Names for D&D Casinos : DnD - reddit

casino names dnd

casino names dnd - win

Alright, I need help with a DND npc character named chip, a famous and prestigious elven casino owner.

So, chip is, as stated above, a wealthy and famous casino owner who owns the most famous casino in all of neverwinter, the blue dragon casino.the party first hears about this casino when traveling the sword coast and are intrigued by this giant golden building with elven and orcish guards in fancy suits, upon entering they’re immediately hassled by an orc guard asking for their i.d.(the party can either roll intimidation/persuasion to let them pass, sneak around, bribe him, gain or forge an i.d.ext) and eventually enter the casino.upon walking past the bouncer they hear a booming voice over an intercom say “hello there travelers, you don’t look like you’re all from around here.how about we give our guests a warm round of applause to commemorate their arrival!” The crowd starts clapping and the players explore the casino to find its three levels, the first being the casino part, the second being the same except with a bar and the third being rooms.but eventually after speaking with a few npc’s and hearing comments like “wow, the owner doesn’t give anybody a welcome like that” and “man, what are losers like this doing in here?” They end up meeting with chip for the first time and he immediately challenges them to a good old fashioned game of black jack.the only thing is if he wins...the players start work at the casino as bouncers and if they win they get to walk free and get any information they need from him (as he probably has story points they don’t know of) and eventually if the players win he says “well, well, well y’all beat me at my own game so be on your way and ask me whatever you need” and if they do he even goes as far as to cast zone of truth and answer them.than if they explore further they see a worker trip on the stairs and papers fly everywhere which reveals that the casino is keeping tabs on everyone who enters, exits, and rents rooms in the casino, along with how much money they spend and on what.if they ask chip he says it’s for safety reasons.and eventually a guard tips them off to be in the casinos elevator at exactly 1:35 and if they are the power cuts out and they fall to the casinos basement where they find an ancient blue dragon resting on a massive pile of gold. “The blue dragon Casino” eventually they deal with it one way or another. And confront chip to which he says “well you’ve found out this casinos secret, good on yah now how’s about we play another game...for silence. Follow me”chip leads them to the back room of the casino.roll initiative.if the players end chip peacefully without killing him he’ll continue to run the casino but without the whole “bargaining for your freedom” thing...
TL;DR chip is a prestigious and arrogant casino owner who bargains with people for freedom as a way to keep himself afloat and avoid the wrath of an ancient white dragon.
So if they choose the peaceful option he comes up later still being arrogant, self centered, greedy, and generally a bit rude. And in the end the party is facing the final bbeg in chips casino and the only way to defeat this bbeg is to blow it up in some way.so chip realizing his mistakes to everybody...pushes the party of my casino and detonates some charges killing the bbeg but sadly taking himself with them. His final words before pushing them out are “I know I’ve made some mistakes over the last...since I’ve met y’all but just let me make up for it alright?” Before turning to the bbeg and saying “you know me and you have both have one thing in common...neither of us will be missed”before killing the villain, himself, and his dreams work and effort in a single button press.
Anyways if y’all have any ideas to make his down fall more sad and how to make his character grow and change so the players get attached to him more and a bit of backstory would be greatly appreciated.
submitted by stoped-exe to DnD [link] [comments]

d100 Wild West Bounties

Working on a wild west setting complete with guns and trains. Looking for unique gangs/gang leaders who would have "dead or alive" bounties placed on them.
  1. The Devil - a hobgoblin who is leading a band of outlaws who harass the nearby rail lines.
  2. The Matador - A human who leads a band of minotaur who run a protection racket
  3. The Bolts - A group of blue dragonborn who act on behalf of a blue dragon to rob banks and contribute to the dragons hoard.
  4. Jiminy 'Slick Mick' McCraw - A gnome card shark who is a notorious haunt of riverboat casinos.
  5. Old Hazel - A hag that sells snake-oil potions from her donkey-drawn carriage.
  6. The Mohl Brothers - Three dwarven brothers known to rob banks by tunneling into their vaults.
  7. The Nightwalker - A vampire bounty hunter that drains his marks. Outlawed in some territories, gainfully employed in others.
  8. The Hide-Behind - A sasquatch-esque figure known to strangle lumberjacks and then mysteriously vanish behind trees. (This is an actual North American myth btw!)
  9. Red Fangs - Orcs led by a War Chief Kagan Earcutter in the hinterlands
  10. The Pack - Gnolls lead by a matriarch called The Bitch in the woods
  11. Sulphur - a tiefling sorcerecult leader in the badlands
  12. The Hirsch Boys - a family of hillbilly’s living in the woods. They have an almost mythical status for their depravity, and with this being DnD that is saying something
  13. Old man Craghammer - an “intelligent” (8 INT) ogre in the mountains
  14. Madame Smiles - A large, overweight gnoll matriarch followed by a hoard of smaller gnolls. They typically target food supplies rather than actual banks.
  15. Lucky- A small, smiling fae/ leprechaun who makes corrupted wishes. Charming and dangerous.
  16. Sir- A large, mechanical robot/warforged who is overly polite, but fails to notice ACTUAL social ques.
  17. Arcane Fighter - A wizard charged with illegal discharge of a fireball.
  18. Raw Venus - A sorcerer charged with transforming people into chickens.
  19. Mr. Smith - A incubus who has been going around, charming those in the surrounding town.
  20. The Alchemist's Bane: A group of homunculi who have rebelled against their creators. Some only a foot tall, while others are the size of trains.
  21. The Golden Ducket: A group of ex-merchants who use their business know-how to scam and rob others. Lead by a large tabaxi named Splinter.
  22. Quick Draw Beckall - A spell slinging sorcerer known for his quickened meta magic capabilities.
  23. The Boogey Man - an oni that abducts children from the towns. Shapeshifts into a multitude of different personalities to lure children.
  24. Shrapnel - A crazy artificer obsessed with creating weapons (and using them on unsuspecting targets)
  25. The Wilter - A necromancer who keeps killing plants and farmlands. Legend has it the farmers that he kills turn to dust
  26. Little Jimmy Tallfellow - Thief/card cheat that is actually 3 gnomes in a duster pretending to be a human. When locals figure out he’s a crook they switch which gnome is on top and turn the duster inside out(different color) and pretend to be a new arrival in town.
  27. Johnny Walker - A ranger that actually protects the towns & farms in the area but because he’s usually there when there is trouble people think he’s trouble.
  28. Charlie ‘The Archmage’ Higgins - A former theater star who travels with a group of ‘bandits’ who are also former actors and actresses. When he gets to town he claims he can drive off the ‘bandits’ for a fee, using their acting skills to fool the locals.
  29. Gurr "Dragon's Breath" Zakk - Kobold outlaw and serial arsonist. Famed for entering fire fights with a wand of burning hand in one hand, and a wand of fire ball in the other. Also, true to name, famed for his criminally bad haliotosis.
  30. "Lucky" Lacey Le Lewis - Human rogue. Infamous for entering any gambling establishment and immediately clearing house. Though never actually caught doing so, once accusations of cheating start getting heated, she will happily defend herself with her personal pack of razor sharp steel playing cards.
  31. The Gargantuans - A trio of Half Giants, armed to the gills with fire arms and explosives, traveling with a massive oxdrawn carriage carrying their famous Big Bertha cannon. They sell their services at siege warfare and demolition work to any folk who can afford their massive fee. Taken from FelixLaVulpe's OfGunslingersAndGrenades
  32. Pariah - The appearance of this Gnoll outlaw is often preceded by misfortune plaguing the area. Accidents increase in regularity and lethality. Battles end with more lost to friendly fire than regular fire. Any and all bets will immediately sour in ways were both parties end up unhappy. And Crit 1's rain like dndgreentexts.
  33. Cappy O’doyle - World class hunter known for his marksmanship with a sniper. His family are famous for their hunting prowess but his has earned a bounty from some for peasant hunting.
  34. Jed Flick - Former member of the military who created his own militia in search of more action. He had earned a bounty for establishing a separatist state called Fortress County.
  35. David "Tinderbox" Black - A once-promising artificer and pyromancer who turned to a life of crime after an unfortunate head injury. His arsenal is packed with burning-shot revolvers, fiery explosives, and even a bottle of hot sauce.
  36. The Mouse - A thieving druid who shapeshifts as a wild animal native to the area in order to sneak closer to make burglaries. Nobody knows her actual name, but she's been nicknamed "The Mouse".
  37. Yarafaka - An orc barbarian with a giant two-handed morningstar. He's not bright, but he's strong, tough, and scary enough to make up for it. (A tried-and-true fantasy classic!)
  38. Daughter - someone's daughter has been possessed on multiple occasions and are prone to hurting others or herself. Even when shes sober, shes mentally so broken that she can't function in society. After escaping their home despite their best efforts, the parents of this girl posts a bounty to get their daughter back
  39. The Smiling Flamesinger - A lone (as far as known) mysterious well dressed man with clear magical ability (bard?). Wherever he goes, he robs banks, burns down important buildings, salts the earth of fields, sets horses and corrals free, and causes general chaos in his wake without a particular care in the world. Any testimony of him sees him smiling and laughing at the ruin he leaves behind: it's likely he isn't quite right in the head. He's particularly hard to pin down because of his apparent abilities as a powerful illusionist and proficient deceiver.
  40. The Guardians - A classical group of anti-civilization druids that object to the unfair subjugation of nature in the area, destruction of various important druidic monuments, etc. After various other attempts, now they must resort to violence to the invading frontiersmen.
  41. EED-3N "Eden" - An old warforged scout haunted by PTSD of the frontier wars. He went AWOL at some point. He shows up occasionally in towns for supplies, sometimes going rogue in a frenzy where he believes everyone in town is the enemy, here to kill him. Because of his lack of need to eat or sleep, experience with the wilderness, and general ability to stealth, he has yet to be tracked down.
  42. Samuel "Yosemite Sam" Yosara - A dwarf gunslinger wanted for train robbery, claim-jumping, reckless discharge of firearms, square dance calling, and hunting rabbits out of season.
  43. Jaqe "Black Jack" Shellak - A gnome gunslinger wanted for poaching, unlawful damming of rivers, claim-jumping, square dance calling, and hunting rabbits out of season.
  44. Maak "Nasty Canasta" Noruk - A goliath gunslinger wanted for banditry, claim jumping, running an illegal casino, square dance calling, and hunting rabbits and ducks out of season.
  45. Mark "the Hammer" Logus - human blacksmith using iron golems to trap caravans in the desert.
  46. Jim "Chirpy" Conway - warlock with a small posse of succubi who go into towns and rob all of the men, killing any who resist
  47. Ellie "Fangs" McCormick - Shephered Druid who leads a pack of dire wolves to raid caravans and towns
  48. the Voice of Shadows - a squad of Shadow Monks who use their shadow jumping to get on moving trains and rob them from the inside.
  49. the Pitts - family of Goblins who use illusions to cover their pit traps out in the desert.
  50. Taylor Montgomery - Bard who uses Illusions to hide in crowds and do all sorts of awful things to women.
  51. the Vice - barbarian vigilante whose victims are all found with crushed heads. Wanted bc he killed a governor (who may have deserved it).
  52. Chooli "the cat" - native Druid cat burglar turned mass murderer after her tribe/circle was gunned down by the army.
  53. Ted "Solo" Kazz - artificealchemist who uses bombs to derail, then raid trains.
  54. the Earthen Wind - native Druid with a magic flute that turns people to stone. Likely angry with the white man for tainting his homeland.
  55. Sam the Kid – A teenage boy who likes to pull pranks with a deadly twist, like instead of just placing a bucket of water on a door he place a bucket shaped mimic there instead. Also he asked for the Mayor’s daughter’s hand, and then snuck into her bedroom at night and amputated her right hand.
  56. Tabitha "Trollsblood" Fenton - A goliath with a mean streak. Raids trading caravans and doesn't leave survivors with the rest of the Fenton gang. Tabitha has a reputation for being hard to kill, she heals so quick that rumour has spread that she's part troll.
submitted by Guest2200 to d100 [link] [comments]

