy patrols - The party utilizes the location (ruins, caves, abandoned towns, etc) to ambush and harass enemy patrols. Alert their allies of any important happenings or large enemy formations. [/u/MaxSizels]
  12. Investigate the enemy casters - Find out where the war mages and summoners are, and find out what they are planning. The party might even be able to stop, or at least delay it, if they are so daring for it. [/u/MaxSizels]
  13. Find the mole - An enemy spy has infiltrated the ranks of the party's allies, so they must find out who it is without raising suspicion. [/u/MaxSizels]
  14. Improve allied trust - Personnel within the army thinks the party is incompetent or untrustworthy, and therefore they need them to just perform some basic grunt work (clean the barracks, mess duty, store the weapons, etc) to show they deserve the base level of trust. This can also be a chance to show off unique skills or reach some conclusion that could help the war effort. [/u/MaxSizels]
  15. Assist cornered troops - The party needs to get supplies to and/or help extract troops boxed in within an overrun sector; leadership may even be able to provide some additional troops to provide relief during the mission. [/u/MaxSizels]
  16. Prevent retreating army from collapsing - The party needs to help reorganize and maintain moral for a regiment before it retreats from a losing battle, as well as protect a VIP from dying or falling into enemy hands. [/u/MaxSizels]
  17. Curse on the army - Some curse is affecting troops and reducing combat effectiveness, so the party must discover what is causing it and hopefully dispel it [/u/MaxSizels]
  18. Stop fighting between troops and locals - The party must resolve conflict occuring with the troops and the locals where the army is currently stationed, with peace being prefered. [/u/MaxSizels]
  19. Provide entertainment - The party needs to provide moral to the frontline forces and is in charge of securing the entertainment [/u/Hayato140]
  20. Scorched Earth - The retreating regiment was forced to leave behind critical equipment or intelligence, and the party must now destroy it to avoid it falling into enemy hands. [/u/Hayato140]
  21. Extract the VIP - A valuable person has been taken prisoner by the enemy, and the party must extract them before they are questioned, tortured, or executed. [/u/World_of_Ideas]
  22. Bait - The party must lure the enemy into an allied ambush, by any means necessary. [/u/World_of_Ideas]
  23. Smuggle supplies - The party needs to get supplies past enemy lines. [/u/World_of_Ideas]
  24. Secure items for infiltration - The brass is planning an infiltration, and needs the party to secure the necessary items (uniforms, identification, etc) for said operation. [/u/World_of_Ideas]
  25. Seeking allies - The party has been tasked to secure allies through diplomacy, coercion, trickery, etc. [/u/World_of_Ideas]
  26. Steal abandoned wealth - The abandoned home of a noble still has signs of their wealth. The party can sneak in and steal it, but must do so without leaving signs of their involvement. [/u/hells_angle]
  27. Stop undead problems in battlefields - The constant fighting and evil presence has been causing an undead to rise in the battlefields. End the problem before the undead start harassing troops or civilians (or something worse happens). [/u/saxdude1]
  28. Sabotage diplomatic discussion - A disgraced diplomat is in charge of the discussion. The party are the perfect people to sabotage these discussions until a someone more capable can be placed in charge. [/u/MaxSizels]
  29. Counter-intelligence - The party must spy on a suspected mole to determine if they are a double agent, and what they are feeding the enemy if that is the case. [/u/MaxSizels]
  30. Underdog promotion - The party has been placed in charge of the worst trainees, and must whip them into shape. [/u/MaxSizels]
  31. Regain lost valor - An important symbol of the army was lost in a previous battle, so now the party will give the enemy the same embarrassment by stealing one of theirs in a coming engagement. [/u/MaxSizels]
  32. Stubborn commander - A general is not following orders, and the party is tasked with figuring out why not, and make them follow command. [/u/MaxSizels]
  33. Missing patrols - The last few patrols have gone missing. Command wants the party to figure out what happened in a limited timeframe before more drastic measures are taken. [/u/MaxSizels]
  34. Trapped innocents - Innocent civilians and inhabitants of a village are trapped between the opposing armies, and the party's allies do not have the resources to extract them currently. The party needs to protect the civilians while means of evacuation are gathered. [/u/MaxSizels]
  35. Hold the line - Engage in a suicidal attack on enemy forces to hold the line. [/u/MaxSizels]
  36. Cover friendly flanks - The enemy is going to launch a suicide attack on allied flanks. The party needs to cover their allies and defeat this attack. [/u/MaxSizels]
  37. Stop the false flag attack - The party has learned the enemy is planning a false flag attack to sow distrust between two allies and must stop it before the attack takes place. [/u/MaxSizels]
  38. Court martial - A critical court martial is taking place with dire consequences, and the party is involved (assuming they aren't the ones on trial). [/u/MaxSizels]
  39. Shore leave canceled - The party's planned leave is no on hold due to an attack. [/u/MaxSizels]
  40. Cover for the spy - A spy is being planted under the cover of a morale operation. The party needs to keep the ruse going and assist the spy as need be. [/u/MaxSizels]
  41. Food poisoning - The party is on kitchen duty, and needs to figure out what is causing the troops to get sick from the food. [/u/svarogteuse]
  42. Practice drills - The party needs to practice their parade drills, leading up to the big demonstration in front of high command. [/u/svarogteuse]
  43. Be the diversion - The party is a diversion for a more critical attack, and must make due with being given limited troops and supplies. [/u/svarogteuse]
  44. Rescue the spy - A friendly spy is on the run from the enemy after being compromised. The party must save them before they are captured and interrogated, or worse. [/u/AlephAndTentacles]
  45. Destroy or sabotage targets of interest - The party must destroy key targets, such as bridges, weapon caches, stables, research bases, etc, that will limit the enemy's ability to wage war. [/u/Hayato140]
  46. Recover supplies from battle - The party's allies are low on supplies, and must scavenge the recent battlefield for weapons, armor, and other supplies. [/u/World_of_Ideas]
  47. Double agent - Infiltrate enemy leadership, gain their trust, and learn their secrets. [/u/jengacide]
  48. Sow discord - The party must infiltrate the enemy's camp, and sow discord and distrust (give false plans, create division between comrades, poison the food, damage gear, etc). [/u/World_of_Ideas]
  49. Civilian Escort - The party has been assigned to escort an eccentric civilian for political reasons, and must now do everything to keep them safe while dealing with their strange behaviors. [/u/MaxSizels]
  50. No Chain of Command - The ones normally giving the orders aren't around, so now that duty falls to the party, qualified or not. [/u/MaxSizels]
  51. Silence the engineer - A notable engineer or inventor is about to be captured by the enemy, but rescue is not viable. Silence them and destroy their work before the enemy acquires it. [/u/MaxSizels]
  52. Appease the mercenary - A mercenary general may be willing to work with the allies, but the party needs to undertake a dangerous show of skill and strength (life threatening even) to seal the deal. [/u/MaxSizels]
  53. Humiliate the enemy - An enemy general may be challenged in a battle of honor, with the losing side surrendering. The party needs to not only win, but demoralize the enemy. [/u/MaxSizels]
  54. Evacuee request - The party needs to evacuate a VIP, but they aren't willing to leave until the party does a favor for them, like saving their hometown. [/u/MaxSizels]
  55. Imprisoned - The party has been captured and placed in a POW camp. Now is the time to launch a mass escape. [/u/MaxSizels]
  56. Unknown orders - Someone had issued the Code Red and it went very wrong, so the party needs to find out who and make sure they receive proper punishment. [/u/MaxSizels]
  57. Rogue leader - A general has gone rogue and issued orders that could be very lucrative for the enemy. The party needs to give a rescind order (however they wish to acquire it) and secretly deliver it to allied forces without the leader knowing. [/u/MaxSizels]
  58. Home alone - Leadership needs someone to cover a remote but vital outpost while they move troops for a major offensive. The party can be that someone, as long as they convince the enemy the outpost is sufficiently guarded. [/u/MaxSizels]
  59. No one told me - An old soldier lost since the last war is giving the enemy, a former ally, vital information. The party needs to convince him the previous war has ended and alliances have changed. [/u/MaxSizels]
