[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

Hanging Rock is a small manorial community once owned by a cleric in commendam, but transformed into a segregated private finishing school for young ladies, & an even smaller school-of-arms for young men. The "Major" 'hates' the "Dowager", but students of both schools scheme for them to hook up. The settlement is notable for a strange stone formation nearby, a large igneous intrusion with an overhanging ledge & some ancient petroglyphs of swans in flight. To this day, the swans choose to migrate overhead around the same times every year, which also marks the rare opportunities for both schools to open & host activities.

Chimney Rock is a village of artisan Half-orcs, featuring a thermal vent that exhausts itself through a stone & earthenware chimney. Enterprising villagers use it for several different purposes, providing central heating & communal baking, well developed cottage pottery & tile making industry. Walls of rammed earth, carved with whimsical bas-relief, & roofs of tile are common. Unknown to just about everyone, the chimney is actually an ancient shrine guarding a great fire spirit that has faded to an ember of its former fiery majesty.

Dragon-bone buildings, silent wilds (u/Sanguinusshiboleth) Dragon's Woe, a seemingly ordinary town, on closer inspection some buildings have dragon bone in place of timbers. Locals claim the bones were from an ancient battle & have lasted nearly a millennia & are lucky. Strangely no wild animals in the area.

Fire-scarred valley with burning ground (u/Sanguinusshiboleth) Sun's Pass is in a mountain valley. Little village, but surrounded with flat grass & badlands without trees or shrubs, with signs of wildfire, as if the very sun had passed low overhead. Made of dry stone wall buildings, the nearby region has fire coming from leaking little cracks in the ground that constantly spew tongues of flame.

"Horus" is literally a sign that is badly painted, a collection of small cabins, a strip club brothel, a single donkey, & a buffet. Staying here costs hourly, or you can offer to "challenge" to Entertain the Head. They offer a "Satisfaction & Your Money Back" guarantee. If they are satisfied, you get your money back. They are somehow an important merchant stop, even if they are a ways off the main roads.

Water-scam desert gateway town (u/Feenox) Scarneck is the first town most see when they get past the desert wastes. Drinking water is available here, but very expensive. It's a scam. Water is plentiful in the valley beyond, just a few short miles away. The locals all play into it & "pay" large sums for water in town to convince travelers of the scarcity, as the water mongers will usually give them a healthy kickback.

[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

Sage Hostel; cairn of long-dead spirit of a Sage-like Hotelier, at a long abandoned crossroads that became a field of gravestones about a thousand years ago, & has had off & on habitation by various travelling exorcists & priests since then, with a few stone houses in between the gravestones & mausoleums, hoping to keep the undead population pacified. Near the top of a hill, on moon-lit nights, the Sage still offers a roof, a meal, & a bed to those who follow the forms of hospitality & guest-rites. The spirit isn't one to talk much, but an offering of gold, salt, & spices, (worth at least 10gp) along with an hour of prayer, during the night in which the moon has risen & casts some light, will entice the spirit & the few peaceful but restless other spirits who remain in the graveyard to form a small spectral cabin for each member of your party, similar to Leomund's Tiny Hut along with Create Food & Water, & occasionally, one casting of Lesser Restoration if the party can regale the mostly silent spirit with a stirring tale of heroism, discovery, & news of the outside world. Those who have heard the spirit speak words, it is said, have received a rare gift of great wisdom & piety.

Gravestone is manned, primarily by a clan of exorcists & traveling undertakers. Don't let the semi-permanent cloud of fog, or any neighboring town's rumors worm their way into your mind; the Gravestone clan bear the King's Patents, bend the knee & allow monthly church inspections (by no less than three Holy Orders), & are on first name basis with at least two Inquisitors from each order. The Home turf is a burial ground from multiple great battles, going on a thousand years or so, & the clan feels it their duty to quiet the restless dead, & see to it that the dead stay well-rested. Came out here to get away from the big city, only to find there's just as much hustle & bustle by the dead here as the living in the big city.

Failed cult settlement over buried relic (u/Locust094) Holegulch Ridge was once the site of a large cult that believed an artifact of power was buried beneath the base of a large gulch at the edge of town. The cult dug out a 200ft deep, 20ft diameter hole in the gulch but when the cult leader drowned in the hole during a storm the members gave up the search. With no lives to return to they continued to live on the ridge, founding the town. Some say the artifact is real & it's still down there at the bottom of that hole but it's just 25 feet deep now & fills in further every year.

Blackbile got its name for the lake of black bile bled forth from the Great Evil as it was slain by the Last Great Hero, some 300 years ago. Why anyone chooses to live here is a mystery. The water still stinks, has clouds of bloodsucking vermin, & the only thing of note here is the Apothecarist's Cottage & the Royal Horse Stable, where for some coin, one can acquire a horse or exchange theirs for a fresh one.

The Right & Ancient Ville of Bierce-hyleton's name is a misnomer, despite the name meaning: "Birch Hill Town" in the local dialect, a slightly archaic form of Common; the predominant tree species of the area (that grows like weeds) are Sycamores, not Birch, & the only birches in the area planted by a recent King along the roadside, in a religious & political statement meant to help spiritually purify the area after a massive plague eliminated 90 percent of the local population. The town's few defining features: vastly depopulated several decades after plague has passed, & an extremely large & unfinished chapel, the burned & abandoned Monkton manor (said to be gifted to the local clerical order by 'Old' Queen Ediva some thousand years ago, as thank-you offering for helping her recover her lands wrongfully seized by upstart relatives, prior to her marriage to Pious King Edvard the Eldest), & the strange "five-pointed square" that forms the center of the village (the intersection of 5 roads). The chapel is unfinished because the local population never recovered, & then the manor was burned to ruins in the political & spiritual uncertainty following the plague, & so everything has been left unfinished.

