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.
Acanthus’s Conundrums is a weekly post that gives you a puzzle and three riddles to use in your roleplaying game. Continue reading Acanthus’s Conundrums #6: Puzzles & Riddles for RPGs
Dense, moss-strewn forests cover the lands of the Vikmordere Valley. Ever-present mists form thick clouds in the forest canopy. Shelf ice on Serpent Lake takes on the form of arched waves against the shore in the winter months. Winds from the Adövyc Mountains, even in the warm summer months, are a chill reminder of the glaciers in the high peaks and the terrible jötunn who dwell there.
Surrounded on all sides by the mighty Klavek Kingdom, the Vikmordere Valley has remained the sovereign home of the Vikmordere for countless generations. Despite the presence of a Vikmordere village or stronghold on nearly every isle and at every river mouth, the Vikmordere Valley is an untamed place, with settlements divided by leagues of frigid water and misty forests.
Ancient fir, hemlock, darkwood, tranteum, and spruce trees climb the mountain sides beyond the snowline. In the lowlands, cold springs feed idyllic streams and rivers. There is no end to the game trails from fox, sable, hare, wolf, boar, hart, and more. All the vast forests of the Vikmordere Valley are unspoilt by human progress. The mists that cover the valley hint at the dangers and discoveries one might find within.
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…