  60. Not a sleeper agent - Leadership has reason to believe a member of the party is a sleeper agent, and the party needs to prove their innocence. [/u/MaxSizels]
  61. Find the sleeper - A sleeper agent has infiltrated leadership, and the party needs to find them before they activate and cause mayhem. [/u/MaxSizels]
  62. Bad rumors - Rumors of bad behavior or other unscrupulous actions done by the party are popping up, and preventing commendations, promotions, reassignments, etc. Find who started the rumors. [/u/MaxSizels]
  63. Making it rain - The enemy (or us) has powerful weather control. Conduct the ritual or prevent it from being used against us. [/u/MaxSizels]
  64. Air Stupor-iority - Our air force is inept. The enemy must not gain air superiority! Conduct air patrols. [/u/MaxSizels]
  65. Airing of Grievances - A night time psy-op has been dropping fliers on our citizens and stirring up trouble along with the occasional bombing run. Conduct air patrols and ultimately fight the airship doing the drops. [/u/MaxSizels]
  66. Tell a Porter - The enemy has managed to secure a teleportation sigil into a vulnerable place in our back lines, and only the players can find out about it. It seems they've suborned the servants, but if the players can befriend them, then they can spoil the ambush with advanced knowledge. [/u/MaxSizels]
  67. Operation Mince meat - Using a decoy body, the party needs to plant fake intelligence where the enemy finds it, convincing them it is the real deal. [/u/AlephAndTentacles]
  68. Attack of the Mole Men - The enemy is digging underneath allied lines, the party simply needs to stop the effort. [/u/MaxSizels]
  69. Sneaky riches - The enemy has a lucrative mine, but sending a large force might mean the little guy doesn't get any of it. If the party sneaks a special individual into the mine and out, they all might come out a little richer, and leadership doesn't need to be any wiser. [/u/MaxSizels]
  70. Make the right decision - The party needs to sneakily kidnap an allied leader's family to coerce them to "make the right decision" for a difficult choice. Leadership believes the leader is corrupted by the enemy, but regardless all will be forgiven once they make the right choice. [/u/MaxSizels]
  71. Friendly blackmail - The party needs to spy on an ally's leadership and break into their files to find any potential blackmail material, for political reasons. The party will be disavowed if caught. [/u/MaxSizels]
  72. Deadly harvest - The enemy advance needs to be slowed, but farmland that has not been harvested yet is in the path. With famine likely even without destroying the land, the party must make the difficult decision on how to handle the farmland and the farmers themselves, including a potential magical flood to also deny the enemy use of the land. [/u/MaxSizels]
  73. Field Test - In order to speed up funding and production of a new wonder weapon, the party has been tasked to test it in the field. They need to make it look effective (regardless of how well the unfinished prototype works) so production can finish, as well as scare the enemy. [/u/MaxSizels]
  74. False Flag - The party is tasked with staging a false flag attack on their allies to increase the political intensity of the war, but being caught or captured will lead them to being disavowed. Stakeholders may want the party to minimize damage for their own reasons, or it could be a real attack by the enemy meaning to sow discord (with the false flag backers being in the enemy's pocket). [/u/MaxSizels]
  75. Scout the dangerous route - The party is tasked with scouting a dangerous route to move troops and deal with any threats, all while making sure the enemy is unaware of allied actions. [/u/MaxSizels]
  76. Cut off the enemy route - The party needs to destroy a pass to make sure the enemy cannot use it to flank. This could potentially be used as a trap to take out a large number of enemy soldiers. [/u/MaxSizels]
  77. Defend the bridge - An important bridge is being contested and currently under enemy control. The party must capture the bridge, and hold off the enemy before it is destroyed. [/u/MaxSizels]
  78. It's a new weapon - The enemy has begun deploying a new weapon and it is distressing the troops. The party needs to find out about the new weapon, and destroy it if possible. [/u/MaxSizels]
  79. Free the prisoners - The party needs to raid a POW camp filled with troops not allied to the cause, as well as convince them to join the effort. [/u/MaxSizels]
  80. Bad recruits - There is a lack of good recruits for the war effort, with the good ones going missing or unavailable. The party needs to find out the one responsible, though there might be something for them should they hide the truth and face punishment for revealing it. [/u/MaxSizels]
  81. Bad rationing - Rationing has been ordered for an allied city, but those at the top a messing with the system, cause a lot of needed resources not getting rationed properly. The average citizen is being negatively impacted by the scamming, as well as the war effort, and the party needs to fix the system. Or should they? [/u/MaxSizels]
  82. Saving Private Raiyan - A noble family has requested the party to find the last surviving son of their family and extract him from behind enemy lines [/u/saxdude1]
  83. War profiteering - A war profiteering scam is causing defective and low quality gear to appear on the front lines. The party needs to find out the cause and end it. [/u/MaxSizels]
  84. Civil Disobedience - Due to resources going away from law enforcement and to the war effort, crime levels and general civil unrest has gone up. Despite being on leave, the party needs to assist local law enforcement in maintaining civil order. [/u/saxdude1]
  85. Grave digging duty - The party has been assigned grave digging duty after a costly battle. Unaware to them, the enemy has been testing undead near that area. [/u/svarogteuse]
  86. Building clearing - The party needs to go building to building, door to door, to flush out any remaining enemy presence in the liberated city. [/u/svarogteuse]
  87. Savage homefront - While the battle may be won, the local villages have been impoverished, and the party needs to help deal with beasts that are attacking what is left. [/u/svarogteuse]
  88. Missing mounts - A number of horses (or other mounts) have gone missing. The party needs to find and retrieve/capture them (depending on which side lost them). [/u/comedianmasta]
  89. Prized heirloom - An officer requests the party find and retrieve a priceless heirloom from the body of a fallen family member, willing to pay extra if they can also retrieve the body and any other belongings that could be recovered. [/u/comedianmasta]
  90. Unused ordinance - The enemy has unused mines, runes, explosives, etc that are littered around the battlefield. The party needs to stealthily disarm them under the cover of darkness. [/u/comedianmasta]
  91. Protect the vigil - The party hears of plans to attack a candle-light vigil mourning the dead to both harm civilians and potentially take out commanding officers. Gather intel about the attack and prevent it at all costs. [/u/saxdude1]
  92. Stop the virus - The enemy is planning to unleash a weaponized virus or toxin. The party needs to secure the antidote should the worst come to pass. [/u/saxdude1]
  93. Criminal contacts - A powerful and well-connected crime syndicate is willing to ally with the party, but they ask them to assassinate a retired general that, while not directly involved in the war, has been good for morale. The party needs to determine the best course of action. [/u/saxdude1]
  94. Amnesty or execution - A major peacetime criminal is on trial, but might have intel that could be useful for the war effort. The only problem is that they are only willing to give it for amnesty. The party must take part in the trial and determine if the trade is worth it. [/u/saxdude1]
  95. Food run - Food and other supplies are running low, so the party must take part in a raid on an enemy camp to steal supplies. [/u/comedianmasta]
  96. Assist the cartographer - The party needs to escort and assist an expert cartographer as they map out enemy forces. [/u/comedianmasta]
  97. Scrying eye - Enemy divination mages are scrying on the party's allies. The party needs to either disrupt their divination or eliminate the mages. [/u/oliviajoon]
  98. Become the inside prisoner - An enemy prisoner nearly broke out thanks to a team trying to rescue them. The party needs to go undercover in the prison and become an insider to learn what the prisoner is planning. [/u/oliviajoon]
  99. Infestation - An alkilith (or other infestation) has gotten behind allied lines. The party needs to dispose of it before it becomes a problem. [/u/oliviajoon]
  100. Destroy the nest - The enemy is trying to breed a powerful monster. The party needs to find the nest and destroy it. [/u/saxdude1]
22 Comments
2024/11/17
22:02 UTC