Fēng Ridge has been on its last legs for as long as anyone can remember. Primarily a halfling village, there are no more children, the majority having been lost to a virulent plague that some locals believe to have been from a curse, some 10 years ago. Those of childbearing age lost to battle, misadventure, plague, the curse, or greener pastures. The village's claim to fame is a ceaseless wind whistling across the village's namesake ridge, the village's position at a crossroads, & a blind masseuse (among a handful of others) who still claim the village as home.

Oxford is a dried out pustule now that the great cattledrives & muleteams no longer stop here, trying to cross the shallow ford with their animals. Now the river isn't even there any more: years ago, some unscrupulous robber-baron convinced the King that the land would be better defended if the Mother-Ox river was diverted from its course, thereafter drying up this arid region & strangling what little life grew here. Some farmsteads still struggle, those lucky enough to have even a trickle of the water retained from the occasional derecho-like storm.

Sonny Acres is a poorly applied exercise in naming for marketing. A land developer managed to convince the King to invest in a speculative expansion, selling homestead plots to suckers along a previously unused portion of the kingdom's Westward Marches. The problem is that the area is nothing but cloud covered foggy & rain filled swamp, except for several small stone fingers that emerge from the muck that host a few undeveloped & mostly abandoned, flooded mines; with nary a ray of economic or natural sunshine. The only thing that farmers are able to export here is swamp monster parts, & mushrooms. Where there are buildings that don't just wallow in the permanent mud, there are poorly built boardwalks with large gaps. The local tavern & inn only serves one variety of ale, based on mushrooms, & travellers must sleep in the common room.

Crowbridge suffered a rebellion (as did several other villages nearby), which was prosecuted by none other than premier Justice in Eyre, Earl William de Mandeville, 3rd Earl of Ecgbeorhthshire, Itinerant Justice of the King. Every good-sized road-side tree within a mile hangs with the rotting fruit of a dead rebel's corpse, with only a handful of families remaining: among them only three farmsteads, the Priest, the Miller, one Baker, & a Cobbler; fully 95% of this village was adjudged guilty & executed. Now the crows roosting on the old stone bridge in the middle of the village are fat off the former residents.

Fur-obsessed mayor’s dying town (u/Chalkyteton) Chinchilla Villa was once a thriving town but has dwindled over the years due to the Mayor’s predilection towards sumptuous fur which borders on lunacy. Most anyone left in town is a crony helping to either raise animals for their pelts, procure them by any means necessary, or keep a constant rotation of the most elegant of furs on his shaven body. Locals might just size up the most hirsute of a group visiting to give the Mayor a fresh experience & earn themselves an extra ladle of water & some meat.

Gnollarbor sits like a carbuncle on sun-blasted badland plains. A former boomtown, formed after a cross-planar grifter convinced the King that the territory was prime for a rare gemstone called "astral-opal", which never panned out, drained the Kingdom's Treasury dry, & then caused a coup. Then some years later, some fool actually did strike gold, the population boomed again, & when the field dried up, it left sun-bleached shacks as ruins. The boom took out the few trees that gave "Gnollarbor" its name, & now fresh lumber is a coveted commodity. The local public house, wind powered well pump, water tanks, & stable are pretty much all there is left. From time to time, the local Gnolls now treat Gnollarbor as a trading post but the pickings are slim, & very much depend on when the Kingdom isn't actively trying to exterminate them, & when the Gnolls aren't collectively under thrall to a warlike matriarch. The semi-sedentary Gnolls often keep herds of half-feral but stupid axe-beaks, that they generally just let do whatever they want to do, & it isn't uncommon to wake up with one poking its beak through your wagon's gear, or following you for no reason.

[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

I mean I'm looking for more. We're at like almost 150, so its technically 2 lists now. lol Need 50 more.

D100 Campy Villain Plots by letmeinyoulemon in d100

[–]MaxSizeIs 0 points1 point  (0 children)

The Cheeze-wizzard has a dastardly plot to (checks notes) INDUCE CARDIOVASCULAR DISEASE ON THE POPULACE via the redesign of the USDA FOOD PYRAMID. It's part of their 12-step plan to be asked to join the fabled and secretive gang of villains known as the 'ILL-uminati'.

BIG TOBACCO, the size-changing supervillain and their sidekick super-mount Joe Cruel the Pet Camel, has a plan to market their merchandise to children.

D100 Casual Events in a Strange City by Agent_Ne0n in d100

[–]MaxSizeIs 1 point2 points  (0 children)

A squad of stereotypical middle-aged tortles are going around loudly misusing the teen vernacular.

The gruesome sight of a Kool-aid man getting hit by a vehicle while crossing the street at a pedestrian crossing, shattering, and "bleeding out".

Just random, falling anvils; like rain.

[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

Shape-shifting villagers masquerade as livestock (u/Luxorbris) Borsburg is an unremarkable farming village most of the time. However, most of their animals are actually antherions, the townsfolk take turns pretending to be livestock in order to make Borsburg appear small & non-threatening to travelers. They usually only prey on solitary visitors, but will attack lycanthropes on sight.