From the Blue Dragon to the Hands of Yartar - SKT - Session 16

https://www.reddit.com/dndstories/comments/kc5k4p/the_crashed_tower_of_the_late_zephyros_skt/ - Previously our heroes found Zephyros' tower crashed in the wilderness and a bunch of stone creatures were attempting to burn all his notes; among them was a Large Dragon also made of stone but also possessed a regular Dragon's lightning breath. After crumbling all their enemies to rubble the party gathers up as much of their late Cloud Giant friend's notes as they could and put a full day's travel between them and the tower in case any other statue-like minions showed up to finish the job. .
The cast of DnD Comrades.
.
Paxton spends a good part of the evening using a Language-Comprehension spell to pour over Zephyros' journal and other loose pages. He finds pages of recipes, philosophical musings, and several pages relevant to their previous experience together, along with where he went after he dropped them off in Triboar.
.
After some deliberation, the group decided the notes don't provide enough new information for them to step away from their quest to find the Giant-Slaying weapon presumably left behind in Yartar by the missing Harthol Zymorven so they continue on, but mean to seek out more answers about this 'Eye of the All-Father' at a later time.
Around midday Paxton's Owl familiar communicates to him, "Don't look up, but there appears to be a dragon circling high above us."
Paxton quietly lets his comrades know of the situation. He casts Mage Armor on himself and Sir Oswald casts Armor of Agathys on himself. Their casting of spells seems to have alerted the dragon of their awareness of them as it begins to dive. Paxton then casts Invisibility on himself.
There's a nearby tor jutting out of the bog nearby that Paxton suggests they all run towards, but they only make it a little ways off the road before realizing that Sir Oswald is staying in place, trying to draw the Dragon's ire to himself.
In a flash of cobalt blue, the Dragon both forcefully and gracefully lands on a nearby boulder still some 60' from them. With its bulk nearly the size of a large covered wagon, it puffs out the yellow plates of its underbelly and cocks its head as it stares down its snout and horn towards the group. In a deep, steady voice it speaks, "Greetings little travelers. Are you lost? From where have you come? To where do you travel?"
Not wanting to divulge too much information Creedun only mentions they're traveling to Yartar and they didn't mean to trespass on the Dragon's territory.
"I'm only here to talk, let's drop the spells and magic in the name of diplomacy; I know there's a 5th member of your group skulking around somewhere. Now, normally I'd demand some tribute for such a trespass," the Young Blue Dragon continues, "but today I'm interested only in information. Just last night I passed the strangest thing - what looked like a tower... that had fallen from the sky... just off the road? You wouldn't have happened to have noticed that too would have, traveling past there towards Yartar as you say."
Creedun asks the Dragon if they can just be on their way and that they mean no harm or disrespect. Sir Oswald musters as much Charisma as he can (which is quite a lot) and says they'd be willing to trade information for information). He asks the Blue Dragon what he found in the tower, what he thought of it, and why he wants to know more?
"I found a dead Giant in the tower, I found it rather odd, and it is my business to know what happens in my territory." The Dragon adds with a thin veil of forced patience, "I'm normally not so generous but you amuse me human; I've now answered 3 of your questions and you none of mine. What do you know of the tower?"
Otto chimes in saying the Cloud Giant Zephyros had been their friend once and he believes he'd been trying to get a message through to them.
The Dragon grins a cruel smile, "As I suspected. I will add you to the collection of the Queen of Statues - the Gathering Storm!" as it pumps its mighty wings to take flight.
Roll Initiative!
.
Creedun conjures two Giant Eagles which Grapple the Dragon before it takes off.
This is obviously a cunning foe as it completely ignores the beasts and unleashes a torrent of deadly lightning into the Dwarven Bard, shocking him so badly that it's impossible to maintain concentration. As the Eagles poof into nothingness, the Dragon flies up 40' above the ground and begins circling the group.
Otto is struggling to hit the dragon at this range with his Hand Crossbow and uses his new martial training to stow his shield and attack with his Shortbow at the same time.
Paxton appears next to Sir Oswald, and laying a hand on him casts a spell allowing the heavily armored Knight to fly!
Sir Oswald streaks towards the Dragon and positions himself above it, striking mightily into the Dragon's back twice.
Ransom makes a Spiritual Weapon appear next to Dragon to slash at him, while Creedun resummons his Giant Eagles, though this time the Dragon fends off their grapple.
The Blue Dragon mauls Sir Oswald several times then tries to fly away, knowing that even if the Eagle can keep up, the Knight can't. He's betting that his scales can fend off their attacks and is partly correct, both eagles fail to land even a scratch. Sir Oswald with a lucky swing strikes a critical weak spot behind the Dragon's shoulder and adds a charged-up Smite into the fleeing Dragon
Paxton takes advantage of the Dragon having left the cluster of his allies and centers a Fireball on the Dragon. As the dragon flies out of the bursting flame it is singed and starting to look quite hurt.
The resummoned Giant Eagles catch up and both successfully grapple the Dragon as the 3 of them tumble to the ground, WHAM! Still thrashing on the ground the Dragon bites and claws the injured Eagles, causing both of them to poof from existence.
The Dragon takes an expert shot from Otto's Short Bow and not only looks very hurt, but for the first time shows actual fear itself. It moves to retreat, but instead of flying away it begins to burrow into the soft boggy soil. The group only sees it burrow in 10' and then loose sight of it in the dark tunnel.
Paxton throws a fireball right at the opening of the tunnel, hoping the edges of the flaming blast will catch the Dragon. He hears no sound as to whether it hit or missed.
Even running at top speed Otto isn't quick enough to reach the hole before the Dragon can burrow further in and the tunnel turns at such an angle the Gnome can't blind-fire in. Then he remembers that he has one more "Ka-boomer" left from the merchant cart they encountered south of Calling Horns. He lights the fuse and tosses it into the tunnel. 4 seconds later KABOOM!!! followed by a screeching roar of pain.
Sir Oswald flies down into the tunnel with no hesitation in hopes to finish off the Dragon but emerges a couple seconds later saying, "It's dead." The Kaboomer had blown open the side of its face as smoke poured up and viscera dripped down from its eye.
The group tries harvesting some scales and teeth, but damages their trophies in the process. Sir Oswald opens the Dragon's belly to find a couple human skulls and bones, along with a partially digested dagger. He also insists on spending more time to try to acquire the Dragon's snout horn. Paxton puts his Secure Hut spell over the tunnel while he works because spending several hours exposed in the wilderness doesn't seem like a safe plan.
The rest of the day and a half journey to Yartar is uneventful and everyone arrives fully rested.
.
They find a contingency of guards inspecting everyone who arrives to the city's outer gate. They make their way inside and get food recommendations from a cheery local man.
They're directed to the man's favorite joint - a "dive" dinner on the edge of the "bad part of town - called Karletta's Table.
There they find a one story flat-roofed building hemmed in by larger buildings that appear to have 3rd-story additions built atop older structures. Karletta's Table has crates stacked up outside that several young street kids are using to play and climb on, some have even climbed up onto the roof and are playing up there, another youngster in dirty clothes runs out from behind the diner with a fist-full of bread.
The group walks through the swinging saloon-style doors and gets their bearings in the dim light inside. Most of the booths have privacy walls, but they see a few folk who look down on their luck, a few more working class people, and a couple women arm-wrestling.
Behind the bar is a window looking into the kitchen where clanging pots and pans and sizzling can be heard. A half-elf with dark blue dyed hair cropped short on one side, wearing leather armor with an apron over it comes into view yelling at some staff around the corner, "You don't have that ready yet? By the gods, what am I paying you for, eh?" She notices the party standing in the dinning area and immediately switches her demeaner to a sweet and welcoming smile. "Hey sorry nobody was there to welcome you, feel free to seat yourselves! Someone will be with you in a moment :) " She returns into the part of the kitchen out of view and continues commanding the kitchen staff in an authoritative tone.
Creedun suggests they sit where he can watch the women arm-wrestle and after a few rounds he approaches them with Otto and asks if he can challenge one of them for a round of drinks. There's some brief chit-chat and the women seem fond of taunting Creedun and Otto, mostly in good fun. They tell the adventurers that they work the docks in the fishing industry. Otto mentions that he's a fisher as well and that's how he lost his eye.
One of the women cranks her shoulder a bit as though it's stiff and says to the other, "What do you think Sally? You wanna take 'im?"
Sally, "Are you gunna need some books to sit on, guy?" alluding to the Dwarf's stoutness. "How 'bout instead a drinks though we wrestle for the story of your friend's lost eye. I win against short an stout 'ere - you tell us your tale, little guy?" Otto agrees.
After a particularly close match Sally pins Creedun and Otto launches into a captivating tale from his youth when their boats' nets caught a Kraken, and how he had to climb into the nets to free the beast. In the process he slipped and severed the end off one of the Kraken's tentacles, fell back into the boat and the knife "poked him in the eye."
There is a long pause. Eventually Sally says, "Pffffft, I call bullsh!t There's no way that was a Kraken. That's a mythical beast; even if one does exist there's been no claims of seeing one in a hundred years at least. Plus, it would have dragged your ship to the bottom before you had a chance to free it."
Otto insists he's not lying.
Sally adds, "look, I'm sure you were entangled with something big and tentacle-y, maybe a Giant Octopus, maybe a newborn Kraken, but if that were a real one you'd be a skeleton at the bottom of the ocean right now."
There's a little more benign chit-chat. Otto refers to the women as "madams" which they get a hoot out of. Then he uses his Thieves Cant to see if there's more to them than meets the eye and mentions being "a part of their guild" and "wondering if they could help him."
The women look at each other and Sally says, "Let's step outside for a chat little guy. Just us and and you; your friends can stay in here and order their meal." Otto assures his party that it'll be fine. Paxton keeps watch on the situation with his Owl Familiar waiting outside.
Sally calls to the kitchen, "Hey Karletta could we get some more bread" and they're given a basket of bread as they walk with Otto out a back door.
.
Outside Sally laughs and says he must be new in town and there's no way he's part of their guild. They ask what he wants and he mentions he's looking for someone. Sally scoffs, saying they don't point strangers to members of their guild. He explains - still in somewhat vague terms - he's looking for a Noble's son who's gone missing. He offers them 50gp if they can help. Sally leans to the other woman and whispers something.
Paxton, listening through his Owl's senses hears her ask her friend, "Do you think he's talking about Mel?"
Sally tells Otto to go back inside with his friends and they'll be back with their friend who can tell him more. Neither Otto nor Paxton (through his Familiar) can discern any fowl-play or malice so they wait.
In the meantime Karletta had come by to take the group's order and comments about how quiet Paxton is and asks why he's sitting upright with his eyes closed. Creedun tells her his friend is just really tired and asks for a bib to put on the wizard.
Otto comes back in just as Ransom is pinning Creedun in their own arm-wrestling match.
.
Paxton has his owl follow the two women. One sets the basket of bread down on a nearby crate but the owl follows them to a warehouse where they disappear inside for several minutes. When they reemerge they're accompanied by a young woman and an older halfling woman; they all head back towards the diner. Paxton tells his owl to check out the bread basket, but when he gets there there are barely even crumbs.
The four women reenter Karletta's Table. Without pause the Halfling woman jumps up onto the bench, eye-level with Ransom and the others "I hear you want to ask my friend Mel some questions. I'm just here to make sure it goes smoothly, okay?"
Mel pulls up a chair and sits at the end of the booth. Between asking questions to Mel and the Halfling, they learn:

.
Next time - All Aboard the Grand Dame!
submitted by Yesh_Vroo to dndstories [link] [comments]

27 [Friendship] WEEWOOOWEEEWOOO! FIRESALE ON COOL GUY ONLY LOW PRICE OF FREE! ...TAXES PROBABLY DEPENDING ON THE STATE

Hi, I'm looking for more of a bonding experience right now. I'mma throw all the prerequisites out here first so we're clear.
This gotta be you:
You have to be funny, no getting around that. If that requires you to constantly slip on banana peels and take comically large anvils to the head; I will gladly ignore for the hospital bills that come of it and pray with you.
You gotta be talkative. We're not going to average 4 messages a day. If I wanted that, I'd try to form a deeper relationship with my father first. Please please please if the first thing that comes up in your mind is "This is fucking dumb, why would he care about my dream of making a calendar with alligators posed as various US presidents?" Get that out of your head, I would love to get in on the ground floor of that. Share everything and anything
Honest, please for the love of god be honest. Don't avoid questions, don't mix words, don't make me mind read. I would rather have you hate me than be vauge wishwasher.
Weird, just be a lil weird. You don't gotta be 700lbs or half of a scientologist. But maybe you have a deep hatred for the name Todd, or you moonlight as a professional bowler. My name isn't Todd btw.
I would prefer we keep it a little nonsexual at the beginning, I don't mind it but the recurring theme is getting bored real quick with all the sexting and talk. Oh wow your pussy is fat af and its wilin out? Get in line. Call me when you can make a traffic cone disappear.
Okay here's me:
I'm a loud biology graduate, waiting for some letters of recommendation for my Master's in Public Health application, on my off time I play errand boy and oddjob for people.
I am currently a gym monster, compulsively going at the oddest hours (shouts out to planet fitness da true no grunt zone). I wish to be a casino hunk that throws out small men attempting to lift up waitresses' skirts.
I'm something of a writer. I make funny haha poopy videos on youtube (If we get close, I'll even bother you to do voiceovers for absolutely no pay). I DM DND, so you know I got the god complex if you think that is sexy.
Politically at the end of the day, I chose the system that will allow me to effectively loiter in front of a gas station without persecution, so I am a strict leftist.
And if you do care, I am a black. I know, I know. If you're a gamer, this is a dealbreaker. But I have da steam account with a ton of games I just don't play. If you like MOBAS, however, we're probably not compatible; as you are a man.
If you want to start a conversation we can start here but the reddit messenger is doodoowater. Gimme your discord or your mailing address, I'll send you a wax sealed envelope stamped by the queen himself. Inside will be an artifacted print of a monkey in a business suit..
IF YOU ARE A MAN, WE CAN STILL HANG OUT AND LIKE COMPARE MOTOR OIL BUCKETS OR WHATEVER GUYS DO. OR WE CAN GRUNT AND SORT OF NOD AT EACH OTHER EVERY MINUTE.
submitted by roldgoldjudyshoe to MeetPeople [link] [comments]