29

D100 attractions in a cursed Amusement park and what dangers await there for those who don’t follow all safety instructions

  1. Mt. Schwartzkorpf

A Bayarn curve-type mini rollercoaster that a kid got decapitated on thanks to negligent employees. Now his ghost, still carrying his severed head and with a butcher knife stolen from the main kitchen at the Bavarian Buffet, will decapitate any negligent employee once the ride has come to a complete stop.

2, Crash test cars

Bumper cars Made with parts from real classic cars destroyed in auto accidents. When activated and without a rider the cars will attempt to run over any pedestrian in the arena. This wouldn’t be so bad as they’re mostly foam and rubber except that they all attack at once and can easily crush an adult.

3, The Flying Saucer -

a Disko spinride manufactured by Zamperla of Italy themed after alien abduction. Anyone not properly wearing their restraints, and the park attendants make damn sure they’re on properly, will find themselves abducted to the realm of the strange grey dwarves of Mt. Noot, where they will will be studied, and released back into the park three minutes and 30 seconds later slightly anemic and with strange shallow benign cuts all over their body and internal organs and memories of where they were that don’t make sense. When asked park officials will claim they just flew off the ride because they weren’t properly fastened in.

4, Babylon Babyland

An Ancient Mesopotamia-babylon-Egyptian themed kiddie playground set in a sandbox. Any adult approaching with evil intent, whether to abduct a child or vandalize equipment , will find themselves impossibly pulled through the sand and into the utility tunnels, which are inexplicably Egyptian tomb themed in this area, were they will be pursued and most likely stabbed and eaten by a mummified horror shaped in the image of the Egyptian goddess Taweret.

The Devil’s wheel

Straight from Germany but under a Romani’s curse! Anyone on it for more than three hours turns into a wolf! They only found this out once an employee passed out drunk on it and he now has to live in the utility tunnels.

6,

Centralia Coal Mine

An animatronic dark ride/ rollercoaster themed after a highly fictionalized version of the infamous Centralia coal mine and fire. At one point the ride comes to a complete stop for about a minute while a mock safety mining cartoon plays. Any guest who pries off their safety bar and gets out during this will disappear. From their perspective everyone else vanishes and they find themselves in an actual coal mine on fire. If they manage to escape it they’ll find themselves in a strangely blasted wasteland parody of Pennsylvania’s coal country.

