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Level 1 Spell Afflictions

49Initiative Rolls -1

Casting a spell of 1st level causes one of these effects to take hold

Covers 1-1002 years ago

Curses & AfflictionsSpells & Potions

100 City Encounters for Level 2 Adventurers in D&D 5e

50Your party finds a lost pet, a small monkey. It is friendly and loves to be around people. The monkey has a tag around its neck with the name “Mister Pickles” written on it.

This d100 table provides 100 City Encounters for Level 2 Adventurers in D&D 5e. Each encounter is tailored to the setting of a bustling city, and each entry has been designed to challenge adventurers at level 2. The encounters range from strange and suspicious behavior, to more mundane matters like market stalls or a lost pet. There are also some NPCs that can be interacted with and other unique events that could occur while exploring the city - all of which should provide interesting opportunities for roleplaying, combat, or problem solving. Whether your party is looking for an adventure or just something new to do in town, this d100 table will have something for them! Additional context: Should include die rolls randomness in the encounters as well as some received treasure/items the encounter has

Covers 1-1003 years ago

EncountersLocations & CitiesQuests & Hooks+1

Tavern Events

50The local militia captain busts down the door and grabs the innkeeper, placing him under arrest for an unknown reason.

Covers 1-1003 years ago

Locations & CitiesQuests & Hooks

Spell Components and Alchemical Ingredients

50Heart of a Pegasus

Covers 1-1003 years ago

Spells & Potions

Side Quest Hooks

50Gold! Adventure! Fame! Cries an elf on a soap box, "the faint of heart need not apply!" (For adventures who need more than obvious plot hooks.)

Covers 1-1003 years ago

Quests & Hooks

Results for an Unknown Potion

50You are set on fire.

Covers 1-1003 years ago

Spells & Potions

Quest Rewards

50New mounts for all. They are well bred and valuable noble steeds. Slightly faster when galloping, unphased by noise even battle but a little picky about lots of packs and their food and accommodation. Come with saddles and tack etc with the patrons livery.

Covers 1-1003 years ago

Loot & TreasureQuests & Hooks

Non/Low Magical Plot Twists

50The main villains HQ turns out to be the prison where the villain is supposed to be incarcerated

Covers 1-1003 years ago

Quests & Hooks

Mostly Silly Magic Items

50Volatile Vomitous. Caster may cause one target to vomit every time they try to speak for 30 seconds on failed Constitution save.

Covers 1-1003 years ago

Loot & TreasureSpells & Potions

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

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

100 Interesting Trinkets and Minor Magic Items

50A tiny stuffed animal made to look like a pitch black leopard. Its eyes glow in the dark.

Covers 1-1003 years ago

Loot & TreasureSpells & PotionsWhimsical

Rare Forgotten Realms Spells

50Wall of Force: This powerful spell creates an invisible barrier made from pure force that is impenetrable to all physical objects and spells. The wall can be up to 20 feet high, 20 feet wide, and one inch thick. It lasts for 1 minute before dissipating.

This d100 table includes rare Forgotten Realms spells that have been lost to time. These spells range from powerful defensive magic to unique and unpredictable offensive magics. Each spell is accompanied by a brief description of its effects, making this an invaluable resource for Dungeon Masters and players alike. With the power of these forgotten magics, adventurers can gain an edge in their explorations of Faerûn and beyond!

Covers 1-1003 years ago

Spells & PotionsForgotten RealmsD&D 5e

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

Somatic Components (aka spellcasting gestures)

35The caster shakes their hand violently, and lunges about 1 foot forwards, slanting their body and pointing their (no longer shaking) hand at the target.

Covers 35 of 1003 years ago

Spells & Potions

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 - 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

Bavlorna Curse

10Falling into the sky - walking or standing in puddles that reflect the sky causes the PC to suddenly feel as if they are falling indefinitely, nothing before, nothing after, just vast nothing and falling - the effect can last up to a minute (to anyone nearby, the PC falls into the puddle and disappears, remerging with a spash.

Covers 10 of 1001 year ago

Curses & Afflictions