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Jungle Encounters

50As the party walks along their path they come across a wounded mating pair of jungle cats. One lays dying while the other stands over top of it to protect it. They will not peruse the party if they retreat.

Covers 1-1003 years ago

Encounters

Interesting Curses

50After a long rest a random amount of GP the character is carrying is randomly changed to an amount of either Electrum, Silver or Copper pieces of the same worth, increasing number of coins. eg. (1d20 Amount, Roll 1d6 to determine type) Won't take long for pockets to become overflowing if character doesn't spend loose change.

Covers 1-1003 years ago

Curses & Afflictions

Diseases

50Winter Insomnia When the temperature around the infected person drops below fifty degrees, the person will pass out and won't awake until the temperature increases.

Covers 1-1003 years ago

Curses & Afflictions

Desert Encounters

50Four sand dwarves pop out of the sand in ambush. They thought you were raiders. They have dried, spiced meat to trade.

Covers 1-1003 years ago

Encounters

City Quests

50The local brewer's latest batch of high end whiskey has been sabotaged/cursed by fae. The five barrels already sold need reclaimed quickly and quietly less the brewery's reputation suffers.

Covers 1-1003 years ago

Locations & CitiesQuests & Hooks

Campaign Start Scenarios

50For reasons of your own, you have each chosen (or been chosen) to join Ye Olde Heroes for Hyre, the largest private security & mercenary company in the land. As the newest recruits you’ve been assigned to the same squad. Your squad leader has just handed you your first assignment.

Covers 1-1003 years ago

Quests & HooksAt the table

Aerial Encounters

50A Pegasus, flying calmly and fitted with a saddle and armour

Covers 1-1003 years ago

EncountersAt the tableSystem agnostic

Zombie Gods: Funny Encounters

50The players encounter a zombie god who is obsessed with collecting dolls. Everywhere the players look, they see the god's collection of broken, decaying dolls. Whenever it sees something new and interesting, it adds it to its hoard!

This d100 table is designed to provide funny encounters with zombie gods in any zombie setting. It includes 100 different encounters, each featuring a unique god or deity from the world of zombies. Whether it's a mischievous trickster god, an ancient forgotten god, or even a strange cult leader who worships the dead, this table has something for everyone. With its humorous and unexpected entries, this table will give your players plenty of laughs while they explore the undead-infested world!

Covers 1-1003 years ago

EncountersComic

Eberron's Darkest Monsters

50A powerful Rakshasa, a fiendish humanoid with dark claws and a deep malevolent intelligence. It has the power to read minds and loves nothing more than twisting others’ thoughts and desires for its own amusement.

This d100 table presents Eberron's Darkest Monsters, featuring a range of malevolent creatures from the world of Eberron. From dark cultists and monsters lurking in shadows, to horrific aberrations and fiends with ancient powers, this table provides an array of monstrous threats for any adventure. Each entry is tagged with 'dark', allowing players to quickly identify the most sinister foes they may face.

Covers 1-1003 years ago

EncountersEberronGrim

The Hundred Dark Villains of Dungeon Crawl Classics Fantasy

50The Dark Lord of the Tower – A mysterious figure cloaked in darkness, The Dark Lord of the Tower is an ancient being said to have been living in a tall spire for centuries. His true form and motives are unknown, but it is believed that he seeks to bring about a great darkness across the land. He commands powerful necromantic magic and has created an army of undead minions to do his bidding. Adventure Hook: PCs must brave the tower and confront The Dark Lord if they wish to prevent his sinister plans from coming to fruition.

The Hundred Dark Villains of Dungeon Crawl Classics Fantasy is a d100 table that offers an exciting and unique selection of dark villains for fantasy settings. Each result on the table presents a different villain from the shadowy depths of dungeons and castles, ranging from powerful necromancers and wicked witches to sinister warlords, cruel overlords, mad sorcerers, vengeful ghosts, cursed creatures, and more. In addition to providing detailed descriptions of each villain’s appearance, motivations, abilities, and lairs or hideouts – this table also includes adventure hooks to help players quickly bring these villains into their game.

Covers 1-1003 years ago

Locations & CitiesNPCs & NamesQuests & Hooks

Sci-fi Space Encounters

50You follow the distress beacon to a small asteroid belt. You find a small ship struggling to maneuver through the field. They message you, "Help! Our shields are down and I don't know how much longer we can last!"

Covers 75 of 1003 years ago

Encounters

Astral Plane encounters

50A nebulous cloud of socks, all singles. Penetrating deep into this cloud you reach a singularity that deposits you in a random clothes hamper somewhere in the multiverse.

Covers 75 of 1003 years ago

EncountersWhimsical

Lingering Injury - Thunder

17Severe bruising. You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in 2 week.

Lingering injuries sustained from thunder damage

Covers 20 of 100by jacobmoore3242 years ago

Injuries & Madness

Lingering Injury - Slashing

17Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

Lingering injuries sustained from slashing damage

Covers 20 of 100by jacobmoore3242 years ago

Injuries & Madness

Lingering Injury - Poison

17Migraine. You have disadvantage on Intelligence ability checks and saving throws. Magical healing, a long rest, or a DC12 usage of a healer's kit ends the migraine.

Lingering injuries sustained from poison damage

Covers 20 of 100by jacobmoore3242 years ago

Curses & AfflictionsInjuries & Madness

Lingering Injury - Piercing

17Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

Lingering injuries sustained from piercing damage

Covers 20 of 100by jacobmoore3242 years ago

Injuries & Madness

Lingering Injury - Radiant

17Hair Loss and Cosmetic Damage. Visible hair on your body burns away but will grow back as normal. If you have any exposed tattoos, they fade as if exposed to 10 years of sunlight.

Lingering injuries sustained from radiant damage

Covers 20 of 100by jacobmoore3242 years ago

Injuries & Madness

Lingering Injury - Radiant

17Hair Loss and Cosmetic Damage. Visible hair on your body burns away but will grow back as normal. If you have any exposed tattoos, they fade as if exposed to 10 years of sunlight.

Lingering injuries sustained from radiant damage

Covers 20 of 1002 years ago

Injuries & Madness

Lingering Injury - Poison

17Migraine. You have disadvantage on Intelligence ability checks and saving throws. Magical healing, a long rest, or a DC12 usage of a healer's kit ends the migraine.

Lingering injuries sustained from poison damage

Covers 20 of 1002 years ago

Curses & AfflictionsInjuries & Madness

Lingering Injury - Piercing

17Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

Lingering injuries sustained from piercing damage

Covers 20 of 1002 years ago

Injuries & Madness