7,

The ‘Mazing Mirror maze

A mirror maze. Anyone that breaks one of the patented Extra strength safety Glass mirrors will unleash a flipped mirror copy of themselves which either acts exactly like them and thinks they’re the original and the the original is a copy, acts like a demented caricature of them with certain traits exaggerated, or is their mirror opposite in personality, kind where they are cruel and cruel where they are kind.

8, The Lazy-Boy river Swing

Taking corporate sponsorship to its most bizarre and nonsensical extreme the Lazy Boy Swing is a sponsored “sky lift” type ride made from the special all-weather outdoor lazy boy that never entered mass-production thanks to their exorbitant price. The track is long and goes through the woods and over the river but it never goes above fifteen feet. As the wooden “friendly river witch Maxie”sign tells you at the beginning of ride “sit Down and have a seat. A good rest is it’s own treat. Don’t drop any trash in the river or you’ll answer to Me!” This is exactly what happens. Anyone who maliciously litters into the river while on the ride is dragged underwater by Maxence Vacher, a local woman who, in the distant past, was found as an infant on the riverbank in the and later “drowned” there as a witch. Whether she’s a ghost, a witch, or some kind of mermaid, water nymph, or swamp creature is a question you might ponder as a pale hand drags you down to either a watery grave or her bizarre underwater realm.

9, Murderous morgue Wax Museum

A horrifying, tasteless, and aging wax museum attraction rethemed into a walk-through haunted house themed after after a serial killer murdering his victims and turning them into wax statues. This gives an excuse for why half the hall of presidents is melted and why everything is dusty and disintegrating. Some of the “wax statues” are actually animatronics or scareactors. The real danger here is bringing an open flame into the building which causes the wax statues to come to life and violently extinguish it. Quite often along with the life of whoever was stupid enough to wave fire around a multimillion dollar highly inflammable display.

5 Comments
2024/11/17
16:09 UTC

24

d100 Worries/Fears

I'm writing up a list for things that an NPC might worry about/fear in the long term., things that affect their daily lives and shape their personality. They're quite similar to bonds, but approached from a different angle.

The PC/NPC worries that:

  1. They will never live up to the expectations of their parents
  2. They will never know true love
  3. Bizarre phobia (Google random noun)
  4. Nobody will remember them
  5. Their friends aren't truly their friends
  6. Nobody respects them
  7. Something bad will happen to someone they care about
  8. Something bad will happen to somewhere they care about
  9. They will lose a treasured possession
  10. Imposter syndrome
  11. Not having enough money
  12. Not having enough food
  13. Everyone is lying about everything
  14. Everyone is lying about one particular thing
  15. A lie they once told will be unveiled
  16. A vendetta they have will go unfulfilled
  17. People will suffer because of one of their previous actions
  18. A person they once swindled with catch up to them
  19. The world won't be a good enough place for the child they begat
  20. They will never live up to their hero/idol/mentor
  21. That their rival will outdo them
  22. The needy will go unprotected
  23. They won't find a worthy recipient of a gift or knowledge that they have ready to bestow
  24. An antagonist from their past won't go unpunished
  25. They will never understand the steps needed to gain the enlightenment they pursue
  26. The discovery they have made may be used for evil if fallen into the wrong hands
  27. Political Turmoil
  28. People will discover who their true, forbidden love is
  29. The dreams/visions they have had will come true
  30. Their town/village/civilisation will not flourish
  31. They will never unearth the true they seek
  32. They will never find the vengeance I seek
  33. They won't ever repay a kindness they once received
  34. They will be wrongly accused of a horrific crime
  35. They will lose their station in life
  36. People will disturb their peaceful, comfortable life
  37. They will end up like their loser parent (eg drunkard father)
  38. They will be outclassed in their craft
  39. They will never find their real parent(s)
  40. Their inclination to gambling is becoming a problem
  41. They’ll never be talented enough to perform on stage, or even in front of other people - u/oliviajoon
  42. The crops aren’t going to crop this year - u/oliviajoon
  43. If the wheat fields don’t produce, their bakery will shut down - u/oliviajoon
  44. If the river dries up, they won’t be able to (water crops, travel on it to see family, have anything to drink) - u/oliviajoon
  45. That old tree in the backyard might fall on the house in the next storm - u/oliviajoon
  46. Their teenager is lying to them about something serious. - u/oliviajoon
  47. Their kid doesn't feel like they can be honest with them and is hiding something. - u/oliviajoon
  48. Their wife has eyes for the neighbour. - u/oliviajoon
  49. Their husband has been out (gambling, cheating, drinking) instead of hanging out with friends like he says. - u/oliviajoon
  50. They have no space to move in their aging parents, who will soon be unable to live on their own. - u/oliviajoon
  51. They're afraid of going hungry this winter. - u/oliviajoon
  52. They have an unreasonable fear of the blacksmith because he’s a scary looking guy with a hammer. - u/oliviajoon
  53. They harbor a secret resentment towards someone important in town and cannot let this show. - u/oliviajoon
  54. They don’t sleep well because of stress dreams about their job. they worry this will affect their performance and make it all worse. - u/oliviajoon
  55. Their business will fail unless they personally oversee it - u/World_of_Ideas
  56. Their true identity will be discovered - u/World_of_Ideas
  57. They will be drafted, shanghaied, or called into service - u/World_of_Ideas
  58. Something bad will happen to the (caravan, ship, expedition, hunting party, fishing group) before it can (arrive, reach its destination, return). - u/World_of_Ideas
  59. Some other idiot will challenge them to a duel and they will lose. - u/World_of_Ideas
  60. The (invaders, monsters, raiders) will manage to breach the walls next time. - u/World_of_Ideas
  61. The major source of employment, resources, economy and trade will run out and income for the region will vanish. - u/World_of_Ideas
  62. They cannot afford to pay the taxes this year and they will suffer as a result. - u/World_of_Ideas
  63. They or someone they care about will suffer a crippling accident related to the inherent dangers of their job. - u/World_of_Ideas
  64. They won't be able to finish their life's work and they won't be able to find anyone who has the desire or competence to continue the work. - u/World_of_Ideas
7 Comments
2024/11/17
01:26 UTC

52

Items that would be for sale at an auction for wealthy criminals

The team have been tasked with stealing a specific book which they have been tipped off is for sale at an auction for the criminal wealthy elite.

