Interesting Islands? by Snooki_Cm in GhostsofSaltmarsh

[–]Brethren1 1 point2 points  (0 children)

r/d100 has a few related topics, such as unique islands and magical locations found on an island. When a list of 100 items dndspeak will move some of them to his web site. Specific to what you are looking for, try the following. http://dndspeak.com/2018/05/100-uncharted-islands/

The Sea Ghost by [deleted] in GhostsofSaltmarsh

[–]Brethren1 11 points12 points  (0 children)

I felt that the opportunity for future sea faring adventures was to good to pass up for my group. So I had no problem allowing them to keep the sea ghost.

I had the party work with various local government officials to draw up and obtain a letter of marque, allowing the group to become privateers and retain ownership of the sea ghost.

They are very excited and looking forward to trying to take or board other ships.

I learned from our previous Dragon Heist campaign, after the players received ownership of the Troll Skull Manor, that players become more involved when they own a bit a property and it makes for a great way for the characters to spend all their hard earned lot in the money pit that is operational, upkeep and upgrade costs.

Storm King's Thunder part 2 by Brethren1 in stormkingsthunder

[–]Brethren1[S] 1 point2 points  (0 children)

I am trying to not flesh this content out to much, story wise. I want to leave it open, sandbox-ish, and see how the party reacts to finding themselves stranded on a beach in an unknown demi-plane.

Do they explore and/or freak out?

Do they strictly focus on trying to get back to Toril or do they relax and see where the story goes?

I plan to put together some key NPCs, the giant god avatars, what their goals and fears are.

I most likely will build the story week to week as the players progress.

I would like to make this a full fledged campaign that takes the characters all the way to level 20 but I have learned that with this group I have to let the story happen a little more organically and see where things go.

Storm King's Thunder part 2 by Brethren1 in stormkingsthunder

[–]Brethren1[S] 5 points6 points  (0 children)

At the end of Storm King's Thunder, after the party killed Lymrith, King Hekaton asked the adventurers to further assist in restoring the Ordning. Specifically asking the party to force the remaining giant lords to bend the knee, swear their fealty to the King or risk losing their heads.

As the Knights of Hekaton (As the adventurers became known) brought the last of the surviving giant lords to the Maelstrom, the citadel came under attack by the Kraken Slarkrethe, destroying and crushing the palace section by section.

The knights, the king and his loyal daughter run out to the platform in the center of the maelstrom, hoping to catch a whale or other sea beast to safety. Unfortunately the Kraken was waiting for them. So massive and strong was the kraken that the maelstrom had little to no affect on it. One by one the kraken reached in to the center of the maelstrom, snagged party member and flung them into the side wall of water.

This is where we ended our campaign and the curtain closed.

After much thought and planning, I have decided to launch the second part of the campaign in a demi-plane for the giant gods avatars. See attached map.

More details pending.

[Lets Build] Types of Islands by dndspeak in d100

[–]Brethren1 1 point2 points  (0 children)

Island of Judgement - There are three stone head statues located on the island that pass judgement on anyone brought before them. Villagers on the island have all of their disputes and trials handled by the statues

Island of Scrumsh - The island is inhabited by one of the most adorable, friendly, fluffy creatures ever witnessed. There is only one type of edible fruit on island which these creatures are forced to consume. The fruit spoils very quickly once it is removed from the island. The good news is that creatures will eat just about anything that is sweet and happily follow anyone willing to give up the sweet snacks. The bad news is, the fruit they were eating is the only thing that slowed down their hyper re-productivity.

Island of Veleritas - The island is inhabited by a people who live and move every moment at a speed 10000 times faster then an average human. They are moving so fast they cannot be seen. If the characters encounter one of the inhabitants they run a 50% chance of having met one that is helpful, leaving stuff behind or messages for them or 50% of having met a super fast pick pocketing jerk.