From the Blue Dragon to the Hands of Yartar - Ch.3 (+1 level, Kraken's Gamble) - Session 16

https://www.reddit.com/stormkingsthundecomments/kc5nai/the_crashed_tower_of_the_late_zephyros_chapter_35/ - Previously our heroes found Zephyros' tower crashed in the wilderness and a bunch of stone creatures were attempting to burn all his notes; among them was a Large Dragon also made of stone but also possessed a regular Dragon's lightning breath. After crumbling all their enemies to rubble the party gathers up as much of their late Cloud Giant friend's notes as they could and put a full day's travel between them and the tower in case any other statue-like minions showed up to finish the job. .
The cast of DnD Comrades.
.
Paxton spends a good part of the evening using a Language-Comprehension spell to pour over Zephyros' journal and other loose pages. He finds pages of recipes, philosophical musings, and several pages relevant to their previous experience together, along with where he went after he dropped them off in Triboar.
.
After some deliberation, the group decided the notes don't provide enough new information for them to step away from their quest to find the Giant-Slaying weapon presumably left behind in Yartar by the missing Harthol Zymorven so they continue on, but mean to seek out more answers about this 'Eye of the All-Father' at a later time.
Around midday Paxton's Owl familiar communicates to him, "Don't look up, but there appears to be a dragon circling high above us."
Paxton quietly lets his comrades know of the situation. He casts Mage Armor on himself and Sir Oswald casts Armor of Agathys on himself. Their casting of spells seems to have alerted the dragon of their awareness of them as it begins to dive. Paxton then casts Invisibility on himself.
There's a nearby tor jutting out of the bog nearby that Paxton suggests they all run towards, but they only make it a little ways off the road before realizing that Sir Oswald is staying in place, trying to draw the Dragon's ire to himself.
In a flash of cobalt blue, the Dragon both forcefully and gracefully lands on a nearby boulder still some 60' from them. With its bulk nearly the size of a large covered wagon, it puffs out the yellow plates of its underbelly and cocks its head as it stares down its snout and horn towards the group. In a deep, steady voice it speaks, "Greetings little travelers. Are you lost? From where have you come? To where do you travel?"
Not wanting to divulge too much information Creedun only mentions they're traveling to Yartar and they didn't mean to trespass on the Dragon's territory.
"I'm only here to talk, let's drop the spells and magic in the name of diplomacy; I know there's a 5th member of your group skulking around somewhere. Now, normally I'd demand some tribute for such a trespass," the Young Blue Dragon continues, "but today I'm interested only in information. Just last night I passed the strangest thing - what looked like a tower... that had fallen from the sky... just off the road? You wouldn't have happened to have noticed that too would have, traveling past there towards Yartar as you say."
Creedun asks the Dragon if they can just be on their way and that they mean no harm or disrespect. Sir Oswald musters as much Charisma as he can (which is quite a lot) and says they'd be willing to trade information for information). He asks the Blue Dragon what he found in the tower, what he thought of it, and why he wants to know more?
"I found a dead Giant in the tower, I found it rather odd, and it is my business to know what happens in my territory." The Dragon adds with a thin veil of forced patience, "I'm normally not so generous but you amuse me human; I've now answered 3 of your questions and you none of mine. What do you know of the tower?"
Otto chimes in saying the Cloud Giant Zephyros had been their friend once and he believes he'd been trying to get a message through to them.
The Dragon grins a cruel smile, "As I suspected. I will add you to the collection of the Queen of Statues - the Gathering Storm!" as it pumps its mighty wings to take flight.
Roll Initiative!
.
Creedun conjures two Giant Eagles which Grapple the Dragon before it takes off.
This is obviously a cunning foe as it completely ignores the beasts and unleashes a torrent of deadly lightning into the Dwarven Bard, shocking him so badly that it's impossible to maintain concentration. As the Eagles poof into nothingness, the Dragon flies up 40' above the ground and begins circling the group.
Otto is struggling to hit the dragon at this range with his Hand Crossbow and uses his new martial training to stow his shield and attack with his Shortbow at the same time.
Paxton appears next to Sir Oswald, and laying a hand on him casts a spell allowing the heavily armored Knight to fly!
Sir Oswald streaks towards the Dragon and positions himself above it, striking mightily into the Dragon's back twice.
Ransom makes a Spiritual Weapon appear next to Dragon to slash at him, while Creedun resummons his Giant Eagles, though this time the Dragon fends off their grapple.
The Blue Dragon mauls Sir Oswald several times then tries to fly away, knowing that even if the Eagle can keep up, the Knight can't. He's betting that his scales can fend off their attacks and is partly correct, both eagles fail to land even a scratch. Sir Oswald with a lucky swing strikes a critical weak spot behind the Dragon's shoulder and adds a charged-up Smite into the fleeing Dragon
Paxton takes advantage of the Dragon having left the cluster of his allies and centers a Fireball on the Dragon. As the dragon flies out of the bursting flame it is singed and starting to look quite hurt.
The resummoned Giant Eagles catch up and both successfully grapple the Dragon as the 3 of them tumble to the ground, WHAM! Still thrashing on the ground the Dragon bites and claws the injured Eagles, causing both of them to poof from existence.
The Dragon takes an expert shot from Otto's Short Bow and not only looks very hurt, but for the first time shows actual fear itself. It moves to retreat, but instead of flying away it begins to burrow into the soft boggy soil. The group only sees it burrow in 10' and then loose sight of it in the dark tunnel.
Paxton throws a fireball right at the opening of the tunnel, hoping the edges of the flaming blast will catch the Dragon. He hears no sound as to whether it hit or missed.
Even running at top speed Otto isn't quick enough to reach the hole before the Dragon can burrow further in and the tunnel turns at such an angle the Gnome can't blind-fire in. Then he remembers that he has one more "Ka-boomer" left from the merchant cart they encountered south of Calling Horns. He lights the fuse and tosses it into the tunnel. 4 seconds later KABOOM!!! followed by a screeching roar of pain.
Sir Oswald flies down into the tunnel with no hesitation in hopes to finish off the Dragon but emerges a couple seconds later saying, "It's dead." The Kaboomer had blown open the side of its face as smoke poured up and viscera dripped down from its eye.
The group tries harvesting some scales and teeth, but damages their trophies in the process. Sir Oswald opens the Dragon's belly to find a couple human skulls and bones, along with a partially digested dagger. He also insists on spending more time to try to acquire the Dragon's snout horn. Paxton puts his Secure Hut spell over the tunnel while he works because spending several hours exposed in the wilderness doesn't seem like a safe plan.
The rest of the day and a half journey to Yartar is uneventful and everyone arrives fully rested.
.
They find a contingency of guards inspecting everyone who arrives to the city's outer gate. They make their way inside and get food recommendations from a cheery local man.
They're directed to the man's favorite joint - a "dive" dinner on the edge of the "bad part of town - called Karletta's Table.
There they find a one story flat-roofed building hemmed in by larger buildings that appear to have 3rd-story additions built atop older structures. Karletta's Table has crates stacked up outside that several young street kids are using to play and climb on, some have even climbed up onto the roof and are playing up there, another youngster in dirty clothes runs out from behind the diner with a fist-full of bread.
The group walks through the swinging saloon-style doors and gets their bearings in the dim light inside. Most of the booths have privacy walls, but they see a few folk who look down on their luck, a few more working class people, and a couple women arm-wrestling.
Behind the bar is a window looking into the kitchen where clanging pots and pans and sizzling can be heard. A half-elf with dark blue dyed hair cropped short on one side, wearing leather armor with an apron over it comes into view yelling at some staff around the corner, "You don't have that ready yet? By the gods, what am I paying you for, eh?" She notices the party standing in the dinning area and immediately switches her demeaner to a sweet and welcoming smile. "Hey sorry nobody was there to welcome you, feel free to seat yourselves! Someone will be with you in a moment :) " She returns into the part of the kitchen out of view and continues commanding the kitchen staff in an authoritative tone.
Creedun suggests they sit where he can watch the women arm-wrestle and after a few rounds he approaches them with Otto and asks if he can challenge one of them for a round of drinks. There's some brief chit-chat and the women seem fond of taunting Creedun and Otto, mostly in good fun. They tell the adventurers that they work the docks in the fishing industry. Otto mentions that he's a fisher as well and that's how he lost his eye.
One of the women cranks her shoulder a bit as though it's stiff and says to the other, "What do you think Sally? You wanna take 'im?"
Sally, "Are you gunna need some books to sit on, guy?" alluding to the Dwarf's stoutness. "How 'bout instead a drinks though we wrestle for the story of your friend's lost eye. I win against short an stout 'ere - you tell us your tale, little guy?" Otto agrees.
After a particularly close match Sally pins Creedun and Otto launches into a captivating tale from his youth when their boats' nets caught a Kraken, and how he had to climb into the nets to free the beast. In the process he slipped and severed the end off one of the Kraken's tentacles, fell back into the boat and the knife "poked him in the eye."
There is a long pause. Eventually Sally says, "Pffffft, I call bullsh!t There's no way that was a Kraken. That's a mythical beast; even if one does exist there's been no claims of seeing one in a hundred years at least. Plus, it would have dragged your ship to the bottom before you had a chance to free it."
Otto insists he's not lying.
Sally adds, "look, I'm sure you were entangled with something big and tentacle-y, maybe a Giant Octopus, maybe a newborn Kraken, but if that were a real one you'd be a skeleton at the bottom of the ocean right now."
There's a little more benign chit-chat. Otto refers to the women as "madams" which they get a hoot out of. Then he uses his Thieves Cant to see if there's more to them than meets the eye and mentions being "a part of their guild" and "wondering if they could help him."
The women look at each other and Sally says, "Let's step outside for a chat little guy. Just us and and you; your friends can stay in here and order their meal." Otto assures his party that it'll be fine. Paxton keeps watch on the situation with his Owl Familiar waiting outside.
Sally calls to the kitchen, "Hey Karletta could we get some more bread" and they're given a basket of bread as they walk with Otto out a back door.
.
Outside Sally laughs and says he must be new in town and there's no way he's part of their guild. They ask what he wants and he mentions he's looking for someone. Sally scoffs, saying they don't point strangers to members of their guild. He explains - still in somewhat vague terms - he's looking for a Noble's son who's gone missing. He offers them 50gp if they can help. Sally leans to the other woman and whispers something.
Paxton, listening through his Owl's senses hears her ask her friend, "Do you think he's talking about Mel?"
Sally tells Otto to go back inside with his friends and they'll be back with their friend who can tell him more. Neither Otto nor Paxton (through his Familiar) can discern any fowl-play or malice so they wait.
In the meantime Karletta had come by to take the group's order and comments about how quiet Paxton is and asks why he's sitting upright with his eyes closed. Creedun tells her his friend is just really tired and asks for a bib to put on the wizard.
Otto comes back in just as Ransom is pinning Creedun in their own arm-wrestling match.
.
Paxton has his owl follow the two women. One sets the basket of bread down on a nearby crate but the owl follows them to a warehouse where they disappear inside for several minutes. When they reemerge they're accompanied by a young woman and an older halfling woman; they all head back towards the diner. Paxton tells his owl to check out the bread basket, but when he gets there there are barely even crumbs.
The four women reenter Karletta's Table. Without pause the Halfling woman jumps up onto the bench, eye-level with Ransom and the others "I hear you want to ask my friend Mel some questions. I'm just here to make sure it goes smoothly, okay?"
Mel pulls up a chair and sits at the end of the booth. Between asking questions to Mel and the Halfling, they learn:

.
Next time - All Aboard the Grand Dame!
submitted by Yesh_Vroo to stormkingsthunder [link] [comments]