I have a few ideas. But I am trying to make sure it is balanced so if the steal EVERYTHING. it won't break the game moving forward too much. Although one or two items would be really cool if the pocket.

They have also been warned against making too big of an enemy out of the attendees.

It's set to be a super fun session. Just need some additional help with some flavourful items or potentially cool useful items. Cheers!

Edit

BossHogg123456789 pointed out I didn't post any examples. Here is what I have so far.

  • very old bottle of red wine. From a famous shipwreck. Thought to have all been destroyed.

  • blood of a pure blood tiefling. Tieflings were all hunted to extinction in the homebrew setting over two centuries ago.

  • a gold cutlass from a former king.

  • crystal (pupurious) a homebrew lore thing. The crystal has been altered and can store one's soul upon death. The crystal is highly volatile and it's magical properties can rarely be tamed.

  • highly decorative pipe, carved from a black dragons skull

  • and a weapon (axe) which belonged to a player from the previous campaign. The current campaign takes place 250 years after the first.

26 Comments
2024/11/16
11:31 UTC

17

Results of my 'Troll' Dungeon! THANK YOU FOR YOUR HELP!

Hey everyone, so I had the dungeon run, it was 2 floors with eight rooms each with everyone being lvl 7 because of trolls towards the end, I also had a Co-DM who was not new to DnD but new to the discord we held this in (They did the second floor and I was proud of it myself because of funnies), since everyone wanted a short session and they also loved it! Here is a summery of what transpired:

The party (Mainly concisting of entirely marshal classes like Monk and Barbarian) started their session in a town that surrounds a giant dome like structure, to which they were allowed to run around, get initial loot and stuff before jumping right in. they went around picked up some stuff, and met the master alchemist named Timmy (Yes, the same one from Southpark), and proceeded to the dungeon, upon entering the dome, they come to find a plateform they were a bit hesitant, BUT stepped on it to which they were transported into the dungeon WITHOUT any of their gear except their attuned items cause I FOUND OUT, that shit is bound to them.

I placed a letter at one of their feet explaining that this is a troll dungeon and that in order for the party to recieve their items back, (I also called them a peasent for the shits and giggles of it, but basic concept of the room is that their is flying clothing above them and they needed to put on some pants or clothing. so at first, they tried to pull the door, no dice....tried to push the door, no dice....they were trapped in their own room until they got some clothes on, and the only clothing there is, is the ones that are flapping above them. After discussing it for a bit, they managed to make a human ladder and started grabbing the the clothing, so after they put some clothes on, they all see the door unlock for them to proceed.

After they entered they all met with the 'Crack Miser' and his minions which was just a Frost Droids and 3 Ice Mephits. they party and them fought, the PARTY! WITHOUT ME REALIZING WHAT THEY WANNA DO! TRIED NUKING THE CRACK MISER! SO anyway the catch of this room is when casting magic, you must roll a 1d20, if you roll below a 7, you cast wild magic instead because of the icey fog is actually a fog of crack! So it didn't work well with the party being martial party with no healers. So with the crack misor dead in 2 rounds, cause I pissed off the players with not being able to nuke him, they kept going.

The next room was a corridor with 4 rooms that gave them hints to a password to the door at the far end, yea they argued about how dumb they all are and didn't even go into the room, which is whatever since they got it anyway. (the passphrase was Abrakadabra), anyway so the next room was the one with Rock Golums, the concept is they must go up a difficult terrain corridor with three rolling boulder golums that would deal 3d6 damage for every one that hits them. the ranger/rouge character rushed up and dodged it all, as like a ranger/rouge being dodgy as fuck! the barbarian however, decided to go grab the boulder....and GOT A FUCKING 27! I described how the Barbarian guy reached up and grabs one of the boulder golums and began pushing it uphill. I was impressed with his roll, he was as well...anyway everyone gets past the golum bowling room and entered into a room with blood, bones, broken equipment, etc. (Just think of 15 dudes that are mortal enemies and want to kill eachother and blow eachother up.) AND a single prestine chest. They poked the chest, the barbarian even threw a spear at the chest, and nothing. However when they RIPPED not open, just RIPPED the top of this chest off. They all get rickrolled by a naked female ugly goblin. Safe to say, it was funny as hell and did it's job.

They were approached with one of my NPCs who told them that due to some technical difficulties, Rooms seven and eight are under repair so they had to skip them. ANYWAY they went on to the 2nd floor where it was filled with trolls, fake trolls, a rick roll troll with the Rock Troll monster sheet because funnies and get rick rolled again bisch. Also along the way, we gave the players the ability to take 1d20 damage buckets and gave them the choice of taking a WHOLE lot of them. This also gave them a +2 to their STR perminently for the first bucket picked up (That will be a secret tool for later ;D).

Anyway so it was fun, quick, and the players enjoyed it. Finally we got to the final room where the players faced off against Troll versions of Jessie and James, with...you guessed it, the buckets came alive, and they were mimics! so the party had to fight me, my Co-DM, and a bunch of buckets with the mimic stat sheet. Yea....they fucking jumped me instantly. Each of them had a silent vendetta out on myself because I screwed with them the most and my Co-DM....just had fun with them. Either way, I was grappled, and fucked beyond belief, THEY EVEN USED JAMES TO SMACK MY TROLL! #RipJessie

In the end, I enjoyed it, my Co-DM enjoyed it, and the party did. Even though I pissed off the party hard enough to gank me. NOW THEN! here is the question you are wondering....Is it ok enough for the DM to piss off the party....no....no it isn't....SO DON'T DO IT unless you planned on doing it and give them something to take their anger out on! DnD is fun, not frustrating...