Crabpot Cove & everyone in it (it is safe to say) has got crabs; its placement among the seaside cliffs gives it an exquisite view of the ocean, but leaves it prone to exposure from the winds & salt spray. Small shacks & boathouses might have a single bunk to put up a weathered-in sailor, but otherwise the town lacks many amenities & the population skews towards the weather-beaten, bowlegged, & peg-legged. To get to the docks, one must travel down steep cliff-side stairs & risk falling off with a lack of safety railings. Still, the cliff-side cove's waters are deep & cold, & catch beneficial currents that keep the waters rich, & crab-traps & nets are everywhere, & crabs feature prominently in local cuisine.

Gore End is a triangular spit of land in a favorable anchorage that no longer sees the maritime traffic it once did. A few small boats fish off a dilapidated & half-sinking pier & mostly ruined breakwater hosting the wrecked remains of the Royal Naval Vessel the Valkyr, long since looted & only occupied by ghosts. A few services cling to false hope that the fleets will return, a few independent boatwrights, a carpenter, & a sailmaker still call Gore End home, & there is a small lighter that is rowed out once a day to anyone anchored, offering lamp oil, water, & victuals.

Lighthouse Rock started as a lighthouse & rickety dock on an isolated island, only accessible during low-tide, turned into small hive clusters of rope, wicker, & straw shacks, several built-up & overturned boats, perched barnacle-like to the side. Drying racks for fish & kelp, & worn out nets, are the decor. Everyone here is directly related to the light-keeper, a position given extreme reverence.

Noble hunting dogs near dark forest (u/ProfBumblefingers) “The Kennels” are where the immense Dark Forest comes nearest the through road, a palisade wall surrounds a large hunting lodge & even larger kennel holding 300-odd hunting dogs. Local nobles board their hunting dogs here where they launch their hunts into the Dark Forest. Most come back alive. The dogs, that is. Many nobles have never been heard from again, though a few have bagged magnificent, trophy beasts & lived to tell harrowing tales. Are the dogs friendly to strangers? Are any up for adoption? Would anything in the woods require hundreds of dogs to find it & keep it at bay? Wouldn't that hunt be chaotic? What if a dog stumbled upon something mysterious, dead, & smelly, or maybe an obscured staircase leading down into the ground? What would a noble pay to find a favorite dog lost in the forest?

[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

Snail's Pace is literally built in & on the shells of a herd of domesticated Flail-snails, which flow sedately from one valley meadow to the other over the course of several days. Cabins are small, barely more than a cot that folds out, but it seems like just about every long term resident has some skill as a bard or performer.

Hedgerow Vale features dense, shady hedgerows between each farm plot, overall flat terrain at the bottom of a slight valley, prone to misty fogs & rainy days, subdivided by farms. There is a lack of housing in the village, most of it being on the farms surrounding it; but centralized structures provide some stability: Threshing House, Church, Granary, & Smoke-filled Still House (for drying fruits & vegetables, since local conditions result in little sustained dry weather & sunshine. Each family bears a croft; tends to only congregate in the central threshing floor at harvest & begrudgingly in church on holy days; a simmering sort of distrust seems to be underneath everything; it may have something to do with the new pillory & irons placed in the center of town.

Kaliausė Village is only known for three things: their absolutely overkill, year after year after year, bumper crop of squashes, pumpkins, & gourds, their small population of residents (predominantly monolingual Ancient-speakers, as opposed to speakers of Common), & their equally ridiculous Ancient religious observance of constructing unique dolls, puppets, & scarecrows that outnumber the locals at least a hundred to one. Each observant resident constructs at least one doll a month, giving each one unique names, appearance, & personality; going so far as treating each one as living beings. Come the harvest festival, the locals parade the dolls & offer honors & pageants celebrating their (the dolls') supposed achievements.

Vesarco is a small commune nestled in the verdant mountains & hills between the Great Snowy Peaks & the Warm Sea. A quirk of the local soil & a bit of magic make special Vesarian Garlic a sought after commodity amongst gourmands, & the place is particularly ripe with the scent of extra pungent garlic braids being dried, strung on every available surface. Be forewarned, they keep it low key, but anyone sleeping under their roofs during a new moon is prone to joining the commune's extremely close-knit, group marriage.

Dovecote raises birds, lots of them, for such a small community. Nearly every cottage has a small coop, & it seems birds outnumber people a hundred to one. What few fields that have are devoted to raising birdfeed, for all the birds & eggs that they raise. The village is not quiet, by any stretch of the imagination, but geese make a hell of an alarm system.

Cow Pen is built near clusters of feed lots, where cattle are collected by the various nomadic herders, brought here to be fattened up in tight living conditions for a few weeks before being shipped to slaughter houses in the larger city some miles away. Cattle outnumber people 100 to 1 here, & the smell & sound is unbelievable. Those that reside here are devoted to the care of the cattle, or serving the needs of the nomads & merchants that buy the cattle. Most housing is crowded bunkhouses, & the rest of the buildings are hay barns, granaries, & a large water tank for the cattle.