A [Super Long] Story Archive: My Aneurysm Given Human Form

This is a story that happened earlier this year. I posted part one of this on another subreddit but never had a chance to finish the story so I guess later is a better time than never. Just to be sure before this begins, this player is no longer in our group and no way is this story meant to be malicious in any way towards the offender, just airing grievances and retelling a tale since it was my and many other players' first time experiencing That Guy. Now on to the post:
A little background information; I'm currently in a DnD group that I've been with for a little under 2 years now. I love them very much since everyone has the perfect balance of voice acting, character development, and player tactics. We've played two large games, one of which we finished, and the other still ongoing. Between that there's been tiny offshoots ran by different members every once in awhile - there are 10 of us in total but I will be talking about one very... Very special person.
In order to protect privacy, we'll name this special person Jerry. Here's an index of the names of those who will be featured in this story down below:
• the Drow Cleric/Aasimar Paladin = Me [Anon] • The Gunslinger Tiefling = Bunny • The Eladrin RangeRogue = Nick • The Goblin Druid/Tiefling Warlock = Jordan • The Human Druid = Big Brain • The poor DM = Blaine & • Repeating Offender = Jerry
Now that everyone's known, let's get started.
So here's to the beginning of the new campaign. It started because me, Blaine, and Bunny were in vc and tossed around a few ideas about it being a thing that Blaine would DM again because we missed him and it's been a few months since he ended his old one. He took our 5 hour long conversation and announced he was running a new game using the ideas we'd come up with. Essentially, we'd play a group trapped on a magic island with the only civilization being basically a Vegas paradise all ran by one overly kind lady but things weren't exactly what they'd seem. We all love a good mystery so of course, everyone was excited about it. Especially Jerry who jumped at the new opportunity to show the party what crazy character idea he can come up with Since he has a knack for a certain trope... that which I will cover in a later story. He broke off from his expected trope though as he now played a minotaur oathbreaker paladin with amazing wisdom and a -1 to Intelligence. Now here's when things get tricky.
Having a -1 in intelligence basically means you're a little below the average person right? You would think that the +4 in wisdom would make up for that when it comes to hindsight and understanding the consequences of your actions. Instead, Jerry played his paladin like he had a -4 in all mental stats. At the beginning of the campaign, he did this thing where if there was anything even slightly "off" to him, he'd smack his horns with his Warhammer and cast Thunderwave. It was cool the first time, and never again the next SEVEN times because he'd do it EVERYTIME HE WAS SURROUNDED BY THE PARTY. He almost killed my drow grave cleric session two and still kept doing it even after being told multiple times to knock it off.
Not to mention, Jerry as a player never understood the functionality of the mute button. He had a horrible mic at the start and we heard everything in his busy background and sometimes he'd be driving and the noise of his window being down or just the truck itself would be louder than most of the players. It gotten to the point where Blaine had to install a game vc where push-to-talk was mandatory and even then, he hardly obeyed that.
Eventually, there was a part of the campaign where Jerry's paladin left the story because his father came to make him take his place on the throne. Yep. Apparently his paladin was a prince of some sort and was escaping his destiny (would've never guessed but okay). Jerry always seemed to want to make characters that had to be special in some way or another and if that character stops being special, he'll try to kill it off or make a new character like a child who was bored of their toy. We thought it was the end of the stress, but it turns out he took a seat next to Blaine as a Co-DM! Blaine thought since he wasn't really good as a player then maybe he'd be good as a DM because it sounded like more of his speed and his need to be in control of the situation to do what he wants.
Unfortunately, Jerry's time as a DM was the worst part of the campaign as it suddenly seemed like everything was out to kill us. We soon found out that even behind the DM screen, Blaine and Jerry regularly disagreed with what was and wasn't good for the party, Jerry was asked to make a few doable areas for the party to run through but instead made everything super deadly and even blatantly ripped off encounters from Critical Role verbatim.
Poor Blaine had to scrap and rewrite entire story plots because Jerry revealed and fucked up secrets and storyline way too early for them to be impactful. Even worse, after Blaine kicked him off the DM team, Jerry used all the information he learned from the plot as leverage over the party. We'll talk about THAT after we talk about the child NPC that Jerry played. Since Blaine was a huge fan of a particular DnD podcast called Acquisitions Incorporated, we had an npc that was essentially a malfunctioned child clone from one of the player characters of that podcast since he was part of the story (like a cameo in a way.) Jerry played that character and everything went relatively well... Up until we got to a dungeon that was hidden under the city. Inside there were nodded and nodes to our characters from the previous campaign in the form of statues of the great heroes from the past. We eventually got to the end of the dungeon which was a skylit labatory with a huge gross cocoon in the middle of it.
The party all collectively agrees to stay the hell away from the Resident Evil looking egg because it was surely bad news. All the party except Jerry, who had the NPC go OUT OF HIS WAY to open the cocoon, even bypassing our Half-Orc fighter's grapple attempt with teleportation move that the DM had to correct him on. Once the NPC touched the cocoon, it literally sucked ALL the life out of him until he was a shriveled up husk of a person, effectively killing this child. As the cocoon suddenly sprung to life and opened, low an behold it's Jerry's gnome rogue from campaign 1, fully formed as this "Bane Lich of Ragnarok" as he'll be referred to by every NPC and us from now on. That entire dungeon and his gnome rogue was the last of Jerry's input as a Co-DM now that he's successfully inserted his character from our last campaign as the BBEG of our new campaign. Blaine, who wasn't a fan of backtracking had to roll with it and turn it into a plot that the party would actually enjoy and he did a pretty good job at it.
Understandably, Jerry eventually did get discontinued as a Co-DM as Blaine saw it was more trouble having him in the DM's seat than in the party.
As he was working on a new character to re-enter the party with after a few sessions of not being in the campaign. Blaine had suggested he play his Paladin again but at the last second, Jerry had another idea. The day before the session started, I was feeling the nostalgia of having that callback from our previous campaign and I remembered that my druid ended up in a relationship with Jerry's rogue. Finding it ironic, I made a drawing of a lovechild between our characters and told Jerry about it all while showing him the art and concept I had because I was pretty proud of it at the time. You can see where this is going. Apparently Jerry switched out his paladin to play the child between my and his character without even asking or acknowledging me. He named the kid, put a cloak on it and he was given the okay to go by Blaine who had no idea that he never asked to use the character.
The plot of the session he was introduced in was to rescue my drow cleric from a dungeon that the city uses as a jailhouse since he got arrested for being disruptive in public (amongst other things.) We visited the city's casino the session before so it was fun to go throughout the city and see the dumpster fire my character had left behind which were all unbeknownst to me because he was blackout drunk and Blaine took him over. The entire time, Jerry tried to get the party and NPCs to do what he wanted by throwing his name and his connection to the Bane Lich around (keep in mind that he was supposed to be IN HIDING and nobody was supposed to know who he was.) Remember last time when I said he'd use his knowledge as a Co-DM in character? Well he'd do that. A lot. So much so that word by word that came out of this stolen character's mouth was immediately reconned and redirected by Blaine on the spot. He tried to sabotage the party in multiple ways, including selling the party out to the Bane Lich every time he had the opportunity to do so. He even made it clear that he would PRAY to the Bane Lich in secret like the gnome was some sort of deity. His reasoning? To give the Bane Lich more power of course! Even though in the concept I had for the son was that my druid would've kept the father's identity a secret from him in fear that he would follow in his footsteps.
When we got to the dungeon, he was in no way any help because the person who put my Drow there was this big beefy Tiefling executioner who could 1000% clap the entire party's cheeks singlehandedly if he wanted to. Blaine had made it clear beforehand that we weren't supposed to fight him so of course, Jerry immediately picked a fight with him which in turn got three of our party members killed including my drow after the party found him passed out there with no hand since he rotted it off to escape his cuffs (That was my choice.) During the attempt to escape and run away he had THE AUDACITY TO FALL ASLEEP IN THE MIDDLE OF THE SESSION. That meant his character wasn't there and then couldn't have taken responsibility for his actions. If it was falling asleep on accident, it would've been a different story. But we heard him ACTUALLY GET IN HIS BED because he NEVER turns on Push to Talk. This also happened after the DM had informed him NOT to get in bed during sessions because he was known to fall asleep.
After the session, Blaine ruled that he automatically died in the dungeon because it's only fair to the rest of the party since one of the party members who died wasn't present either. Later, that player got a free revive. Jerry, however, did not. Fast forward, right before we took an in game break. He introduced his new character to the party; a goblin rogue. There was nothing really notable about him other than he was a carbon copy of Jordan's goblin druid in terms of personality and he worked for an evil-aligned NPC in the story and was supposed to watch over the group and report back to them.
During the in game downtime, he insisted that he'd go down into the mines that our party was supposed to investigate as a group after the downtime. He made considerable headway and managed to steal plot important artifacts which, of course, he forgot about almost immediately because he didn't write them down in his inventory at all. Then he got upset when Blaine said he didn't have them anymore when we were supposed to come across them.
Before that, he spent his downtime essentially winning money from an underground fight pit, jumped at the first opportunity to join a black market rogue organization and then stole from the same house twice after failing the first time. Once he succeeded his little heist, he then demanded from the rogue organization that he'd be moved immediately up the ranks to LEADER for one plunder (which was 1 (one) necklace btw.) The only kinda good thing he did was buy the party gifts with the money he stole. But only to install trust in hopes that the party would trust and like him better. Afterwards when the downtime one-on-one sessions had ended, it was time to search the mines.
Unfortunately, we were horribly outmatched and outnumbered for the infernal monstrosity from Blaine's pit of hell that he so cruelly slammed down upon us in the form of a hellfire engine at the very end of the dungeon (I say this with nothing but love in my heart, it was an intense moment that left everyone hanging on the edge of their seats). Two out of the four members that were there died that day; Jordan's druid and my cleric. Rip. Jerry also died trying to go against the hellfire for a magic item Jordan's druid had on her that he wanted for himself. He got too overzealous and went in too far over his head as per usual. He managed to escape the hellfire engine's wrath but funnily enough died inches away from being safe (he failed a check to gain his footing on a bridge and fell 500 feet down into the pit where the hellfire was.) After that, everyone felt relatively bad for him losing his rogue. We thought he was a sweet character but generally was kinda uninteresting to the point where it became a ongoing joke amongst the party of people constantly forgetting who he was. That was until he revealed the fact that if he hadn't died, he would've betrayed and killed the entire party. He even had a gun for no reason and didn't even have proficiency with. None of which was the original idea that he and Blaine had since Blaine actually sat down and gave him advice + a little bit of help building this character. The entire time he played his rogue, he would send constant messages to Blaine about random things or things he wanted to do behind the party's back, a theme you will see very often.
The next character he played went without incident and was actually helpful to the party. Nothing I can really think of what was wrong with the character except the fact that it was some weeb samurai concept with the only motivators of "I want to fight the strongest enemy." That and he was a polymorphed dragon I think? I don't remember much from him because he didn't last long. He got petrified, cut of a potential negotiation with a hostile npc, and joined a half-dragon guard squadron to protect a city bay from pirates and then he was gone just like that.
Which... Leaves room for his next character and the actual bane of my fucking existence; the return of a certain minotaur.... And something that I will go into great detail on next post as this one is getting too long for my tastes.
Stay tuned for next post I guess?
submitted by ArdentMagpie to rpghorrorstories [link] [comments]

Pivlichino's Classic Casino Games (steal my filler episode)


Pivlichino's Classic, Casino de Ravnica
Last night I ran an impromptu session as a filler episode as I was missing 3 out 6 players. It was a success that I will repeat as filler in the future.
I had about 45 minutes to prep, so frantically started searching Reddit for DnD playable Casino games and settled for the following (changing the names for some). I had read up a little about Feather, and came across Pivlic and that he has a Casino with a boxing ring in it. I already had found a map several months back that fit that perfectly from AfternoonMaps ( AfternoonMaps ). I played him as a charismatic showman Orzhov wanting to "help you cleanse your sin in a fun way".
Pivlic sent out Indentured Spirits with flyers to the players. They thought it was a special invitation, but realised when they arrived that they had just gotten spam advertisements.

Promotional flyer sent out randomly by Indentured Spirits
Pivlic personally welcomed them at the casino (it's called Pivlichino's Classic because he also runs a 5 Michelin star equivalent restaurant on the Millennial Platform), and told about the games available:

Farkle 2:1 payout

A game from the 1980's but most recently popularized by the game Kingdom Come: Deliverance. Involves 2 players. A player rolls 6d6, then chooses which dice to keep and which to roll. If you don't score you lose all points from that round. First to 2000 pts wins.
Scoring:

Roulette 5:1 payout

Simple game, taken from Felinix here. Extra fun, because apparently the Roulette wheel was originally a failed perpetual motion machine, and I thought that fit perfectly into Izzet tech repurposed by Orzhov.
Player picks a number from 1 to 20 and bets any amount. Dealer rolls 1d20.

Opulence payout varies

I don't know the real world name of this game, but I remember reading about it a long time ago, and ProfQuirrell jogged my memory of it. I decided to name it Opulence to fit the Orzhov theme.
Each Player picks a number from 1 to 6 and bets any amount. Dealer rolls 3d6. You then compare the rolls with what the player's number.
This game is deceptive, since it looks like a very fair game, but is slightly weighted in the house's favour. My players spent the most money on this, as it's very quick to play. I could see this or a variant also be used as a form of slot machine.

Pugilism payout varies depending on opponent

The centre of the casino features a boxing/wrestling ring and has 3 opponents on any given night.
Rules:
Opponents:
The fights were enjoyable for my players, and the final bout of my Articifer Armorer player vs the Shocker was a nail-biter. Power Armour slugging it out against the electric tentacles left them both at sub 3 HP when the final Tentacle lightning damage struck the artificer down. I also had the Spirit fly out of reach of the player a lot, so he had to get creative and jump off the turn buckle to actually get hits in. Lots of fun wrestling moves were thrown.

Ravnicante highly risky non-gold based payout

When I read u/Turin082's post last month about a card game where you bet your stats, I KNEW I needed to include it somehow in my campaign. It came a bit sooner expected. I renamed the game Ravnicante (Pronounced like Ravnic-Ante, not Ravni-cant-e), and made it the unique game that Pivlichino's Classic is known for.
This game plays very similiarly to Texas Hold'Em (please correct me if I'm wrong, I'm not very familiar with Poker). Each player rolls 2d12's in secret (we play on Roll20 so they can whisper it to me), then the dealer rolls 3d12's that are revealed immediately, and 2d12's that are revealed as the game progresses. Most of the traditional Poker hands exist, though there are no Aces or Jokers, and Kings and Queens are both equal to 12.
A player can bet any of the following:
Opponents and what they'll wager (in order):
submitted by BinaryLegend to RavnicaDMs [link] [comments]

OK BUDDY, THAT’S IT, SQUARE UP RIGHT NOW -

And prepare yourself, after all, we’re about to become friends! >:D
Greetings and salutations to all of you beautiful people,
My name is Chelsea. I’m from Sydney, Australia.
I’m 18, I’m lonely as h e c k and I would love for someone (anyone, god please) to talk to.
I have a very erratic sleep schedule so talking with me is like playing Russian roulette - you never know what you’re going to get.
(To all the gamblers out there, yes, I’m looking at you, with lockdown kicking in and the casinos closed betting on when I come online is going to become the next best thing, I promise you)
About me and what I have to offer;





My preference for communication would be through Discord. I’m open to vcing and in the future if I’m comfortable enough with you I wouldn’t mind video calls either ^^
So don’t be scared and HMU!
Quick disclaimer; I’m not looking for romance. At all. I repeat, I am not looking for a relationship.
submitted by inherentlyhopeless to MakeNewFriendsHere [link] [comments]

Hey, I need some help on an npc my players will end up encountering later in their adventure, he is a prestigious elven casino owner of the famous “blue dragon casino”

Alright, I need help with a DND npc character named chip, a famous and prestigious elven casino owner.
So, chip is, as stated above, a wealthy and famous casino owner who owns the most famous casino in all of neverwinter, the blue dragon casino.the party first hears about this casino when traveling the sword coast and are intrigued by this giant golden building with elven and orcish guards in fancy suits, upon entering they’re immediately hassled by an orc guard asking for their i.d.(the party can either roll intimidation/persuasion to let them pass, sneak around, bribe him, gain or forge an i.d.ext) and eventually enter the casino.upon walking past the bouncer they hear a booming voice over an intercom say “hello there travelers, you don’t look like you’re all from around here.how about we give our guests a warm round of applause to commemorate their arrival!” The crowd starts clapping and the players explore the casino to find its three levels, the first being the casino part, the second being the same except with a bar and the third being rooms.but eventually after speaking with a few npc’s and hearing comments like “wow, the owner doesn’t give anybody a welcome like that” and “man, what are losers like this doing in here?” They end up meeting with chip for the first time and he immediately challenges them to a good old fashioned game of black jack.the only thing is if he wins...the players start work at the casino as bouncers and if they win they get to walk free and get any information they need from him (as he probably has story points they don’t know of) and eventually if the players win he says “well, well, well y’all beat me at my own game so be on your way and ask me whatever you need” and if they do he even goes as far as to cast zone of truth and answer them.than if they explore further they see a worker trip on the stairs and papers fly everywhere which reveals that the casino is keeping tabs on everyone who enters, exits, and rents rooms in the casino, along with how much money they spend and on what.if they ask chip he says it’s for safety reasons.and eventually a guard tips them off to be in the casinos elevator at exactly 1:35 and if they are the power cuts out and they fall to the casinos basement where they find an ancient blue dragon resting on a massive pile of gold. “The blue dragon Casino” eventually they deal with it one way or another. And confront chip to which he says “well you’ve found out this casinos secret, good on yah now how’s about we play another game...for silence. Follow me”chip leads them to the back room of the casino.roll initiative.if the players end chip peacefully without killing him he’ll continue to run the casino but without the whole “bargaining for your freedom” thing...
TL;DR chip is a prestigious and arrogant casino owner who bargains with people for freedom as a way to keep himself afloat and avoid the wrath of an ancient white dragon.
So if they choose the peaceful option he comes up later still being arrogant, self centered, greedy, and generally a bit rude. And in the end the party is facing the final bbeg in chips casino and the only way to defeat this bbeg is to blow it up in some way.so chip realizing his mistakes to everybody...pushes the party of my casino and detonates some charges killing the bbeg but sadly taking himself with them. His final words before pushing them out are “I know I’ve made some mistakes over the last...since I’ve met y’all but just let me make up for it alright?” Before turning to the bbeg and saying “you know me and you have both have one thing in common...neither of us will be missed”before killing the villain, himself, and his dreams work and effort in a single button press.
Anyways if y’all have any ideas to make his down fall more sad and how to make his character grow and change so the players get attached to him more and a bit of backstory would be greatly appreciated.
submitted by stoped-exe to DMAcademy [link] [comments]