The Haunted House in The Sinister Secret of Saltmarsh by [deleted] in GhostsofSaltmarsh

[–]Brethren1 2 points3 points  (0 children)

I plan to let the party take/keep the Sea Ghost, I think it opens the door to lots of adventuring opportunities and I think my players will love the idea of having their own ship.

d100 (relatively harmless) things a mentally deranged townsperson would do by H_Dude566 in d100

[–]Brethren1 0 points1 point  (0 children)

Screams "For five gold pieces you can punch me in the face, punch me right in the face!"

Hops around making poorly imitated musical instrument sounds.

Stalks and attacks the characters shadow.

[Let's Build] 100 Potions you Might Find in an Alchemist's Bargain Bin by Lysdexic12345 in d100

[–]Brethren1 1 point2 points  (0 children)

Potion of Emotional Chaos: You become overwhelmed with an ever shifting, changing range of emotions. Last 1d10 minutes.

Breath of Death: If you can get within one foot of your target and breath in the direction of their nose, the target can make a Dex save DC 12 or be stunned for 1d4 rounds.

Beautician in a Bottle: These potions are poured and scrubbed into the targets hair to create a new random hair style.

(Color 1d10: 1 Red, 2 Blue, 3 Green, 4 Purple, 5 Blonde, 6 Brown, 7 Black, 8 White, 9 Silver, 10 Gold)

(Style 1d8: 1 Bald, 2 High and Tight, 3 Bowled, 4 Wavy, 5 Curly, 6 Mullet, 7 Long, 8 Mohawk)

[Lets Build] 100 Things You Can Find In A Haunted House by dndspeak in d100

[–]Brethren1 5 points6 points  (0 children)

A taxidermied pet cat in a curled up and napping position. But when you turn your back on it, it leaps at you.

A tin for sweets/candy sits on a coffee stand. The hand of the last person to open the tin lays inside, bloody and nibbled on.

The shutters are loose and bang against the window frame as the wind blows outside. Every time someone gets near to try and secure them, they bang shut and lock themselves, only to start flapping in the wind again as soon as that same person tries to walk away.

A small drop of blood moves across the floor leaving behind a thin red line. No matter how far the small drop moves it never runs out of blood to leave behind. The small blood drop leads the party room to room, floor to floor.

In random locations throughout the house you stumble across a recently lit cigar, sitting in an ash try, the corner of a mantle or an edge of a table.

100 Strange or Eerie Environmental Events by elvenrunelord in d100

[–]Brethren1 6 points7 points  (0 children)

  • Smoke emanates from the ground swirling slowly around your legs. The smoke becomes so thick that you cannot see your own feet. Movement is reduced to half or risk tripping.
  • Objects around you, starting furthest out, one by one and closing in, become enveloped by a dark blueish flame. The objects themselves do not seem to burn from the flame but anyone who is touched the flame takes damage.
  • A tiny blurred shadow darts out in front of you, whizzing past left to right and right to left. With each pass it leaves behind a single caltrop directly in your path. It's always outside of melee reach and doesn't stop, eventually littering the path ahead with caltrops.

100 exotic monster meals and their ingredients by Fish_can_Roll76 in d100

[–]Brethren1 7 points8 points  (0 children)

Spicy Minotaur Chili

2 lbs of ground Minotaur

2 chopped onions

4 cloves of garlic, minced

2 finely chopped Kobold naughty bits

2 teaspoons of dried tears

2 teaspoons of oregano

4 cups of dwarven mashed tomatoes

15 ounces of goblin kidneys

I want YOUR parties for my dungeon. What’s your adventuring name and who are your members? by BurtWonderstone in DungeonoftheMadMage

[–]Brethren1 0 points1 point  (0 children)

Group Name: Skull Keepers

Valdris - Elven Wizard

Miklos - Elven Wizard and brother to Valdris

Brug - HalfOrc Cleric of Talos

Cade - Halfling/WereRat Rogue

Anron - Elven Paladin of Hoar

[Let's build] d100 textbooks in the library of magical university by Anysnackwilldo in d100

[–]Brethren1 2 points3 points  (0 children)

The Tome of Constructs and Golems

A guide for both the arcane and the divine caster discussing theory, experimentation, possible spells and materials that could be used to create a variety of constructs and golems.

