Gold coins and silver doubloons make for fine treasure, but there are a lot of items you can pass on to player characters through reward or discovery. Here are d100 gems and minerals for your consideration.
Being a list of material spell components: flasks, boxes, beads, vials, tubes, and bags containing a bevy of knick knacks of interest only to those with arcane potential. Continue reading d100 Spell Components, Part 2
Neither plant nor animal, and with more in common genetically with humans than potatoes, fungi are mysterious creatures in our own landscape, let alone a gaming world. They cover vast areas known to be the size of towns and can expand even further. However, less than 10% of species have been identified and the features of many of the known varieties are not clear.
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…
There are many fates worse than death that you might suffer in the Underworld if you are incautious, but perhaps the very worst of them is to end up in a drow slave camp. Holoth’s camp is known and feared for hundreds of miles around the city, and with the dark elves now taking captives from the surface, rumors of the terrible existence one can expect if captured are spreading rapidly.
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