[Let's Build] D100 starts to a campaign that aren't in a tavern

I'm tired of starting all of my campaigns inexplicably in a tavern. What are some other ways you've seen a campaign start?
1: You were all involved in a war that's now over, visiting the sight of one of the most gruesome battles. Maybe you're here because you lost someone you cared about in the fight. Maybe you wished you could have been in the fray, but were held back. Maybe you ran from the fight and guilt drove you back here.
As the sun sets, the spirits of those long dead soldiers begin to reappear, all marching in the same direction. Will you follow?
2: All PC's were captured by the guards of a large city and sent to hang (the reason for this can be up to the player. Wrongfully convicted, career criminal, spoke out against the leadership, etc.). At the last moment, right before the lever is pulled, an arrow takes out the ropes and smoke bombs explode around you. You are quickly whisked away by your saviors, down a dark alley and into a secret hide away.
Your rescuers reveal themselves to be the most powerful and feared criminal syndicate of the country, and your life has a price. A very large ship of theirs carrying illegal goods that they won't specify (stolen gold, drugs, maybe even slaves for an interesting twist) went missing in a cove, along with any groups sent to search for it.
If you can find the ship, bring back the cargo, and not be caught by the guard in the process, you walk away rich and free.
3: The PC's are in a medium sized town, checking the local bounty board for work (why their here is up to the PCs). They quickly come to a disturbing realization: All of them now have a price on their heads.
4: An annual ceremony in the town takes place at the graveyard, unusually large due to the war-torn country. It's basically a carnival, where families gather around the graves to reminisce and celebrate the lives that once were. Chaos quickly erupts as the deceased relatives start clawing their way out of their caskets, attempting to kill their past loved ones.
5: beaten and bloodied, the PC's are left for dead, tied to trees in the middle of the forest by a local bandit group. What they didn't realize is that they tied you up right next to the mushroom circle of a local fey. She agrees to release you all on one condition: kill the bandits that have been ransacking her forest for supplies.
6: Inspired by elder scrolls, oblivion: You all are invited separately as illustrious guests to an esteemed and very wealthy manor. As soon as all of you enter, all of the doors slam shut and lock magically behind you. A disembodied voice is then heard throughout the manor: "kill eachother. The last one of you left standing will go free." Will they do as the voice commands? Or will they work together to uncover the mystery of the manor and escape?
Could end very quickly, but has a lot of potential. Could even have player characters come back as undead if killed by another person, solely bent on hunting down any members that remain.
7: You are all attendees to a wedding. You each may or may not know each other, but you do know at least one of the couple. As they are trading vows, assassins burst through the doors, killing the couple before anyone can act.
8: The local university hires the party as body guards for a scholar who is transporting his revelatory research to the capitol. During the journey, the scholar is assassinated, and his research is stolen. Now the party themselves are the subject of much suspicion. If they can solve the mystery of the assassination and recover the research, their names will be cleared.
9: In various locations, though various circumstances, the members of the party have been captured to be sold into slavery. They begin on a slave ship headed to market.
10: Each player wakes up in a wooden box (a coffin) buried in a shallow grave.
11: For one reason or another, the party has all signed up for an arena, either they are placed on a team together to fight monaters, or pitted against each other (depending on your group).
They can go through the arena or the arena can be interupted by something (an assassination, explosion in the city). Either winning the prize money, ir having arena officials be skeptical of them or asking for their help.
So many option you can go, and it usually starts with pretty quick combat.
12: You see a man post a notice on the notice board, saying local mansion needs help defending against nightly hauntings. That night you go to saod mansion and find corpses that have been there at least a year
13: In Medias Res: The players are in a town, and the town is under attack! The Fighter's guild, mages guild, churches, and even the thieves guild are all rushing to help hold the line.
14: Everyone wakes up on a beach, surrounded by the aftermath of a shipwreck.
15: The characters wake up in a jail cell, their heads throbbing from the previous night's apparent bender. The guards want to know how an NPC died. Could either have the players make it up, or hand them pieces of paper telling them what they remember.
16: The players are abducted by aliens. They have to figure out where they are, why they were abducted, and how to escape.
17: Characters are all in a market when a merchant stands on a podium and begins to speak. He shows off some type of item (can really be anything you want it to be), boasting that it is completely priceless/extremely powerful. Out of the crowd, someone jumps up onto the podium, knocks the merchant to the ground, and runs off with the item. The merchant screams, "Stop them! I'll give 1,000 gold to whoever can bring them back to me alive!" The players give chase.
18: Characters are all in a market of about 100 people, going about their business. One by one, they each realize they've been the victim of a pickpocket. They look around and see that everyone around them is having the same look in their eyes. They quickly discover that every single person in the market has been pickpocketed, and no one noticed. Was it a highly organized criminal group? A magically enhanced rogue? A trick of an illusion spell? The PC's aim to find out.
19: Characters are all soldiers in a war, and have been gathered by a superior officer for a special mission.
20: Characters all died prematurely in the same event, the Fates/some deity is upset about it. They all meet in whatever equivalent of purgatory you choose, and are sent back to the mortal plane stop whoever is interfering with fate.
21: Characters are all on a trade caravan(for whatever reason) when it is attacked by X type of monsters. The monsters are more organized than normal, and all have some kind of badge/insignia that indicates allegiance to something. The characters can choose to investigate on their own, or will be requested to upon arrival at their destination, after the caravan head reports to the Watch that they distinguished themselves in the fight.
22: You are all travelling on a riverboat in a deep canyon to the furthest-most city on the edge of civilization.
The riverboat is attacked by Kobolds (or any sort of enemy, this is a great chance to use something uncommon and exotic) on ziplines that steal supplies from the boats that ply the river. The players are the only ones capable of defending themselves and the boat.
23: You all wake in a field, lying in a circle with your feet towards the center, where the ground is scorched from a small explosion. Placed delicately in the middle of the scorch mark is a single page ripped from a journal.
You know who each other are, but have no idea how or why you met, or how you got here.
24: You are all invited to a ballard performed by an incredibly famous bard. As the performance goes on, the PC's notice that everyone around them has been petrified besides themselves. The bard then says, "Now that I have your attention, I have a favor to ask..."
25: You are all invited to a Ballard performed by an incredibly famous bard. At the end of the performance, you walk out side of the theater to see that the town you were just in is deserted and overgrown. As the other patrons walk out, they turn to dust and collapse to the ground right outside, with the people behind them quickly following, not noticing what's happening right in front of them. The only people who survive going through are the PC's. They slowly discover they've somehow been teleported one hundred years into the future.
26: You are all invited to a Ballard performed by an incredibly famous bard. As the bard continues their performance, his entourage quickly and discreetly locks all doors and bars all windows. By the time the performance has ended, all of the audience is surrounded by 30-50 archers, all with crossbows at the ready. From the back of the stage, a lich comes forward. You are all to be used as a sacrifice to give life to a new lich. Can your party stop the cult and save the audience?
27: In a village far to the north, a group of onlookers gawk at the sky (your PC's included). They've always seen the northern lights over head, but never as spectacular as this! With mixes of purple, blue, and green bands intertwining and coalescing throughout the sky, the whole village is lit up by the bright light. But it looks as if the bands are getting....closer. slowly but steadily coming closer to the ground.
Finally, as the bands of light sit just above the buildings in the town, you realize: each of these bands of light are a colossal cloud of wisps, at least a billion in number.
28: at the invitation of a royal gnome tinkerer, your party meets along with at least 20 other adventurers in a palace carved into a mountain. The gnome steps forward and speaks to you all:
"I have called all of you here today because I need a crew of the bravest, strongest adventurers that this world has to offer. For I have developed a revolutionary new form of travel that will take us to places never seen before!"
"I call it, the Star Sailor!"
29: The local university hires the party as body guards for a scholar who is transporting his revelatory research to the capitol. During the journey, the scholar is assassinated, and his research is stolen. Now the party themselves are the subject of much suspicion. If they can solve the mystery of the assassination and recover the research, their names will be cleared.
30: After going to sleep for the night in their separate domiciles, the PCs share a vivid dream. They open their eyes to discover they have all somnambulated to a small shrine to a forgotten God, in the nearby countryside. This group of strangers, frightened and confused, wonders why they were called.
31: In recent years a new phenomenon has cropped up: people throughout the land are being born with strange patterns on their skin. The PCs, each having a perfect holy symbol on their back, have been gathered at the temple for examination.
  1. The PCs are all freelancers, and a mutual contact (a Fixer) has found a job for them which requires all their unique talents. They have to meet with the employer's representative (Mr. Johnson) to receive details and their initial payment. The location in question is at the docks, as the person will be departing on a ship immediately after the meeting. They are given details on how they will get paid after that.
  2. There's a good reason this one doesn't start in a tavern. All of the PCs have run afoul of the gang that runs the local, and they have to either side with that gang's enemies (who aren't the PCs' biggest fans either), or somehow repair their reputation.
  3. All of the PCs are in the employ of an eccentric wizard who does not leave his tower. Prior to this, they had never directly met - but a murder has taken place and their employer needs information to solve the crime. (Nero Wolfe)
  4. You're an ex-military unit of Lawful Good PCs, and you found out that the general and his staff worship Bane (or another LE deity). Being the only witnesses to the evil, you are convicted of a crime you didn't commit. The campaign starts on the caravan to jail. (A-Team)
  5. All of the party is on the same boat voyage, whether across a sea or an ocean, when the boat is attacked by pirates. If they're not defeated the pirates steal trade goods while their leader gives an intimidating speech on the other boat. The party now knows a) there are pirates, and b) what the leader of the pirates in this area looks like. Any NPCs on the boat spread word of the party's deeds when they reach land.
  6. A scholar of the ancient, extinct cyclops race hired the PC's as body guards. They were ancient warriors who were immortal and had the ability to see briefly ahead in time. They became larger, stronger, and able to see farther into the future as they became older. You travel with him to the ancient cyclops ruins of one of their largest cities. After traveling a day and a half just to reach the center of the city, you arrive upon a circle that looks like it used to be a stadium of some sort. After walking into the center, he pulls a large vial from out of his coat, and smashes it on the ground at your feet. Suddenly, the buildings around you rematirialize, and your surrounded by a large group of extremely surprised cyclops, currently in the middle of a political meeting.
    You've been sent eons back to the past. Will you attempt to find the reason for their downfall, and try and save them? Or will you try and find your way back, ignoring their future demise?
  7. A country with an incredibly storied past is known to pay adventurers VERY well, due to a long history of them being saved from peril by legendary heroes and dragon slayers. Word has spread of a highly organized group of kobolds terrorizing this country. They are not merely raiding trade caravans, their isolating settlements, taking over whole towns and making the citizens slaves. The PC's meet at the capital either to help, or earn easy money. They are tasked with taking out a nearby kobold compound, scouring the capital and probing it for weaknesses. They have been ordered to take back the kobold warchief head as proof of their deed, which will adorn a spike on the city wall.
Before leaving, the king sends his personal body guard, a rangerogue to lead you to this compound. He seems extremely reluctant at first, but the king forces him to go. He tries his best to stay as far from combat as possible, almost like hes looking to bolt at the nearest opportunity.
During the course of the encounter, the kobold warchief catches the party by surprise, swinging a battle axe straight at the bodyguards head. The battleaxe literally cracks in half, with the bodyguard not even flinching. He immediately reaches behind on instinct and grabs the kobolds head, crushing it into pieces inside it's plated helm.
After the party questions him, he reveals that he is actually an ancient brass dragon, as old as the country itself. He considers the country his home, and loves being a part of the humans. He has often protected them, or even spinned tails of himself defeating dragons that had been terrorizing the area, bringing back one of his own scales as proof. Almost every legendary warrior in the countries history was actually him, in human form.
This kobold threat is new, though. They are the slaves of a red dragon, who heard tales that an ancient brass dragon had been hiding here. He wants to take him and his country as his slaves. It is up to the party to fight him and his slave army back, alongside the brass dragon.
  1. The party has been conscripted to fend off a cult from overthrowing the local lord. The general of the army and the lord are vassals of a corrupt, failing dynasty.
  2. Mad Margull’s Mysterious Menagerie and Miracles Show is in crisis – all the performers are desperately ill from the basilisk egg soufflé. So, the party meets as stand-in performers providing: Stunning Showcases of Strength and Stamina, Amazing Aerial Acrobatic Acts, Spine-tingling Sorcerous Summonings, Stupendous Stories and Songs, Accurate Archery of Apples atop Audience heads, and *Complete Conversations with Crabapple TreesTonight only!!!!
    Curtains close and the wagon cabin surrenders to darkness. The group of complete strangers ringed around the table links hands and are encouraged concentrate…concentrate…concentrate. The crystal sphere centered atop the table begins to glow, and the séance begins…
  3. Doing their civic duty, the party joins together as an impromptu jury in a witchcraft trial.
  4. Seeking free drinks, each has joined in as laborers at a brewery and wine-making faire.
  5. A bolt of lightning sparks from the sky to the top of an individual and jumps from person to person in a busy market. For a moment all five (Four? Three?) people are enveloped in light and joined by lightning bolts. Afterwards, they appear unhurt and undamaged. Why them?
  6. Each PC has a flashback to an event in there past that could have ended catastrophically but at the last second something happened. (Almost fell asleep on guard duty, and would have missed the Assassin comeing for the king. Or playing with a friend as a child they bump into an oil lamp in a barn.) But in the vision everything falls apart and they see themselves saying "I would give anything to..." after a voice in there head says "I've come to collect."
  7. The annual goblin hunt contest. The local town gets together once a year, everyone signs up and is put on a random team. (The players are on the same team, but it was random) The goal is kill as many goblin's as you can. The time of the event Sundown to Sunrise, and takes place in the forest. Each person has two Firefly jar's attached to them to prevent friendly fire.
  8. A meteor strikes the town next to yours a hour ago, the local guard is are asking any willing body's to help with the rescue, and see what happened.
  9. A carriage large enough for the party pulls up and the door opens to let you in. There’s no one driving, no one inside and the carriage is pulled by skeleton horses. Do you get in?
  10. You've all woken up in a grave yard, in holes 6 feet deep. One of you is currently having dirt shoveled on you.
  11. The PCs were all hired by different people to do the same job. When they run into each other at the job site, the first question is "Why is this job so important that so many people are willing to pay for it?"
  12. The PCs were all hired by the same person to do several different jobs at the same time. Each PC also received a note only to be opened when their job is done. That note gives the name of another PC (no two notes have the same name) and an offer to double their payment if they kill that person. (Best to save this one for groups that are okay at handling inter-party conflict, of course...)
  13. The PCs were all members of the same criminal gang. They're picked by the boss to carry out an assignment. When they come home, the city guard/police have swarmed over the gang's hideout. One of the guards/cops is holding a list of known members. Time to relocate.
  14. Each party member books passage on a ship heading for a local city. Each is on his or her own business. They're caught in a rift/wild magic surge/whatever you want and instead of docking at the target destination, the ship puts into a port far, far away from the original destination. From there, they can be in trouble because it's an enemy country, they can't get back because they don't have enough money, or some other hook you like to keep them there. This could also work with a merchant caravan or some other group travel method. large pieces of hostile geography could serve to keep the PCs in the new location at least for the beginning of the campaign.
  15. Party meets in a casino. They're suckered, either together or individually, such that they owe more than they can pay to the casino's owner who is also a local fixer. He's on the hook to map out a stretch of dangerous, unknown country, however large you want. To get rid of that problem, he offers to outfit the party with what they need, including a cartographer if no one has a compatible background, and then bullies them into performing the mapping mission to clear their debt. From there, they can run into whatever hooks you need to start your campaign somewhere in the wild. and if they abandon the mapping mission as a result, then they have a villain chasing them (the casino owner) who can pop up when they least expect it.
  16. For a less-then-good party (depends on each character's back story): The party is in prison, working at hard labor. They know each other's names, but not much more. they're on the same work detail, working outside the prison walls. Farming near a swamp, mining in a guarded shaft, farming in harsh weather conditions near a large forest. Take your pick. A monster runs through the work detail, killing the guards but leaving the party alive. Or a wild magic storm, or a war party from the local bandits or a neighboring but hostile country. Bottom line: guards are gone or dead, the coast is clear. Each party member is on the hook for a long sentence, guilty or not is up to you and their back story. They can get basic equipment off the bodies of the fallen guards and then it can either be a quiet escape into a nearby city from where they need to book passage out as quickly as possible...or a wild chase through a swamp or forest being pursued by angry guards and tracking dogs. They can escape outright or find a helpful NPC who hides them while dropping the first hook to your campaign in the process.
  17. The party are all young adults in the same family. If races become a problem, then remember adoption as part of the back story. A low-rank noble family is easiest since those kids would be trained in straight D&D classes as part of their education -- knight, ranger, cleric, even wizard. rogues could be rogue-centric rangers or they could be bad-boy nobles who spend too much time with the wrong crowd in the local city so they actually develop first-level rogue skills. A creative backstory is required for each character. Once that's done, then something happens to the family. A patriarch is convicted of treason, the family is ruined and cast adrift. Or the kids unwittingly commit a crime -- they hurt the son of a local king, they accidentally release some long lost horror that was being kept beneath the family castle. Two other directions might be a peasant family, though this will require some creative back story-ing for why an entire family of peasants would be trained in non-serf skills. but if you can work that out, then the village could be ransacked or the family could go bankrupt forcing the oldest kids to hire on as caravan guards or something to support themselves and the family. The final direction would be an upper-crust noble family. Princes and princesses of a major nation. A coup casts the family out and the campaign is about regaining the throne.
  18. The party are all low-level employees of a local thieves guild. They don't have to all be thieves. Fighters can be enforcers. priests can be back-room healers. wizards can be tool makers or simply in debt to the guild master and trading services for debt-reduction. again, dependent on a character-specific back story. The campaign starts when the players attend some kind of general meeting -- they're all at the neighborhood capo's tavern on separate business maybe (paying debts, paying tribute, reporting on operations, etc). A rival thieves guild suddenly attacks, mostly wiping out the PC's guild. The PC's an a very small number of unknown other survive and must escape the city before the rival guild finds and neutralizes them. That's why they stick together. They can run towards your first campaign hook if you make it part of one of their back stories, or they can run for the nearest safe haven and encounter the first campaign hook there.
  19. (From DND memes, which got it from tumblr user probablyfunrpgideas) The players are a squad of government investigators, trying to prevent monsters from claiming new habitat. Making sure abandoned properties are sold and dont remain vacant too long, trying to keep people from stockpiling loads of alchemical/magical ingredients in one place, etc. Its mainly negotiation, but sometimes people have an interest in attracting dangerous entities for their own purposes.
  20. Maybe your party dies in the middle of a campaign, maybe they died separately of natural causes. Either way they all "wake up" next to each other, in a cold and bleak mirror image of the regular world. You can all feel it in your bones. Something is coming. You have only minutes to talk and prepare before whatever it is will be there.
As it gets closer, you can make out what is on it's way. A creature standing at least eighteen feet tall is shambling awkwardly towards you. It is vaguely humanoid, with three legs of slightly different lengths all jutting from a central point at where it's pelvis would be. It has six arms, four of which are holding human sized cages (it can be more if the party is larger than this). It's hands bend in the opposite direction of a normal humans, curling sickly out from it's body. The body itself is deathly pale and malnourished, clearly showing the veins and musculature beneath the skin. It has a normal head, but is absent a face. It has sunken in skin where it's eyes would be, with cracks covered in dried blood at the center. A long, jagged crack in the skin also stretches across where the mouth would be. A spike twice the length of a spear is stabbed downward through the creatures ribcage. At the upper half of the spear, a lantern with a blue flame is attached.
If the players manage to steal the lantern or kill the creature (it may be large and swing pretty hard, but it is practically unable to avoid attacks with its awkward gait and has no outside armor whatsoever. Removing the lantern from the creature will cause it to immediately drop to the ground, lifeless.), they will discover that releasing the flame sends them back to the material plane, in the middle of the wilderness. The lantern is still with whoever opened it, albeit it's no longer lit.
They just managed to do something no other living being has ever done. They have obtained one of the lantern of the collectors, a literally priceless artifact that can bring people back from the dead, and traverse the dead realms. Now they just have to figure out how it works.
  1. Strange groups of identical looking adventurers have started roaming the country, taking on assignments for very little money. You gotta figure out who they are, where they came from, and how to stop them before they take all your work.
  2. A fallout new Vegas one. Basically the group all wake up in a doctors office with no memory, only a letter explaining they were delivering something to a location.
  3. In the central city of the empire/nation, during a major celebration, the king is assassinated, and resurrection spells fail when cast on him. There is a major bounty placed on discovering why.
  4. Your party is a bunch of strangers that has been framed for a crime. Now your group has to work together to prove their innocence and put the real culprits behind bars!
  5. All members of party are found in strange place.. no floor, no ceiling, no nothing. They are just floating around. Suddenly, man dressed in black suit walks in, and proposes a deal. The party is going to hell either way, but if they help him out, he might secure them a way back to mortal realm.
  6. All the PC's are in a huge open air bazaar in the center of a large desert fortress town (they do not need to know each other or be shopping together). Suddenly, a young boy (early teens) comes crashing down through an awning of a nearby stall, a short sword in one hand (still sheathed) as a merchant and several of the local guard chase him yelling "Stop, thief!"
  7. The party is all half human and half other races looking for their shared parent.
  8. All members of your party are part of the town guard. Monster attacks have been on the rise lately and a nest of goblins/orcs/whatever has been discovered and your party has been sent to wipe them out (along with other soldiers who, alas, don't make it.)
  9. The PC’s all meet in a gnomish tinkers shop, looking to get their pocket watches repair. Oddly they all have pocket watches that have stopped on the exact same time.
  10. All the PCs are going about their own business in the market square. Suddenly time stops and everyone and everything is frozen for 3 minutes, apart from the PCs.
  11. All the PCs meet out in a field next to a large flat topped rock, having received a note to be there at this specified time and date. A flapping gushing sound starts softly getting louder and louder until thud, a body from the sky hits the rock. Clasped in the bodies hand is a note which reads ‘avenge me’.
submitted by Sloadkroger to d100 [link] [comments]

