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d100 Book and Tome Descriptions

As your players’ characters walk into the sights and smells of a mage’s study, the dust and silence of a sage’s library, or the forbidding cages of a demon’s infernal bookstore, they glance around and straightway ask what the books they can see look like.

But what if the only answer you have prepared is the description of the one you want them to find, plus perhaps a couple of decoys? What do you do if they start to drift along the shelves or walk around the tables stacked high with volumes? Are you ready answer their questions? Were you were rushed when setting up the adventure? Did the author add enough detail? If so, worry no more!

Below are descriptions of 100 types of books and tomes. Use them to grab the attention of your players’ characters and to help flesh out the atheneums, bibliothecas and literature repositories in your adventures. Some are obvious, some are uncommon, and some are outlandish! While most the books are not magical in themselves, some only exist thanks to the efforts of casters, and the contents themselves may just be information rather than magical as well. Unless, that is, you decide differently…

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d100 – Acanthus’s Truths: Living in Holoth

d100 Acanthus's Truths

From the scrollshelves of the sage, d100 Acanthus’s Truths about living in Holoth. As the party begins to plan to advance on Holoth, whether openly or covertly, it pays for them to try and find out a little more about the city.  Unfortunately, few folks have been to Holoth and come out without being affected, so information about the place, and the Drow in general, is sketchy and potentially a little unreliable. However, some facts have emerged over time, and although they can sound a “little vague” what’s listed below is essentially true. Characters can gain some of these pieces of information by speaking with appropriate residents of other Underworld cities or intelligent creatures they meet on the way to Holoth itself. As GM, use them to add flavor to any encounters with Drow at any point in the adventure. Continue reading d100 – Acanthus’s Truths: Living in Holoth

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d100 – Seemingly Sensible Advice Found in a Strange Setting

EITHER roll d100 once and just read across both entries OR roll twice and match the advice to where it is found. The idea is that the advice, whilst sound in general, is unnerving in its specific place; it ought to get the minds of the characters racing at least. Some of the advice (e.g. Entry 4) is deliberately open to interpretation. Whether ANY of it makes sense is up to the GM in specific situations; if it doesn’t, it is meant to distract the characters into making mistakes or being over cautious.

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d100 – Spell Components

AI art of an arcane laboratory, vials, beakers, tubes, neon spell components

Being a list of flasks, boxes, beads, vials, tubes, and bags containing a bevy of knick knacks of interest only to those with arcane insight.

To get a random result, either use the standard d100 to get an even chance of any result or roll 11d10 (getting between 11 and 110) and take 10 from the result.

On average this will move the result to the middle of the table where spell components for cantrips, then Level 1 spells, then Level 2 and final Level 3 are situated. This second method makes it more likely that low-level components are found when a wizard is searched. Note: these components are intended to be found on low-level arcane casters.

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d100 Solutional or Karst Cave Finds

A d100 list of found objects, unexpected sights, and strange encounters for your players to discover while venturing through unexplored, solution-carved caves.

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