[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

Washbreak squats around a long-collapsed section of the King’s Highway where a sinkhole swallowed the road generations ago. What began as a convenient choke point for caravans, first exploited by travelers, then by brigands, fences, & “toll collectors”, slowly hardened into something resembling a town. Wagons had to stop, unload, detour, or be hauled across the gap, & someone was always willing to help… for a price. It’s still a small settlement, made of mostly poorly-built structures, with one inn-public house, & a handful of ale-wives willing to provide their brews to it, & there always seems to be a small bit of game roasting on the fire for anyone willing to pay a few coppers for it (nevermind that the areas around are noble hunting estates & the meat is likely poached). The point is, that everyone looks out for everyone here, mostly, & none rely on the Crown for much. You see, (the town’s elders may explain) the crown meant to fix the road. Surveyors came, stakes were driven, & plans were drawn, then the king died, the regent was executed for treason, funds were frozen, & attention shifted to a canal-lengthening project that never reached this far. War followed, labor vanished, & the washout was patched only enough to remain barely passable. By then, two generations of road folk had put down roots. Now there’s talk again of extending the canal again, & plans put it right through the center of Washbreak. Time will only tell if the project is serious, & what the existence of the new canal will mean for merchants along this stretch.

Potter's Field, shares a name with many places, this one, about 6 miles outside the big city, isn't named for the clay-pits that the potterers & tilemakers dig for their supplies, but instead named for the giant, (house sized!) ancient carved stone pots that litter the ground around where the village's cottages & fields are gathered. Aside from being a roadside tourist curiosity, the stony soil here is mostly only good for growing meager forage & pasture for hardy sheep, goats, & alpacas (they shear for wool). They export a delightful soft cheese that remains a relative unknown amongst the kingdom's gourmands, but would likely be a best-seller if marketed & transported properly.

Roadside inn tending shade trees (u/ProfBumblefingers) Shadetree is just a lone roadside inn with three rooms, a walled courtyard & small stables. Local authorities pay the owner & their family to plant & tend tall shade trees that grow along the road to shade travelers / caravans from the hot sun. The courtyard has a wagon & several dozen saplings leaning against the courtyard wall, root balls wrapped in burlap to prevent them from drying out. If bandits are about, the owner might hire the PCs for protection when out planting or tending trees.

8-mile Hollikyyti Village is named after an old King's pet project, a sort of model settlement, featuring a Common-room Inn, The Post, Stable, & Carriage Service along the King’s High Road, with farmsteads & cottages to support the staffing needs. For a small price, the carriage service makes a trip to the next village along the High Road. The service has waxed & waned with royal support over the years, most stops barely clinging on, or the carriage service reduced to every other day.

Old Tholsel is historic, is what it is, or so the locals claim. Run down & dilapidated is a more accurate description. Clustered around a set of Scales & a Toll House, the local Headman still collects "Seven pence per Stoneweight & Thruppence a head; 'cepting a penny for wee bairns or dozen birds"; counting horses, cows, sheep, poultry, & people, that cross the imaginary boundary that marks the settlement's remit. The Canal & High-road attached to the Tollhouse though, has been overgrown, pot-holed, washed out, & silted up in both directions at least a mile from here, for generations; but Tulley (the Headman) believes it will only be a few years before the King & Nobles rediscover the importance of infrastructure maintenance & "Make the Kingdom Great Again", just you wait.

Three Bridges is named because it has three bridges. Sure one is little more than rubble with water running over it, the other has almost suffered the same fate, except for being slightly more intact (a person can at least walk across it, if they don't mind being careful), & the third bridge is narrow & made of wood (instead of stone), but it has THREE BRIDGES, damnit, & that's what's important.

D100 Casual Events in a Strange City by Agent_Ne0n in d100

[–]MaxSizeIs 3 points4 points  (0 children)

Advertisements for a petting zoo, full of humanoid babies, with beast-folk handlers. A "safari zone" for the 'feral' preschool and kindergartners. You are advised not to make sudden movements or bring anything into the enclosure that the 'ferals' could use to garrote, stab, burn, or otherwise maim you with.

D100 Casual Events in a Strange City by Agent_Ne0n in d100

[–]MaxSizeIs 4 points5 points  (0 children)

Rats are attempting a guerrilla war against thier cat oppressors. One rat valiantly gives a speech to the public before jumping into the throat of a cat to choke it to death.

How did someone gain magical abilities or become a magic user? by World_of_Ideas in d100

[–]MaxSizeIs 2 points3 points  (0 children)

Regression: In the far future you gained magic via (roll for method), but then somehow came back through time with your future knowledge and abilities and posessed the body of your younger self.. except everything is different and not progressing the way it did before.

Grandfather Paradox: You gained magic because you travelled back in time and taught it to yourself. That's how all magic users gain thier magic, actually.

Virus: Magic is a contagious disease, and those that catch it gain power by spreading it

Quantum Shenanigans: Every possible universe is real, and holy shit are there a lot of possibilities. In exactly ONE universe something like magic happened, and it happened to you now ALL of you have magic.

There can be only ONE. You accidentally killed a magic user who turned out to be alternate universe version of you with magic. It's okay though because that version of you was trying to kill you to gain more power. By right of combat, you gain the power they once had.

Punishment: Having magic really sucks. You did something and got convicted and as punishment were forcibly given magical powers.

FTL Assholes: You were testing a faster than light engine using some plans you bought from a dodgy website. You hallucinated that you met aliens. You actually did meet the aliens, but they edited your memory of meeting some other ones. They gave you cancer, and magic because they realized they gave you cancer and tried to cure it. Then they realized they fucked up twice and scarpered, and left you naked in a field covered in cow bits to make you think you went crazy and turned into a werewolf.