20 [M4F/T] Anywhere- Looking for long term friends

Hey, my name is Cody, and this is my face. My goal here is to meet a lot of really nice and neat people and make many new friends. I am primarily looking for friends, a best friend, and people to connect with regularly, but I wouldn't mind something more. However, being a friend is the prerequisite.

With that out of the way, a bit about me:
I currently live in Northern Michigan, recently moved from home and learning to adult and shit while my college career is on hold. I work in an IT department for a tribal government and a few casinos up here (which I love doing), however, I am on temp. leave for quarantine and hopefully can start working again soon. Quarantine made it apparent how many friends I have (very few).
I am a very soft spoken and shy individual around new people. Once I get comfortable and learn people, I start to open up a bit and like to joke around a lot and cater humor around people. I would like to think that I am a very kind individual, since I am always paranoid/self conscious of how I treat people, because the last thing I would want is for people to think I am mean or rude.
If working in IT wasn't a giveaway, I'm kind of a big nerd. I like to play a lot of games on PC, my favorite of which is FPS, but I also play a bit of everything. I'm pretty much down to play anything with a friend, so don't be afraid to ask! I also play a bit of DnD with a couple groups irl, which I also enjoy doing often. Despite all of this, I also like my fair share of spending time outside. I enjoy camping, hiking, and love to swim. I love about anything tech related and I eventually want to fly racing drones, but I don't know much about it, but I want to eventually. tl:dr, I'll do about anything with a friend.
My music tastes are all over the board, so I couldn't give you an exact answer when asked what my favorite genre or song is, because it changes all of the time. I am not sorry about this. I like about anything I can play along with on drum kit (I play a tiny bit). Ask me about my band career!

That is the essence of me, and here is a very short check list of what I would find ideal in you
And that's it! Thank you for taking the time to read and I hope to hear from you soon!
submitted by LMAUIv1 to r4r [link] [comments]