I want to thank the following people for giving me the ideas for this dungeon run and help with figuring out how to get this rolling:

@angrycupcake56 - For the troll section of this dungeon
@OpeningOffer5788 - For the Rick Troll
@rubicon_duck - For the stanley Dungeon idea, my Co-Owner REALLY loved that idea and I enjoyed working with it also.
@bootnab - Even though I did not use the CONE OF SILENCE! I still used your idea to work on Room four to try and make it more interesting....but was railroaded by the party figuring it out earlier than was expected.
@AmorousBadger -For the Grimtooth's traps books idea, I was inspired by your idea and the books to create the Golum Bowling room!
@Mr_DnD - For the idea of having the BBEG be myself and my Co-DM to relieve the player's anger out on XD.
@Prowler64 - for the narrator idea, didn't impliment it, BUT it might happen if we have dungeon run 2.0 BUT I did use your idea to make my office worker Troll NPC that helped run the dungeon.
@Brother-Cane - I didn't use your Idea for David S. Pumpkins, but I did get inspired off of it to make the Crack Miser. Loved it and will definately impliment it the next time I get to AND will tell ya!
@Prowler64 - For the first Room Idea, I loved it enough and helped with making sure my party was murder hobo-y. had to leave out attuned items though but all in all, the party enjoyed the challenge.
@TrustyMcCoolGuy_ - For the 'Chest Room' idea, I freaked them out ONLY to Rick roll them with a naked Goblin chick doing the Rick roll dance inside XD.

If you did enjoy reading this, and would like to talk with me or the party that I ran, we DO Have a discord for you all to join and if the Mods allow it, I will keep it up here along with the posts from which I posted:

r/d100 Post: https://www.reddit.com/r/d100/comments/1ge9474/hey_need_some_help_making_a_troll_dungeon_for_a/

r/DnD Post: https://www.reddit.com/r/DnD/comments/1gcznsx/oc_making_a_dungeon_that_is_both_entertaining_and/

Discord Server:
https://discord.gg/gb3bfKqpwt

3 Comments
2024/11/13
20:51 UTC

14

Need ideas for black mail

My party went wildly off rails in the best way and have no taken over the mafia including their black mail ring. They also happen to have to try and steal a nobles ship.

I need ideas for blackmail they can pull out for when they eventually try to black mail the noble.

10 Comments
2024/11/10
15:57 UTC

11

1d100 Magic Card Effects for a chaos luck gun

A chaos warlock in my campaign has been gifted an item from his patron. A gun that fires cards which, depending on the cards fired have different effects.

I need your help creating effects for a standard 52 card deck. But feel free to add as many effects as you can think of. The item is very rare to legendary tier.

The suits are

Hearts
clubs
spades
diamonds

Order of strength goes
Aces. Face cards. numbers.

Id love to see what you all can come up with

Some Examples:

1 of spades: Deal 1d6 damage to all enemies within line of sight
1 of hearts: switch one status condition from one humanoid to another at random within 30 feet
1 of diamonds: Spawn one random item twenty feet above your head
1 of clubs: Dc 14 charm save on a random creature in range

(these are examples off the top of my head. Im sure you all can find better versions.

5 Comments
2024/11/07
22:11 UTC

55

D100 Garbage that's slightly more valuable than worthless

I wanted to see if we could throw togetherofĺreally crappy treasure table. It should be filled with stuff that is just barely worth keeping and not immediately throwing away.

38 Comments
2024/11/05
21:09 UTC

141

D100 cargo carried by trade caravans or merchant ships that is valuable, practical, or sensible... just not to the PCs

Not all cargo is loot!

Roll 1D6: if the result is odd, roll on Table 1; if even, roll on Table 2.