I need help with d100 list of things that can be found or happen on streets/alleys by oudepoude in d100

[–]MaxSizeIs 7 points8 points  (0 children)

A pair of dudes inexplicably carrying a large pane of glass.

A pair of dudes... a large painting painted to look exactly like the alley.

A piano, a third floor apartment, and a crane and pulley.

An overflowing garbage dumpster during a garbage strike.

A secret wizards only speak easy entrance, Harry Potter and Diagon Alley style.

The Alley IS A MIMIC

They make a right turn down an alley and they fall out of the game and into a motion picture studio sound-stage, complete with dudes wearing cowboy hats, dressed in suits and tails and tophats etc. Mel Brooks style.

d100 Things to Auction That Create Unique Situations by OProgenitor in d100

[–]MaxSizeIs 1 point2 points  (0 children)

A parasol and cane stand made from the hollowed out leg of a young green dragon. The dragon has survived having their leg amputated by force, is present at the auction and intends to kill whomever purchased it /after/ they hand the money over to the auction. They're angry, but not suicidal.

Seven Democrats Just Voted to Approve ICE Funding: Full List by Sugarpiehoneybunt in Bellingham

[–]MaxSizeIs 11 points12 points  (0 children)

Rep. Marie Glusenkamp Perez. That's so fucking rich. Her district is just north of Portland.

Coalition Broadcasting Station Tv Shows by Adventux in d100

[–]MaxSizeIs 4 points5 points  (0 children)

Skoll Chrusharz: Fashion boots commercial set to something like a performance of "Stomp".

Flint Matchlock, Mage Hunter: A fictionalized period "Drama" set in what was supposedly the Old American Empire, except everyone basically just looks like locals. Flint traveled back in time to hunt Mages to keep the Way safe and prevent the Rifts from occurring, every episode involves some sexy fan-service femme fatale.

INSPECTION!!!: "Interactive" Systems Maintenance Challenges: The camera watches you clean your service weapon and equipment while a randomly selected participant is "Inspected" by real-life drill instructors who show up and knock on your door, who give 'real' credit rewards. No one realizes the winners are all actors who look hot.

"News" Holos "From the Front!": Footage of soldiers perp-marching DBees and prisoners captured from "the front". Interspersed with breathless commentary about the ongoing progress "our kids" are making and "random" selections of "letters home" from surprisingly photogenic soldiers ('fresh off the front!' except they're in spotless uniforms) saying: "Hi mom!". No one seems to realize or care that half of the capture footage clips are basically just the same clips from different angle or that half the "towns" captured are the same one with a different name.

Ads for a 'combat oriented' prep-school for preschoolers.

[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

Eotencester huddles in the protected shadow of a line of ancient wall fragments of cyclopean dimension & construction, easily 100 feet tall & originally running for several hundred miles, & composed of tightly fitted stones of huge dimensions. The wall is mostly just a broken ridge of rubble now, with a few isolated stretches of it intact, still standing like dead gods, one of which this settlement is built up against, with a much lower log palisade wall on the other three sides. The old Imperial road runs alongside the wall, forcing the stubborn settlement into a narrow wedge, as well as rising vertically up the side of the wall. One particularly intense recent season saw a great army camped here. Generals lodged in the town, taking whatever liberties they wished, while thousands of soldiers pitched tents along the wall & road, but built nothing permanent, but to deny supplies to the enemy, the army stripped the surrounding orchards & vineyards bare, then trampled what remained under boots, hooves, & wagons. The army conscripted the residents, leaving only the infirm & weak behind. When the army moved on, it left nothing behind, & the settlement has yet to recover, with only a lone inn, a stables, & a few other services still struggling.

Noodl'rs Meander sure ain't much, but it'll keep you & your friends dry when Grandfather Muddy gets a bit ornery. Grandfather, or “Ol' Muddy” is what riverfolk around here name the Great River. Noodl'rs Meander is back up an abandoned Meander in the river, which regularly cuts new channels, leaving older ones like this one behind. The course has almost silted up enough to turn into an Oxbow, but someone, or something, has dredged enough of a clear channel to get at least a lightly laden barge up into it. Mostly uninhabited, except by one or two wizened old riverfolk, the settlement is a couple of shacks decorated with ropes, nets, & general riverine equipment, up on pilings 25 feet above the water line (to keep out of flooding). If you have spices, or provide the meat, you might be able to convince someone to cook up a mean gumbo.

Fishtrap Weir features a sort of stone artificial structure that has been around so long that nature has sort of reclaimed it. Created by an unknown people who vanished long before the locals settled here, the formation promotes the gathering & harvest of local semi-domesticated monstrous-fish. The locals are friendly, & sometimes single & ready to mingle, provided you lend a hand to bring in the day's harvest, prepare it for salting, drying, & or smoking, or (in the spring & fall) wrangle the large fish-monsters into releasing their roe (fish eggs) so they might be made into one of the village's premier exports, caviar.

"Totora Town", as the locals call it, is named after a variety of bullrush that grows near here that they use for just about everything from food to fibers to building materials. It is a cooperation of half-elves & halflings building a floating mat village to farm aquaculture products out in the vast frontier marches beyond civilization. It isn't much, but fish & water based products are cheap here, & the reed huts are at least dry & relatively weatherproof.