[lets build] d100 strange courtesans for 50gp a night

inspired by this comment...
  1. ⁠Shy Marry (Female Half-Elf): A young shy girl, barely out of her teens. She seems nervous and inexperienced, and constantly embarrassed, but will not stop the “experience”. Those who choose to simply snuggle with her gain an inspiration.
  2. ⁠Aracnophobia (Male Drow) When the customer is not watching, spiders will slowly begin to enter the room. After their attention is sufficiently distracted, a male drow will appear from nowhere and begin to service the customer. Customers gain an immunity to fear for 24 hours.
  3. ⁠Midnight (Black Male Dragonborn) A pitch-black dragonborn enters the room, a body like Adonis and built like obsidian; he is tailored with a gold neckless and gold wrist bands. The shadows move around his body, and slowly, the lights go out and he engages with the customer. For the next 24 hours, shadows will stick close to the customer, giving them advantage on stealth checks.
  4. ⁠Margrett (Female Orge): A large, fat woman enters the room. She’s large enough that she must squeeze through the door frame. She’s a powerhouse, with notably large teeth and a slight lisp.
  5. ⁠The Musician (Male Elf) A well-dressed bard enters the room, he does not undress, he does not address the customer. He simply takes out his violin case and starts to play a song. As he plays, the Customer’s body begins to throw in ecstasy, the song enveloping them. The customer gains the one-time use of a bardic inspiration die (1d6).
  6. ⁠Mirror-Mirror (Doppleganger): As the customer is looking around, they realize a large mirror which wasn’t there before. The mirror stands as tall as the customer, and when gazed in, a duplicate of themselves appears from the mirror and begins to seduce them.
  7. ⁠Story-Time (Female Hag): A little old lady enters the room, taking a seat near the customer’s bed. She pulls out a small pair of spectacles, and a large book. The book transports the reader into a rather erotic story, narrated by the older lady. The story emboldens the customer, giving them advantage on intimidation checks for 24 hours.
  8. ⁠Lost-Breath (Female Mermaid): The room quickly fills with water. As the Customer panics, and begins to drown, a mermaid appears and begins breathing air into their lungs. The mermaid is dressed in gold and silver, with strands of sea weed stuck in their hair. For 24 hours, the customer gains the ability of water- breathing.
  9. ⁠The Smiling Cat (Female Tabaxi): A large brawny tabaxi with died fur appear from nowhere. She pounces and plays with the customer, disappearing and reappearing, before embracing the tired customer. Once the deed is done, she disappears with a smile. The Customer gains the one-time use of the spell “Misty Step”.
  10. ⁠Ba’Dumn the Belly Dancer (Sand Yellow Male Dragonborn): Ba’Dumn is most definitely one of the best belly- dancers in the material plane. Ironically, he is also 90% belly. Despite this giant’s size, he guarantees his customer a night unlike any other.
  11. ⁠Hells Bells (Female Incubus): An angelic figure enters the room, beautiful and prestige. She begins with a simple kiss, which burns the customer’s lips. Slowly, the feathers on her back start to fly around the room revealing her true form, that of a demon. The customer gains resistance to Radiant for 24 hours.
  12. ⁠Maggs the Cook (Female Half-orc): A large, voluptuous half-orc cheerily enters the room dressed in full cookware. She brings in several plates and trays of food and asks for Customer to sit and eat. The customer does not get less hungry, but does still grow more full. Once the customer declares they’re too full or wish to continue to lovemaking, Maggs will continue to feed them as they make love in bed. The customer finds that they are significantly stuffed after the event, and do not need to eat for a week.
  13. ⁠The Witch Doctor (Male Halfling) A small, Halfling dressed in foreign clothing pops into the room. The mask he wears is twice as large as it needs to be. He pulls out a small doll, which surprisingly matches the customer in appearance, and begins to caress it, with all the feelings going into the Customer.
  14. Pearl Buskont, a halfling woman given to petty theft, and eventually becomes a small ring leader of a group of highly organized thieves. Her shock of pink hair and many piercings gives her a saucier outward appearance than her demeanor actually reveals.
  15. Lacey shields, a orgallion drag queen, known for her dancing and outrageous curves. Normally doesn’t take night time companions, but times are tough in the off season. She usually only agrees to suitors that charm her well, but occasionally will just go for the coin.
  16. Vanessa the Drunkard (Female Elf): A tall, gallow elf swaggers into the room, carrying various bottles and drinks in a large burlap sack. She offers the customer drinks, but only if they confirm that they are okay with lovemaking afterwords. She will offer stranger and stranger drinks, until the customer can barely stand, however she seems unaffected by her liquors. The customer finds that they are significantly sated after the event, and do not need to drink for a week.
  17. The Automata (Unspecified Warforged) A large, robotic figure enters the room. They say “Greeting, I am programed for your pleasure. Please select a setting and assume the position,” before waiting for the customer to select a setting. The settings are “Easy”, “Medium”, “Hard”, “Maximum Overdrive”, and “Turbo.” On selecting the “Easy” or “Medium” setting, the character regains all spent hit dice. On selecting the “Hard” difficulty, the customer gains an inspiration point. On selecting “Maximum overdrive”, the user’s pain tolerance is numbed, allowing for advantage to all concentration rolls for the next 24 hours. On selecting “Turbo”, the user gains all rewards plus a point of exhaustion.
  18. Candle-Light (Red Female Dragonborn): The candlelight in the room flairs as a red dragonborn enters, covered in melting candles. She drips hot wax on the customer, making sure to heat their bodies as well as their hearts. The customer gains resistance to fire damage for the next 24 hours.
  19. The Voyeur (Unspecified Eldritch Abomination): A character, who is exactly as the customer desires, enters the room. They introduce themselves as “Sam” before getting to work. As Sam and the Customer do their merry lovemaking, the customer cannot help but feel that they are being watched. Should they succeed a DC 10 perception check, they will notice that eyes periodically appear on the wall, watching them. For the next 24 hours, the character gains advantage on perception checks.
  20. BEAUTY (Female Beholder) The bed in the room rumbles slightly, before flipping over, knocking the customer off if they were laying there. A strangely beautiful beholder appears from beneath the bed, either mocking the customer for their lack of paranoia or congratulating them on expecting her arrival. She sings songs and tells stories as she uses her eyes stalks, as well as anything else at her disposal, to help please the customer. The Customer gains the use of the “Alert” feat for 24 hours.
  21. The Mind Electric (Unspecified Storm Elemental): As the customer rests, the air becomes charged. Eventually spark of electricity will split across the room. Eventually, one of the sparks will hit the customer, electrifying them. The experience is painful, yet at the same time pleasuring. A being made of pure energy then reveals itself, before continuing the process. The customer gains resistance to thunder and lightning damage for 24 hours.
  22. The Genie (Female Genie): A knock on the door results in the customer finding a lamp laying on the ground. When rubbed, the room is filled with a smoke and a giant female genie appears. She will take the form of whatever the customer prefers, and will change and shift during the lovemaking.
  23. RockBreaker (Male Dwarf): A dwarf with braided hair, runic tattoos, and rock-hard abbs. He sings soft songs under his breath, as his runic tattoos glow with ancient magics. The customer feels protected and gains one use of the “shield” spell.
  24. The Wizard (Male Human): An ancient male human enters the room, dressed in the most magical robes. He is unhappy and sets up a small table, to which he asks the customer to lay on. Once the customer lays on the board, the wizard massages them, molding their flesh and bones like clay, twisting them into strange, but blissful shapes. The customer gains advantage on acrobatic checks for the next 24 hours.
  25. Shroom (Female Gnome): A small gnome wearing a giant mushroom cap on her head enters the room. She offers the customer a few strange, looking mushrooms. Should they accept, they are set into a trance and the two commence in lovemaking. For the next 24 hours, the customer is immune to the poison effect, though can still take poison damage.
  26. The Heaven’s Harem (Female Aasamar): A group of seven young women dressed in exotic clothes enters the room. Music plays as they dance around the client. After a passionate display, the dance becomes a bit more intimate.
  27. The Doctor: (Female Human): The Doctor is dressed in plague doctor’s outfit. She invites the customer to lie on the bed and close their eyes. Should they not do so, she will cast suggestion on them (DC 17). She will then light incense, and plunge a dagger into the customer’s chest. She will then remove all their organs, clean them, repair them, and replace them into the customer’s body. The customer can feel and see all of this, but cannot move. The customer is cured of all diseases, all physical ailments, and regains all hit dice, but has an autopsy scar across their chest.
  28. Centurion (Male Centaur): A centaur dressed in ancient roman armor enters the room. While it is difficult for him to maneuver, he is quite dexterous and is willing to let the customer ride him. Or vise-versa. ???
  29. 1001 Snakes (Male Yuanti Pureblood): The room floods with snakes. The snake begin to slither around the customer’s body and bite them. As the customer is beginning to feel overwhelm them, a figure swims through and embraces the customer. The two make love in the pool of snake. After the customer passes out they find themselves on the bed, the room wrecked. The customer gains resistance to poison for 24 hours.
  30. It’s all right... (Male Half-orc): An orc, face covered in a bag, and body covered with rags and viscera enter the room. Despite his visage, the customer is not frightened of him and considers the situation normal. The orc is armed and slowly approaches the character; he puts the knife to the customer’s throat and asks “any last words?” Regardless of what the customer said, the orc goes ‘Shhh, it’s alright. Nothing will hurt you now,” as he begins to embrace and pet the customer. For the next 24 hours, the customer is immune to the fear effect.
  31. Beattie the Bearded (Female Dwarf): A female dwarf with impossibly long hair enters the room. She insists that the customer help her braid it before they get going (DC 20 Slight of hand check). Failure results in the Customer getting caught in the dwarf’s hair, before the two make love and the customer is strangled in unconsciousness. Success results in a happy, and satisfied dwarf, who gives an improved performance. The customer gains an inspiration point.
  32. TEETH TEETH TEETH (Unspecified Eldritch Abomination) At first, the room seems empty. However, after a while, the customer will notice a number of small eyes staring at them from the walls. Eventually, small mouths, filled with teeth begin to show up, slowly revealing more and larger mouths. Tongues lash at the customer, caressing them in strange and erotic ways. After such an experience, the customer becomes resistance to psychic damage for 24 hours.
  33. The Hoard (Male Orcs): The Hoard is a group of 10 orcs, dressed in fancy dresses and effeminate outfits. They scream complements at the customer before engaging them. It’s a long night, but those who see it through get one free use of the “Relentless” orc skill.
  34. StoneMaker (Female medusa): A knock at the door is met with a small package. A blindfold is presented, with the phrase “Put this on. Whatever you do, do not take it off.” As soon as it’s put on, the door opens, and a figure enters the room. Several kisses are felt along the customer’s body before extending into full passion. Should they take off the mask, they become petrified (DC 14 CON) as they find a medusa with stone eyes making love with them. Customers who follow the request gain blind sight for 24 hours.
  35. A Well Dressed Individual (Unspecified Mimic): A knock at the door is met with a set of fine clothes, fitted exactly to the customer’s size and taste. A note on the clothes requests that the customer puts them on before the night continues. The clothes are silk like in texture, and when worn are revealed to be a sentient, and lusty, mimic.
  36. Lady Luck (Female Elf): A busty, plump elf enters the room dressed in the most ludicrous casino based outfit they’ve ever seen. She offers to play the customer in a game of strip poker, domination dice, and other erotic-themed games. The customer gains a single-use luck point, this does not stack with the Lucky feat.
  37. Riddles (Female Sphinx): A tall, slender sphinx enters the room and traps the customer in a precarious way. Though the customer is safe, the sphinx does not let on to it and threatens them, forcing them to answer sensual riddles and questions. Should the customer play along, they will gain advantage on Investigation checks for the next 24 hours.
  38. Cueball (Male Human): A tall, thin man, dressed as a dandy, enters the room. He is missing his head, and instead a mirrored sphere floated above his neck.
  39. The Dryad (Female Dryad): A beautiful woman, carved of wood, waltzes into the room. Flowers seem to grow around her, as vines begin to wrap around the customer. The customer feels at one with nature, and has advantage on nature checks for the next 24 hours.
  40. The Last Laugh (Male Satyr) A man dressed in a Clown costume ???
  41. The Mad Man (Male Human): A man, dressed in chains, a mask, and a mental patient coat is wheeled into the room. Should the customer unlock the chains binding him, he will break from his remaining bindings and savagely embrace the customer. The customer gains a long-term madness and inspiration.
42 The Stripper (Female Elf skeleton): An elf, dressed in heavyset clothing enters the room. She dances on a pole with shockingly large amount of agility. For each gold piece tossed at her, she dances more aggressively and takes off a piece of clothing, after 100gp is thrown at her, she reveals herself to be a skeleton, before bursting into a strange mist, laughing gleefully. If 100gp is thrown at her, the customer gets one time use of the spell “Invisibility.”
  1. Obsession (Female Tiefling) (Negative): The customer gains disadvantage on all intelligence checks and intelligence savings throws for the next 24 hours.
  2. Moss (Male Goliath): Moss is a large, muscular goliath who has a thick layer of moss, plants, and other fungi growing on his back and head. He is slow, but solid, and is typically quiet unless spoken to. At the end of the night, he leaves the customer with a small handful of plants and berries, which act as berries from the goodberry spell.
  3. Furball (Female Tabaxi): A dark-furred tabaxi, dressed in loose clothes, a cone hat, and an overly large belt enters the room. She is keen to undress, though asks that the client doesn’t take off her belt. Her belt will always be taught and her weight will shift if the belt is adjusted. If the client tricks her and takes off her belt (DC 20 sleight of hand), she will inflate like a balloon and float up to the ceiling. ???
  4. Dream-Catcher (Female Gith) A dreamcatcher appears on the wall, and a note appears from under the door. The customer is told to go to sleep, and that when they wake up they’ll be fully rested. When they sleep, they find the “Girl of their dreams” waiting for them, and a long, erotic fore into a strange wonderland. The dream is so restful that the Customer does not need to sleep for one week, but must still do light activity in order to benefit from a long rest.
  5. Deal-Breaker (Male Devil) A plain male accountant enters the room and informs that the customer needs to fill out several pieces of paperwork before they can ‘use the brothel’s services’. Several papers are shoved at the character, several making no sense, but the accountant insisting that they need to be filled out. After filling out the paperwork, or giving up, the devil reveals his true form and engages the customer. Should the customer help with the paperwork beforehand, the customer will gain advantage on all history savings throws for the next 24 hours. Likewise, if the customer is interested, the Deal-Breaker will offer to be the customer’s patron (The Fiend) if they wish to take a level in warlock.
  6. The Fairy Godmother (Female Fay) A strange, giant woman appears next to the customer. She is animalistic in appearance, dressed in a robe of flowers, furs, and other oddities. The customer never sees her enter the room, and her nature is fairly strange and alien. She is very kind however, and seems to genuinely care for the customer. For the next 24 hours, the customer will find their life just a bit easier, and survival checks will be made at advantage. Likewise, if the customer is interested, the Fairy Godmother will offer to be the customer’s patron (The Archfey) if they wish to take a level in warlock.
  7. The Cultist (Male Eldritch abomination): A man dressed in violet wearing a mask enters the room. He waxes poetically about a play he was once in and encourages the customer to join him in some play acting. The customer soon learns that the play was very erotic. The customer gains advantage on performance checks for the next 24 hours. Likewise, if the customer is interested, the Cultist will offer to be the customer’s patron (The Great Old One) if they wish to take a level in warlock.
  8. The Litch (Female Litch): A tall, skeletal figure, dressed in royal garb, appears from a mist on the floor of the room. She opens a spell book before casting several spells, which careen through the customer’s body in a strange, but delightful manner. For the next 24 hours, the customer gains advantage on Arcana checks. Likewise, if the customer is interested, the Cultist will offer to be the customer’s patron (The Undying) if they wish to take a level in warlock.