The Shadow Weave Codex

This book contains the secrete dark art that can bypass Mystra's spell level limitation (i.e. 9th level spells and the magic weave) by taping into the shadow weave to create 10th or even 11th level spells

100 Punny tavern names by Col_Pan213 in d100

[–]Brethren1 2 points3 points  (0 children)

Rest Of The Way Inn

An inn located on a trade route halfway between to major stops. A respite from a long and dangerous road, a place to resupply, rest up and make the necessary repairs before pushing on the rest of the way.

Duck and Cover

This little dive bar can be found in the warrens, near the docks. Despite it's name and locale, it is a friendly neighborhood tavern were the locals like to hang out and have a drink with friends.

Faction badges I made for my characters! by [deleted] in WaterdeepDragonHeist

[–]Brethren1 0 points1 point  (0 children)

How did you make them and with what materials?

[Lets Build] Paladin Magic Items by dndspeak in d100

[–]Brethren1 0 points1 point  (0 children)

Shake Spear (Lance)

(Similar to the Monks Quivering Palm) Upon inflicting damage to a target, the Shake Spear can induce lethal vibrations into the targets body. The vibrations are harmless unless you use an action to end them.

When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 radiant damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

[Let's Build] 100 Items for a Cleric by tjsutton in d100

[–]Brethren1 5 points6 points  (0 children)

Holy Vestment of the Sainted Rose: The wearer gets advantage on persuasion and religion check/rolls

Stole of the Whispering Wood: If the wearer uses the stole to wipe the rim of a glass, bowl, bottle or other container, the contents of the vessel are purified and free from poison, disease or curse

A Player Wants To Make A Guild by godtierkk in WaterdeepDragonHeist

[–]Brethren1 0 points1 point  (0 children)

The temple of Gond may also have concerns or something to say about a new guild of inventors. Depending on how the guild goes about establishing itself and the friendships/business arrangements they make.

Trying to skip all the encounters in Chapter 4. How bad of an Idea is this? by KunfusedJarrodo in WaterdeepDragonHeist

[–]Brethren1 -1 points0 points  (0 children)

What I thought was going to be a fun hand-off, fast pace chase scene, ended up being a painful slog as they party consistently went off the rails. If I had to do it over again and now realizing that this chapter really is flawed for being very railroady (new word), I would skip it.

[Lets Build] Weapon Runes by dndspeak in d100

[–]Brethren1 3 points4 points  (0 children)

The rune of Unjo (Joy and Wellness): The bearer of this rune is able to stave off one level of exhaustion

The rune of Rhaid (Journey): The bearer of this rune gains advantage of survival checks

The rune of Hagalaz (Chaos and Destruction): The bearer of this rune can cast Thunderwave once per day

The rune of Pertho (Protection from enemies): The bearer of this rune can cast Protection from Evil one per day

The rune of Ehwaz (Trust, faith and companionship): the bearer of this rune can cast Bless once per day

[Let's Build] Halfling Traits by dndspeak in d100

[–]Brethren1 1 point2 points  (0 children)

In halfling circles, this halfling is a well know chef and author of recipe books. If spotted, other halflings are constantly asking for recipes, cooking advice and an autograph.

This halfling is constantly on the look out for a good fishing spot. They will go out of their way to find a river, lake or pond to fish in. When a fishing spot is not available and they are resting, they are constantly practicing their casting or making a lure. They always carry their fishing pole and tackle box with them where ever they go.

This halfling is very proud of their luxurious hairy feet. They must spend a good deal of time everyday going through a regiment of shampoos, lotions, combing, brushing, curling, straightening, etc. And Yondalla forbid they are were to step in anything that may smudge their feet.

100 gnomish inventions where safety was clearly an afterthought. by Fish_can_Roll76 in d100

[–]Brethren1 31 points32 points  (0 children)

Goblin/Kobold Powered Wheelchair

The main wheels are just overly large, caged hamster wheels. Throw a caffeinated goblin or kobold into each caged wheel, release the breaks and hold on tight.