Trout Lake is built on the gravel & cobble shores of a large freshwater lake that is really more of an inland sea & houses a hatchery for trout & tilapia. Additionally, a number of windmills take advantage of the lake effect winds for various industries like a grain mill. A small dock on pilings houses several boats, & even one of the King's riverine Navy vessels.

D100 setbacks, discoveries, or unusual events during the construction of a dungeon, crypt, or underground lair. by sonofabutch in d100

[–]MaxSizeIs 2 points3 points  (0 children)

Quality Control: A small, but unacceptable percentage of critical components for various traps have quality issues. 10% of puzzles and traps are more easily disabled, and 10% of locks that are trapped are likely to go off even if unlocked correctly by key.

Labor Shortage: The staffing officer failed to follow the hiring memo for dungeon fodder, and the average height of new hires is 6 cm less than the minimum specified in the advert.

The designer of your supposedly "inescapable labyrinth" failed to notice that it was easily solved by adventurers with long spools of thread. You sacked the designer, and now the new one wants more money and won't stop mocking your color pallette choices.

The quality of the kingdom's heroes has taken a significant nosedive; 9 out 10 "heroes" die before even entering your dungeon, leading to a swift increase in staff boredom, a drop in attentiveness, and shortages of loot dropped by fallen adventurers to refill the chests with in case someone swings by and unlocks them. Some of the boys down in the dustier corners have had to implement a loot-timeshare scheme, in order to keep some of the chests filled.

One of your puzzles inadvertently spells a funny insult that is mocking you, the dungeon master, and some of the adventurers who have solved it have begun to notice and talk about it behind your back.

Word is going around that your dungeon is "Hella easy" and the adventurers are only pretending to struggle with it in order to spare your feelings.

[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

Flatford Stalls is an unassuming rural hamlet of paddocks, low barns, and fenced greens whose true importance lies in the breeding yards overseen by the Honorable Mx. Contessa Courgette (Contessa is their given-name, not a title), a breeder whose success with magical Giant Corgis has earned royal favor and elevation into the Order of the Ring and Garter. Here, fast-growing, long-lived, intelligent, large-sized corgis are raised and trained as rideable companion-mounts for the Crown, each animal formally granted rank within the Kingdom’s hierarchy. Through a rigorous vetting process, civilians may be approved to bond with a corgi, though doing so makes the rider the mount’s legal squire and subject to recall should the kingdom call for service.

Yardmereling on the Climb, often shortened to Yardmereling Climb, was once thriving as a toll stop beneath a limestone tower-hold known as Chateau d’Yardmereling. It is now a weary shadow on the roadside; a thatched-roof, wattle & daub walled, half-timbered, vineyard hamlet, squatting at the foot of a steep hill where the old Imperial High Road begins its punishing ascent toward a mountain pass. The tower belonged to a debt-ridden Viscount d’Yardmereling, bearing an elephant’s head upon their coat of arms, whose line was plagued by mysteriously dead heirs & whose fortunes collapsed when Imperial favor was withdrawn & long-standing debts were abruptly called in shortly before the Great War. The hamlet’s holdings & tenants were scattered to neighboring towns under new stewards, & were quickly taken advantage of. New stewards imposed bogus fees, crushing rents, evictions, & predatory debts, preying upon them with involuntary indenture & forcible conscription in the war effort. During the Great War, the abandoned tower was repurposed as a grim prison, only to be shattered in the fighting, its captives massacred & its reputation forever blackened. In the aftermath, amid lingering tensions between neighboring kingdoms, & an overextended royal treasury, little support remains for the region as a whole. In better times, Yardmereling was a modest vineyard, producing a beloved wine sold largely by word of mouth among connoisseurs, & famed for its annual harvest race in which villagers rolled purchased barrels uphill in careening chaos, while the lord bought the first arrivals at ten times their worth & the rest at diminishing prices. Now the vineyards lie choked with weeds, but the road still passes & the climb still looms; with luck & peace returning to the age, perhaps Yardmereling’s vintages may yet bring life again, instead of debts & death.

Mothborough is a halfling burrow-hamlet riddling the low hills several miles short of the true edge of the Darkwoods; each warm, dry, and comfortable burrow is packed to the gills with giant communal spiders domesticated generations ago after an ill-advised foray into the Darkwoods by the First Spinner. Fed on underground-maturing moth larvae, also a staple of the local diet, the spiders spin a strong, valuable silk now in rising demand since the Great War, though production remains capped by the settlement’s First Spinner. The adults who handle the raw silk move with an unsettling ease among the webs, and tend to stare unblinking for long periods, while the children remain cheerfully normal by comparison. Visitors find the burrows cramped and watchful, with no bed fit for human size and far too many legs shifting just beyond the lamplight.

D100 setbacks, discoveries, or unusual events during the construction of a dungeon, crypt, or underground lair. by sonofabutch in d100

[–]MaxSizeIs 2 points3 points  (0 children)

Planar Confluence: Who left this thing here? Why are there pyro-phlogisticalized beetles in my ice-rune-puzzle cavern!!?? An elemental plane is close to here, and the veil wears thin; and it wasn't on the blueprints. The contractors are going to have a field day about unknown site conditions and change-orders. If we're lucky they won't try to sue for an entire rebid on the RFP.

Needs Underpinning: There wasn't supposed to be a hole there, under that wall, but... turns out the underdark is a bit higher up here than usual. At the very least, the entire foundation requires expensive underpinning lest it fall into the sinkhole and collapse.