  9. Dragonslayer (Female Copper Dragon): A copper dragon breaks through the front door and charges at the customer. After chasing the customer around for a while, she grins at the, utters a small seductive growl, and then take a more ‘compromised’ pose. The customer gains a one-use version of the spell “Tasha’s Hideous Laughter.”
  10. Good-Mother (Female Lizardborn) ???
  11. Copycat (Male Kenku) ???
  12. Kiss with Death (Male Wraith): A figure, dressed in black enters the room from the floor. He bends forth, and kisses the customer, sucking the soul from their body. After toying with it for a bit, he replaces it back it the body. For the next 24 hours, the character gains disadvantage on saving throws and death saving throws. (Negative)
  13. Guardian Angel (Male Aasamar): A glowing figure appears in the room, clad in fine silks and textiles; he fiercely shouts “Fear not.” He is a passionate lover. For the next 24 horus, the character gains advantage on saving throws and death savings throws.
  14. The Merchant (Female Human) ???
  15. The Cruel Merchant (Female Human): This woman is similar to the merchant, except she is covered in blood and has frightful eyes. She asks for blood, and for every 1hp given to her, she will have intercourse for 1 minute. For every 10% of hp given to the Cruel Merchant, the customer gains a lingering injury. No more than one lingering injury can be gained during any “donation” period.
  16. The Body Builder (Female Bugbear): A large, buff bug bear enters the room dressed in a gym outfit. She is quite vigorous, and occasionally forces the customer into more athletic positions in order to better their stamina. For the next 24 hours, the customer gains advantage on athletic checks.
  17. Mister Nobody (Male Human Ghost): A vaporous version of a man, dressed in fine clothing, with a bottle of whiskey and a noose around their neck, glides in through one of the side walls. He glides through the customer and possesses them, causing their body to ache in pain and pleasure. ???
  18. The Beast (Female Human Werewolf): The Customer gains advantage on animal handling for the next 24 hours.
  19. Poor little one (Female Halfling): An injured Halfling enters the room, begging for help. Hidden in the wall is a medicine kit, filled with various vials, balms, and bandages. Should the customer help, the Halfling will thank them with whatever means she can. Playing along nets the ‘hero’ with advantage on medicine checks.
  20. Fallen (Female Angel): An angelic form bursts in from the ceiling. She is commanding, and begs that the customer reconsider their life of sin. That being said, they are quite passionate, and will embrace the customer as they critique them. The customer gains advantage on religion checks for the next 24 hours. Likewise, if the customer is interested, the fallen will offer to be the customer’s patron (Divine) if they wish to take a level in warlock.
  21. The Third Eye (Male Half-Elf): A strange monk enters the room. While he embraces the customer, he also pokes them in the ki points. This results in both a physically and spiritually enlightening experience. For the next 24 hours, the customer gains advantage on Insight checks.
  22. Vintage (Male Human Vampire) A tall, slender male enters the room. He offers the customer a drink of wine before getting down to business. He seems to be into biting, and the blood loss makes the customer’s head feel lighter than normal. For the next 24 hours, the customer gains disadvantage on Con checks and Con Saving throws. (Negative)
  23. Marionette (Female Gnome): A knock occurs at the door, and behind it is a small marionette puppet with a note pinned to it. The note says “Childish wonder is a marvelous thing. Play with me.” As soon as the customer begins messing with it in any way, several pieces of red string begin to entangle the customer, lifting them up to a starlit landscape and an immense giant who services them. (Note: The puppet is cursed to force anyone touching it to auto-fail saving throws. A small, plain, illusionist services the customer as their mind is elsewhere.) ???
  24. A Silly Joke (Female Nilbog-Goblin) A spry, pretty goblin appears from no were, wearing a strange pink and purple peasant’s outfit. They tease and taunt the customer, only letting them get what they want if they work for it. The next 20 rolled by the player is rerolled and the new result chosen. (Negative)
  25. Red-Strings and Butterflies (Male Minotaur): Butterflies begin to flutter around the room. From the walls appears a meek and well-groomed Minotaur, red stringed tied on his hair, horns, and elsewhere. He fiddles with strings and ties bows on the customer as he romances them. ???
  26. Trash (Female Trogladite): The room fills with a foul stench. From the floor trash and refuse begins to flow, and from the swampy substance a figure appears. A fit and tawny troglodyte appears, ready to pleasure the customer in any way possible.
  27. The Word (Male Aarakocra) A peacock of an Aarakocra enters the room. He paints various incantations and phrases on the customer. These words fill the customer with power! For the next 24 hours, the character gains advantage on persuasion checks.
  28. The Bouncing Brothers (Male Hobgoblins) A pair of fit, mustached hobgoblins enter the room, both dressed in a leotard. The pair perform various feats of agility before performing more intimate feats with the customer.
  29. Bull-Slayer (Female Leprechaun) A small, pretty lepricaun enters the room. She looks at the customer and scoffs. She will typically mutter something akin to “Let’s hope you last longer than the last one,” before going at the customer relentlessly. The customer’s muscle ache terribly afferwords, and for the next 24 hours, the customer gains disadvantage on dexterity checks and dexterity saving throws. (Negative)
  30. The Cat Lord’s Lover (Male Tabaxi): A small, meek tabaxi enters the room wearing nothing but a collar and a pair of bracelets. He will do as he is instructed, even if it results in his ‘death’. If killed in any manner, he will revive within an hour. Damage sustained to the tabaxi quickly heals at 1hp per minute. He has little understanding of word-play and will take phrases literally. He will not, however, leave the room. If he gets to perform a “unique” act, he will thank the customer and reward them with access to a one-use version of the “Death Ward” spell.
  31. Shell-Game (Male Tortle): For the next 24 hours, the customer gains advantage on Deception Checks.
  32. Blind Man’s Bluff (Unspecified Warforged): A strange looking warforged appears in the corner of the room whenever the customer blinks. Only when they blink, or if they close their eyes, does the creature move. That does not stop it, however, from making advances on the customer whenever possible. The customer gains the one-use version of the “Blink” spell.
  33. Jack Frost (Male winter eladrin elf) Jack may not be his real name, but Jack Frost does fit his moniker. A cheery, pale but rosy cheeked elf enters the room, a cool frost following behind him. If the customer gets cold, they can always cuddle under the covers for warmth. Jack’s warmth stays longer than expected, and the customer gains resistance to cold for the next 24 hours.
  34. Silence and Static (Female Blue Dragonborn): A cartoonish looking dragonborn with a long face dressed in a mime’s outfit enters the room. She begins to perform for the customer, before getting more “intimate” with them. Any action performed by the customer in a pantomime like fashion will occur to the dragonborn, regardless of whether it makes sense. That being said, damage caused in this manner cannot be lethal, and will result in her “playing dead” or disappearing before reappearing- within a few minutes. The customer gains a one-use version of the “Unseen Servant” spell.
  35. Hooligan (Male Halfling) A small, fit but overweight, Halfling runs into the room. He chats with customer about games and cards, and is willing to show the customer a few tricks he knows. He then shows the customer a few more ‘exotic’ tricks. If the customer listens to his advice then the next “1” rolled by the customer is rerolled. This must be used before the Halfling feature.
  36. Pins and Needles (Female Yuan-Ti Half-Blood) A snake-faced woman enters the room, a small silver box in her hand. When she gets close enough to the customer, she will offer to do acupuncture to them. While severely relaxing, the customers muscles grow tired. For the next 24 hours, the customer gains disadvantage on strength checks and strength saving throws. (Negative)
79 Mister Large (Male Duergar) A small dwarf with a large beard enters the room. Well dressed and smoking a pipe which smells of heavy-tobacco and spice, he performs several tricks, blowing smoke rings and other interesting shapes. At the end, he takes a deep breath and breaths forth a dragon, which envelopes the room. When the smoke clear, it is revealed that he has grown significantly in height. The customer gains a one-time use of the enlarge person spell.
  1. King of the Seas (Male Triton): A tall, well-built, red skinned Triton makes his way into the room. He is charming, though a bit bubble headed, and complements the customer whenever he can. He dressed sparsely, but regally. ???
  2. The Hedonist (Male Human): A young, noble looking human enters the room. He is equipped with a bag, and plans to test the limit to find a new thrill. The world to him is quite dull, and he needs this. Roll 3 checks for constitution, dexterity, and charisma (DC 20). For each successful check, the character receives an inspiration point.
  3. High-Octane (Female Quickling) The customer gains a one-use version of the “Haste” spell.
  4. Coin Operated (Unspecified Warforged): A warforged is wheeled into the room and left standing. A coin-slot is seen on its left thigh with the words “Insert Coinage” written in common. Any coin can be inserted into the slot, which will cause the warforged to activate for an hour. Higher value coins produce better results. If gold and platinum (or higher) are used, then the customer gains an inspiration. If a magic coin is used, the warforged goes into overdrive mode and no other coinage is needed for the 8 hours period, the customer also gains an inspiration and the one-time ability to add +10 to a single attack roll.
84 The Marvelous Mr. Toad (Male Bullywag) A well-dressed Bullyway hops into the room. He is charming, energetic, and full of spry young energy. However, he does not, in any way shape or form, act as a normal Bullywag would and seems well versed in more noble pursuits.
  1. The Sugar Daddy (Male Half-orc): A large, burly half-orc squeezes his way into the room. He is coated heavily in hair, jewelry, and musk. Though incredibly large, he is surprisingly gentle and seems to care deeply for the customer. At the end of the night, he thanks the customer for their kindness and says that they made for an excellent courtesan before promptly leaving. For the next week (5 days) the character’s living condition is considered one higher than what they paid for.
  2. The Jinx (Male half-elf): A frazzled looking half-elf enters the room. He seems incredibly nervous, and as he romances the customer things seem to naturally go wrong. He is far more pitiable than romantic, though love-making is one place he doesn’t mess up. For the next week (5 days) the character’s living condition is considered one lower than what they paid for. If they live a wretched lifestyle, they suffer 1 exhaustion per day. (Negative)
  3. Adonis (Male Elf) An impossibly handsome man enters the room. A form that seems to near god-like perfection on every aspect, one cannot help but feel inadequate when confronted by his gentle voice. For the next 24 hours, the customer gains disadvantage on Charisma checks and charisma saving throws. (Negative)
  4. Wild Thing (Female Tiefling): A young, wild-eyed and wild-haired tiefling comes into the room. She is keen to get started in the love-making, though she is incredibly unstable. Roll on the wild magic table (104), wand of wonder, or a custom wild magic table, with both Wild Thing and the Customer being affected as targets or casting subjects.
89 Who am I? (Unspecified Doll Golem): A small, hand- crafted golem enters the room. They are featureless, though are dressed in the clothing of the customer’s preferred sex. The creature is fully sapient, and will pantomime out suggestions of what to do. ???
  1. A Man’s Heart (Male Yuan-ti Abomination): A humanoid, snake-like creature enters the room and offers the customer a strange tonic. Should the customer drink it, their body will be paralyzed by a strange poison and the Yuan-ti will then consume the customer. The situation is tight, warm, but pleasant. For the next 24 hours, the customer gains resistance to acid damage. At the end of the session the Yuan-ti will regurgitate them. Should the customer not drink the poison, or if the customer is immune to poison, the Yuan-ti will simply sleep with them.
  2. The Blackmailer’s Delight (Female Half-Orc): A beautiful individual enters the room and offers the player a drink, saying that they wish to “know them better”. They will not continue until the customer consumes the strange wine. Within 1d4 days, the customer will receive a letter. This letter will, in detail claim to divulge a rather significant event unless a notable sum is paid. This blackmail can be true or false, but it holds substantial proof either way. Likewise, the sum, while not necessarily monetary, must be significant to the customer.(Negative)
  3. Hells Angel: (Female assimar) with blond hair, blue eyes and an angelic face. She always wears a light blue dress. Her specialty is being able to always perfectly play the damsel in distress for her customers. After the damsel in distress act, it will turn into a deadly game of cat and mouse, with Hell’s Angel hiding her murder attempts behind the damsel in distress act from earlier. If you’re one of the lucky ones who survive her services, you’ll receive a +1 dagger and a note that says “I’ll see you again” in the mail a week later.
  4. Saveera of the Nine Veils (Female Kobold): Her room is patterned in a style reminiscent of the harems of Al-Qadim, luxurious pillows are position around a central stage. From behind the curtains at the back of the stage a kobold appears, dressed in the finest silk, covering just enough to be consider barely decent, but showing enough to entice. Music starts up from seemingly nowhere, and Saveera begins her dance. At the end of the dance she offers the customer the chance to "dance" with her. Those who befriend her learn her real name to be Kip-Kig, and that she initially only worked at the brothel because it was easy money, but soon fell in love with the job and slowly developed her current persona.
  5. Hena the Yuan Ti. Her poison is whispered to give those bitten a light buzz and send them into dizzy spells; every touch feels magnified. Her coiling tail tightens about her victims slowly as the night goes on...
  6. Mystereon (Myst), a doppelganger who, for 50 gp, will be any race, sex or age the client wants. For 500 gp, will use a "Potion of Detect Thoughts" (just a bottle of ale, she banks on the fact that not many people know doppelgangers can cast detect thoughts at Will) to become any specific person or thing the client wants, perfectly mimicking whatever they desire, no matter how mundane or perverse.
  7. Vendara, a medusa who considers herself an accomplished poet. For 50gp clients go into her room blind-folded, where Vendara sits them on cushioned divan and feeds them grapes while whispering about how badly she wants to look them in the eye as her snakes caress their skin. Those who give in to temptation are sold off as ornamental statues to unscrupulous traders.
  8. Two-lip is a thri-kreen courtesan who insists they are a human, just like you. Imagine a giant praying mantis with smudged lipstick, off-color blush, and a tenuous grasp on non pheromonic communication.
  9. The Odalisque Resplendent in Gossamer Veils, This delicate fae draped in veils of silk and spiderweb moves about the room, cleaning and adjusting, dusting and coming so close. Something about her presence enflames desire but inhibits movement; she cannot be approached. She doesn’t touch her guests but rumor has it some of her clients have grown old returning to her again and again hoping for the barest brush of her silks against their flesh.
  10. A young succubus exiled from the underworld (or whatever is DnD's version of hell) for such kinks as handholding or snuggling. She's incredibly shy and lovable. Her mere presence seems to have a calming effect on everyone around. There have been multiple cases of clients falling asleep with her before getting to the saucy stuff and not regretting the money spent. Strongly recommended for traumatized adventurers and chaotic neutral rogues who just need a hug.
  11. A warforged named Fisto, who simply states “you will now assume the position.” Players have a hard time sitting down for 1d4-1 days.
  12. Mad Symphony (Male Succubus): A figure, dressed as a conductor, enters the room. He begins to act as if he is conducting an orchestra. At first nothing happen, then the music begins to play and energy fills the air. When a crescendo is hit, he strikes. The customer gains resistance Necrotic for 24 hours.
  13. Pain and Misery: (Female Gnolls): Pain and Misery come equipped to ensure that the night is “fun”, though whether the customer enjoys it all depends on their skill. Players may make a DC 10 Performance or Athletic check or a DC 15 constitution saving throw. The character wakes up with half their HP; however they gain an inspiration point for staying the night.
Edit 1: Thanks to u/snakebite262 for being an absolute chad and providing 91% of the list... will be back to update soon but it’s midnight rn... so ima sleep
Edit 2: I HAVE RETURNED! And I am going to proof read this list to check whether I have copied and pasted the same thing twice... also I have no idea what to do to get the list on the website so ima ask about that on discord
submitted by KicKem-in-the-DicKem to d100 [link] [comments]

casino names dnd video

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