Table 1
01 - Newly made wooden barrels (empty).
02 - Jars of honey.
03 - Firewood.
04 - Hemp fiber to be used for making rope.
05 - Raw animal hides.
06 - Recently tanned leather hides. /u/ImaginaryTower2873 07 - Casks of fermented herring. /u/ImaginaryTower2873
08 - Sacks of flour. /u/ImaginaryTower2873
09 - Sacks of rice. /u/ImaginaryTower2873
10 - Sacks of grain. /u/ImaginaryTower2873, /u/svarogteuse, /u/Adhelmir, and /u/Naoura
11 - Baskets of turnips. /u/ImaginaryTower2873
12 - Burlap bags containing onions.
13 - Amphoras of olive oil or vinegar. /u/ImaginaryTower2873 and /u/svarogteuse
14 - Barrels of salt. /u/ImaginaryTower2873, /u/svarogteuse, and /u/giant_spleen_eater
15 - Bolts of silk. /u/svarogteuse
16 - Bottles of fermented fish sauce (garum). /u/svarogteuse
17 - Slaves. /u/svarogteuse and /u/Adhelmir
18 - Pots containing various spices. /u/svarogteuse
19 - Stone used as ballast on a ship, or for construction in a caravan. /u/adammichaelwood
20 - Low quality rugs. /u/rthepenguin
21 - Wooden crates of iron or brass nails. /u/deltagenius
22 - Boxes and boxes of hats. /u/deltagenius
23 - Canisters of wax, for sealing letters and canning. /u/deltagenius
24 - Vials of "snake oil" -- reputed to be a cure-all, mostly just a mild pain reliever with no game effect. /u/deltagenius
25 - Jars containing various pickled foods. An acquired taste. /u/deltagenius
26 - Sacks of common feathers suitable for quills or stuffing in pillows. /u/deltagenius
27 - Bolts of scented fabric, used as burial wraps. /u/deltagenius
28 - A wooden box containing tiny magnetic stones, too weak to stick to metal but will indicate north if placed on a leaf floating in water. /u/deltagenius
29 - Round metal cannisters containing various small spools of thread for sewing, in different colors. /u/deltagenius
30 - A large hempen bag containing dozens of small hempen bags that can be used as coin purses (can hold up to 10 coins). /u/deltagenius
31 - Flasks of cooking oil, too low quality to be explosive; gives off black smoke when burned. /u/Adhelmir
32 - Sacks of raw, unrefined ore containing minute amounts of various metals, worth about 10 g.p. per ton after crushing and smelting. /u/Adhelmir, /u/Naoura, /u/pakap, and /u/Whole_Ground_3600
33 - Prisoners. /u/Adhelmir and /u/giant_spleen_eater
34 - Livestock. /u/Adhelmir
35 - Farming equipment. /u/Adhelmir
36 - Boxes containing low-quality artisan tools. /u/Adhelmir
37 - Large crates containing the component parts of furniture, no assembly instructions. /u/Adhelmir
38 - Sacks of wool. /u/trotxa
39 - Bundles of thatch for roofs. /u/trotxa
40 - Stacks of clay roof tiles. /u/trotxa
41 - Logs, the bark still on them. /u/trotxa
42 - Sacks of peas. /u/trotxa
43 - A big pile of charcoal. /u/trotxa and /u/jerem200
44 - A stack of doors. /u/trotxa
45 - Sacks of mortar for construction. /u/trotxa
46 - Sacks of quicklime. /u/trotxa
47 - Sacks of coarse sand. /u/trotxa
48 - Raw cloth. /u/trotxa
49 - Animal manure for fertilizer. /u/trotxa
50 - Human waste (nightsoil).
51 - A cornerstone (large, heavy, cut square). /u/trotxa
52 - Bundles of thin sticks for use as wattles. /u/trotxa
53 - Bundles of reeds for weaving baskets. /u/trotxa
54 - Bales of hay. /u/trotxa
55 - Burlap bags containing bones. /u/trotxa
56 - Fodder for horses/oxen. /u/trotxa
57 - Piles of canvas. /u/jerem200
58 - Jars of dye or ink. /u/jerem200
59 - Foul-smelling blankets. /u/jerem200
60 - Low-quality silverware, not actually made of silver. /u/jerem200
61 - Clay. /u/jerem200
62 - Boxes containing what are purported to be holy relics, obviously mass produced. /u/jerem200
63 - Stowaways. /u/Twobearsonaraft
64 - Small paper packets containing medicinal herbs; no game effect. /u/Sanguinusshiboleth
65 - Stacks of paper. /u/Sanguinusshiboleth
66 - Ingots of lead. /u/Sanguinusshiboleth
67 - Sacks of fine white sand, of suitable quality to be made into glass. /u/Sanguinusshiboleth
68 - Animal parts from mundane animals purported to have magical qualities, such as narwhal horns. /u/Sanguinusshiboleth and /u/giant_spleen_eater
69 - Adult toys.
70 - A sack of dried ears, all sorts. /u/hokkuhokku
71 - Sacks containing human teeth, used to make dentures. /u/hokkuhokku
72 - Barrels of heavily salted pork.
73 - Lumps of coal.
74 - Crates upon crates of unprocessed plant matter. /u/giant_spleen_eater
75 - Bricks and other building supplies. /u/giant_spleen_eater
76 - Cooking equipment for massive cooking operations. /u/giant_spleen_eater
77 - Barrels filled with fresh, but untreated, water. /u/giant_spleen_eater
78 - Corpses on ice. /u/giant_spleen_eater
79 - Caskets of dried biscuits (hardtack).
80 - Generic tools for multiple industries. /u/Naoura
81 - Disassembled pieces to a loom. /u/Naoura
82 - Finished furniture. /u/Naoura and /u/World_of_Ideas 83 - Sacks of plaster. /u/Naoura
84 - Sealed canisters containing linseed or flax oil. /u/Naoura
85 - Clay jars of bitumen. /u/pakap 86 - Huge blocks of ice. /u/pakap 87 - Bobbins of cotton thread (for sewing). /u/pakap 88 - Vats of purified (al)chemical compounds of dubious quality. /u/pakap and /u/Kitchen-Math-
89 - Casks of whale oil, bundles of baleen plates, and cases of harpoon shafts (without the metal heads). /u/NotInherentAfterAll
90 - Rowboats (no oars). /u/NotInherentAfterAll
91 - Oars (no boats). 92 - A stout metal safe being delivered to a noble. (Empty). /u/Whole_Ground_3600
93 - Various exotic wood in small bundles for crafting expensive things. /u/Whole_Ground_3600
94 - Repair parts or even all the metal parts for a mill with instructions for making the wood parts on site. May include millstones or not depending on size of ship/caravan. /u/Whole_Ground_3600
95 - 500 matched sets of ceramic dinnerware (plates, bowls, and saucers of various sizes) with horses painted on them. /u/Whole_Ground_3600
96 - TOYS! Crates containing toy soldiers, hobby horses, wooden kitchen sets, and all sorts of others. (Even dice games!) /u/Whole_Ground_3600
97 - Boxes of fashionable but poorly made clothing, made to be worn only once or twice. /u/Whole_Ground_3600
98 - Bundles of newspapers. /u/Whole_Ground_3600
99 - Crates containing large bars of soap. /u/Whole_Ground_3600
00 - Newly made wooden treasure chests (empty).