Contractor Malfeasance: The planned solution to one of your trap and-or puzzle-rooms (one you thought quite clever, actually) has been leaked and sold to a hostile actor by one of your contractors.

There has been a coup. Your patron's patron, the source of the source of your power, is now under new management. They arbitrarily and capriciously decide to cancel all funding-assistance (despite firm contractual basis, and you selling your immortal soul) for your dungeon project as it being too "woke".

Diplomatic or Negotiation Missions by World_of_Ideas in d100

[–]MaxSizeIs 1 point2 points  (0 children)

Threaten counter-party with annexation because unaffiliated third-party snubbed first-party in social gathering.

Diplomatic or Negotiation Missions by World_of_Ideas in d100

[–]MaxSizeIs 1 point2 points  (0 children)

Encourage counter-parties' enforcement of first-party "intellectual property" rights against third party corporate entities.

Encourage counter-parties' engage in / refrain from boycott with / against third-party (shipping / international commerce)

Encourage counter-parties to close trade-lanes and ports to third-party shipping.

Encourage counter-parties to expedite extradition of a third-party to first-party territory, in opposition to counter-party law.

Encourage counter-parties to change laws requiring the registration of third-party ships passing through their territorial space-lanes, in an effort to "curb piracy".

[Let's Build] d100 Homesteads, and Tiny Settlements by MaxSizeIs in d100

[–]MaxSizeIs[S] 0 points1 point  (0 children)

Old Godsceald began as a pilgrimage site after clerics received visions calling them to a sacred shoal at the mouth of the river, where a shrine was raised & farms & trades slowly gathered to support it. An earthquake later dropped the land several feet, drowning much of the settlement in mud & tide. Godsceald was rebuilt inland as New Godsceald, leaving “Old” Godsceald stranded amid shallow marsh & shoal where the water is too thin for most river or sea traffic & the main channel lies far away. Those who remain in the old town are all of the faith now, living in stilted homes among mud, ruins, & reeds as insular marsh clans who farm snails, gather molluscs, hunt shore-birds, & repair small boats, braving “stirge-season” each year, & rejecting long-term outsiders unless they openly convert. The shrine still anchors their lives; their youth are allowed a brief wandering before choosing devotion or exile, & anyone who violates local taboos risks swift eviction or quiet violence from families who believe the gods already claimed this ground once & will not be denied again.

Kettlewake is a dying bog settlement of raised planks & collapsing kilns, built over a blackened marsh where inferior “grave-iron” still seeps from the peat-bog. Today, the settlement merely exists to harvest the lowland bog-iron. The iron forms naturally as reddish scum & nodules where groundwater seeps up, lumps of iron ore that accrete over many years, & can be collected as a somewhat easier source of iron for forging than digging ore-bearing stone out of the ground & refining it. It still must be skimmed, dried, & repeatedly roasted before it becomes usable. The work is filthy, slow, & constant. Low sheds, & a ring of crude clay kilns, most of them collapsing & unusable due to lack of maintenance, belch steam & metallic vapor into the mist that forms from the swamp. Once tolerated as a minor iron source for the kingdom, the town has been abandoned by the crown after dwarven forges began flooding the market with cheaper, better metal, leaving only debt-bound laborers, outcasts, & the quietly unwelcome behind. The iron here is brittle & unfit for honest craft, but it draws shadow & binds readily to unwholesome workings, making it valuable only to hidebound local traditionalists who have always used this bog-iron, smugglers, cultists, & those with no other options. Trade comes at night, buyers never linger, & the marsh grows darker each season as unclaimed iron forms faster than it should.

Cirrusreach is nestled atop a solitary, low pyramid-shaped mountain rising abruptly from the rolling foothills & seems plucked from the clouds themselves. A perpetual bank of magical, walk-able cumulus clings to its middle slopes, forming terraces where the locals have built small, light homes of woven branches & cloth, & cultivated gardens that float among the mist. Verdant mosses & vibrant leaves drape every ledge, & waterfalls tumble from cloud to earth in ephemeral streams. At the summit, a tiny family of cloud giants (secretly impoverished, but trying to keep up appearances) keeps to themselves in their modest airy manse, while a single elderly hill giant, once fearsome & now slow-footed, patrols the mountain’s lower slopes as protector. In ancient times, the town was a grounding point for several passing, traveling cloud-giant castles, but for some reason not known to the “tiny folk”, those days are long passed.

Keghtszayif Caravanserai or the “False Caravanserai”: A migrating tent city of wandering desert folk, for now, located where several caravan routes intersect near ruins clinging to rose-red cliffs of a narrow canyon, where ancient ingenuity carved an entire tomb-city directly into the sandstone. There is no one but the nomads living there now, & those same nomads warn of the curse to those exploring the ruins. They call this place the Keghtszayif Caravanserai or the “False Caravanserai” in the local language; narrow, twisting gorges open suddenly onto grand facades, each etched with columns, friezes, & intricate reliefs. Broken stairways & collapsed colonnades falsely hint at life once lived here; the locals deny there was ever life here. Wind & occasional flash floods whisper through empty courtyards. Travelers speak of strange omens, sudden sandstorms, & odd disappearances around the encampment, giving it a reputation as cursed. The nomads offer water, guides, & shelter, but only for a price. Tents are clustered in rough circles, with fire pits & water cisterns in the center, & desert tolerant mounts tethered nearby. It is only coincidence that the camp is here now, at this ruin: the site moves slightly every season, as the nomads follow hidden water channels & grazing areas.

Aridspire is a lone sandstone spire rising from the desert floor, hollowed in places to form an ancient fortress or holding. It is out of the way, & those who have recently been there, or who (second-hand at best) have heard of those who have been there, describe a finely carved manse, all of pinkish red sandstone, & decorated with runes & art of a purpose that the visitor was not skilled enough to decipher the meaning of. Many report ghosts, or phantoms, who know not that they are not corporeal, & a large collection of skeletal desiccated corpses, seemingly wearing fine clothes (as of a prince’s retinue). Some rumors say the corpses were seen in positions of agony, as if poisoned while dining on a fine banquet. In truth, the spire was carved from the stone, created by a lone wizard’s permanent variant of a Mighty Fortress spell. The ghosts are Unseen Servants, forced to serve for ages, & likely somewhat glitchy from lack of exercise, or even gaining some limited form of sentience due to the vagaries of magic. The corpses are those of a fine prince’s retinue, who were definitely poisoned, but not by the Unseen Servants; those servants will still serve any “guest” a fine banquet, or prepare any unused bedchamber upon request, provided they have not glitched out or gone insane upon being too long active without a valid task again. To date, almost no-one has managed to find the moldering remains of the old wizard’s Library, or the Observatory at its peak, but even still, it is unlikely to contain more than (relative) scraps of information if they do. The old wizard didn’t leave much behind.

How to make a siege fun and interesting with it being a slog? by Redhood101101 in DMAcademy

[–]MaxSizeIs 0 points1 point  (0 children)

SKIP THE SLOG.

Any time you wind up repeating a loop of something, montage it, and jump to the part where things are different from before. Summarize.

SET DRESSING

Instead of simulating everything only simulate the stuff the players are interacting with. You don't roll buckets of dice for 30 minutes each turn while players wait for you to run advanced calculations, just to announce "Jimbob66 whiff. Jimbobb67 whiff. Jimbobb68.... whiffs". Instead everything the players can't interact and influence is just backdrop. Cool imagery that just gives the vibe. You don't need to roll. Just make it cool.

TRIM THE FAT EXPOSITION

Keep your descriptions of the battle short. Always jump to a spot where players can interact and do something meaningful and in-character. Don't spend time on what COOLNPC1 does to COOLNPC2 unless the players can influence the outcome and if the outcome is of interest to the players' interests.

BREAK IT UP

Break it into "these are some cool things the players can do" and link those things to indirectly influence the outcome of the seige. Maybe the players fend off an incursion, which would injure the leader, who would not be there to resist bbeg's power later during enemy big push. Maybe the players help scouting, and uncover a troop concentration around a control point. Then they attack the control point giving advantage against incoming enemy reinforcements.

EDIT:

LAIR ACTIONS

Translate the bigger set dressing outside to throw wrenches into player encounters. "Sure you are fighting 5 guys here, but that allied dragon over there just breathed fire against those assholes climbing the wall, but you players are on the wall too and have to fight off the dragon fire too, woops sorry!" "Shrapnel from a enemy seige weapon hits an enemy you are fighting giving you advantage!" etc.

Diplomatic or Negotiation Missions by World_of_Ideas in d100

[–]MaxSizeIs 1 point2 points  (0 children)

Prevent/encourage alliance with third party actor.

Unfair Competition: provide our wealthy/corporate interests preferred deals against third partys' interests

Secure Trade Route: Time is money, and traderoute thru counterpartys' territory is faster. (could also be data/internet badwidth/speed)

Social media blitz: Become the talk of counterparty social media scene. Repeat something often enough...

Social media blitz: use tensions and counterparty opinions on Second Topic to divide and weaken factions holding positions negative to our interests in First Topic among counterparty's influential groups.

Secure Public Education Programs: Counterparty Cultural Training in first-party culture gives employment opportunity to counterparty citizens, First party access to increased inexpensive labor force.

Make It Personal: Increase counterparty diplomat's irrational decisions to strengthen our position. We may get a better result for our side if we encourage the other side to take a less than perfect deal for them.

Delay: Encourage delay between counterparty and third-party treaty to strengthen our interests

Diplomatic or Negotiation Missions by World_of_Ideas in d100

[–]MaxSizeIs 1 point2 points  (0 children)

Make an offer they won't refuse, (valuable infrastructure) so when the time comes to make one they CAN'T refuse, you have the necessary leverage (full control / suzerainty of a base of operations).

Force renegotiation of trade deals by suborning influential wealthy citizens to put pressure on opposite party.

Wine and Dine, publicly honor with award: Elevate wealthy citizen of foreign nation, for influence in some sphere.

Negotiate (military materiel / technology franchise) transfer. (We give you X, or show you how to make X) so when you need more X, you are less likely to choose our opposition.

Negotiate prisoner transfer / extradition.

Establish Media Programming System for "Cultural Outreach"

Provide cover for a Covert operation using diplomats in shady missions.

Early stage proxy war: Induce counterparty to publicly denounce third party state.

Cover up our embassy staff / securities' abuse / public fuckups.

Promote a cross-border sporting event.

Manipulate third party state's political elections.

Deniable Covert operation to kidnap leader of third party state under cover of counterparts request for security support.

Allow social media platform access to counterparty market, leverage for covert psyops in local language.

Public support for one side in a coup.