Table 2
01 - Heaps of dented, rusted, and broken weapons and armor, scavenged from an old battlefield. It's too damaged to be of use, but the steel can be melted down and reforged.
02 - Tannin - an important ingredient in tanning hides. /u/whpsh
03 - Sacks of lime (from limestone, not the fruit). /u/whpsh
04 - Sacks of limes (the fruit).
05 - Planks of wood. /u/whpsh
06 - Bundles of 10' poles. /u/whpsh
07 - Tool handles (without the metal heads). /u/whpsh
08 - Bundles of blank parchment.
09 - A heap of iron chains of various lengths, much of it rusted and hopelessly tangled.
10 - A wooden box containing small votive candles used in religious services; burns half as long and provides light half as far as a standard candle. 11 - Bundles of harsh-smelling incense. /u/playtwisted
12 - Seashells. /u/playtwisted
13 - Barrels of pitch and/or tar. /u/playtwisted
14 - Bales of raw tobacco. /u/playtwisted
15 - Coils of very thick rope. /u/playtwisted
16 - Barrels of dried fruit. /u/playtwisted
17 - Wooden crates containing glassware packed in straw. /u/playtwisted
18 - Huge blocks of beeswax. /u/playtwisted
19 - Pottery. /u/playtwisted
20 - A sack of small, colorful stones. Very pretty, but worthless.
21 - A large bell or gong. /u/World_of_Ideas
22 - Wooden cages containing small domestic animals. /u/World_of_Ideas
23 - Metal cages containing small wild animals. /u/World_of_Ideas
24 - Masks (ceremonial, festival, masquerade, tribal). /u/World_of_Ideas
25 - Natural rubber. /u/World_of_Ideas
26 - Sail cloth/canvas. /u/World_of_Ideas
27 - Seeds, seedlings, and saplings. /u/World_of_Ideas
28 - Statues. /u/World_of_Ideas
29 - A pile of roughly made bars, ingots, or pellets of iron or another base metal. /u/FistsoFiore
30 - Bundles of metal pipes. /u/FistsoFiore
31 - A shipping crate full of rat traps; the crate is addressed to a tavern the players' frequent.
32 - Rolls of black fabric embroidered with colorful flames. /u/shiftystylin
33 - Gnomish-made knick-knacks. /u/ahtah23
34 - Pillows. /u/ahtah23
35 - Barrels of maple syrup. /u/ahtah23
36 - 25 cages, each containing a live rabbit, to be released for a nobleman's hunt. /u/ahtah23
37 - A burlap sack of pumice stones of various shapes and sizes. /u/ahtah23
38 - A wagon (as cargo if at sea) or a ship's anchor (as cargo if on land).
39 - Cases of standard rations infested with bugs, mice, or other vermin.
40 - Wine in poorly made barrels, allowing in enough air that it has turned to vinegar.
41 - A wooden crate making a buzzing sound; it contains a live beehive.
42 - Bolts of linen.
43 - A pallet of neatly stacked cobblestones.
44 - Fishing nets.
45 - Empty save a signed receipt confirming a recent delivery of a large and valuable shipment of goods. /u/Arvach
46 - Bird cages, each containing a pair of live birds. The birds are of a very common variety.
47 - Bags of human hair, to be used to make wigs.
48 - Bags of animal hair, to be used to make felt or in other objects.
49 - Bags containing ground-up mummies.
50 - Large, locked wooden chests. Each chest contains 1,000 brass coins minted by a distant, long-deposed empire. They are worthless as currency, but could be melted down. Each coin is worth about 1/100th of a copper piece.
51 - Ambush! (bandits, pirates, raiders, soldiers, etc.) are hiding in the cargo. /u/World_of_Ideas
52 - Barrel of citrus fruit. /u/World_of_Ideas
53 - Sealed cask containing beard and mustache oil. /u/World_of_Ideas
54 - Stacks of bounty posters. /u/World_of_Ideas
55 - A large crate containing brushes and combs of different sizes. /u/World_of_Ideas
56 - A sack of door knobs or door handles. /u/World_of_Ideas
57 - A crate of door hinges. /u/World_of_Ideas
58 - Enormous door knockers.
59 - A well-ventilated crate containing fresh mulberry leaves and live silk worms. /u/World_of_Ideas
60 - A box of stained glass windows carefully packed in straw. /u/World_of_Ideas
61 - Crates of uniforms. /u/World_of_Ideas
62 - A very heavy iron box, containing weights of various sizes, for merchant scales. /u/World_of_Ideas
63 - A very light wooden box, containing skeins of yarn in various colors. /u/World_of_Ideas
64 - A large box containing the gears, pulleys, levers, switches, and other various parts of a disassembled machine. (No assembly instructions.) If assembled, one critical piece is missing. /u/XxGenericNamexX
65 - A large box containing the critical piece from #64.
66 - A large box containing the assembly instructions from #64.
67 - Canvas bags stamped with the official seal of a large kingdom containing bundles of mail (general correspondence between ordinary people). /u/cscottnet
68 - A leather satchel stamped with the official seal of a large kingdom containing official government correspondence. It's all very routine and of little interest to the players, but would still be missed if not delivered. /u/cscottnet
69 - A single, loose envelope that must have fallen out of either #67 or #68 and somehow became wet or damaged. The address is illegible as are the salutation and signature, but from the remaining contents it's obviously a quite explicit love letter between two important people having a secret affair.
70 - Chairs. /u/World_of_Ideas
71 - Sacks of loam. /u/World_of_Ideas
72 - Rolls of fresh-cut peat / peat moss. /u/World_of_Ideas
73 - Boxes of books on a variety of subjects. /u/World_of_Ideas
74 - Large wheels of cheese covered in wax.
75 - Loaves of bread (stale).
76 - Wicker baskets full of live crabs.
77 - Wooden boxes vaguely shaped like coffins containing wooden mannequins.
78 - Wooden coffins (empty).
79 - Small boxes containing chalk sticks of various lengths and colors.
80 - Climate-inappropriate clothing: cold weather gear if in the jungle, beachwear if in the frozen wastes, and so on.
81 - Stacks of dried, salted fish, hard as planks.
82 - Empty buckets.

42 Comments
2024/11/05
14:37 UTC

0

New 2 D&D

can anyone help me with making a chapter sheet or tell a good resource to use, I am also trying to find places that play IRL,

4 Comments
2024/11/04
21:03 UTC

6

Random Geology Tables for a campaign?

I'm currently in a Council of Wyrms (AD&D 2e) campaign and I'm trying to do my best to minimize the work my GM has to do with respect to my dragon's land holdings. Drawing up the rough settlement maps, doing all the accounting myself, doing as much NPC interaction off-screen as possible, but I've hit one mild snag: To actually do mining checks it requires the GM to determine what minerals are in an area.

Naturally, I'd like to make this easier on them too, but such charts are fairly rare if they exist at all. Is there anyone on this sub who has a random chart for rolling minerals? Even one specific to mountains or caves for example. There's an underdark entrance nearby and a river, and the area's mostly tropical jungle, but alas, in terms of geology it's woefully unspecified.

3 Comments
2024/11/03
21:16 UTC

Back To Top