d100 Locations

Frukathka said:
are there no ideas left?

I could think of more... I'd need some time though, to glean some inspirations from my fantasy literature or life experiences. Some of mine came from real places I know, though I doubt many others here could identify their real-world counterparts without some kind of guide.

I'm also big on adding components for almost every sense, so it can take some time for me to think of a location with which I can describe at that level of detail.

Also, I think we need to be willing to give it a few days...
 

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31 - The Eye of the Pit
This is a ring of very tall mountains with a thick jungle in the middle. Climbing the mountains to enter this ring, even at the low points between mountains, is extremely dangerous, as the mountains are riddled with caves (none of which lead to the inside of the circle) home to dangerous monsters. The jungle itself is barely navigatable; you can't see the sky, there's barely a difference between day and night, and any path you cut yourself through the jungle is regrown over within minutes unless under the influence of anti-magic. In fact, the whole jungle acts as a maze.

In the exact center of the ring is a lonely mountain with a tower built at the apex. At the peak of the tower is a polished brass sphere surrounded by orbiting dull grey ioun stones. The walls of the tower are covered in mysterious writting, written in the mysterious Druidic tongue.


32 - The Bonesalt Desert
The bonesalt desert is much as the name advertises. It is a desert, where the sand is made of crushed rock salt. There are few wells in this desert, and the wells that do exist are fiercely guarded by barbarian tribes who rely upon the wells for survival. I do not mean that they defend the wells from other living beings, as most of the the tribes would welcome strong warriors and wizards. No, the desert is home to many Living Horrid Wilting spells, whose only purpose seems to be to seek out and destroy all water they find, whether that water be from a well, or from a living thing.
 

33) The Dark Veil Guildhall

This guildhall is home to the Dark Veil, a guild of thieves, assassins, gutter mages, and all sorts of unsavory types. It is barely lit; the candles which line halls within the building give off a flickering, dusky glow which does not manage to penetrate the depths of the building well. Shadows and darkness abound, making it difficult to see far while in the building, which is designed like a maze. The building's floors occasionally creak as one walks, providing defenders with knowledge of the building's defenses (DC 30 Knowledge: Architecture and Engineering check, or a DC 35 Knowledge Local) a chance to sneak up on attackers (DC 15 Listen check to notice the creaking one room away, with an addtional +5 DC for each room of distance between the person making the check and the person making the noise, DC 5 Balance or Tumble check to avoid the trapped sections of floor if aware of their location) and catch them off-guard. As well, there is a slight acrid scent in some areas which a skilled adventurer would recognize as being similar to that of an alchemist's lab (DC 10 Craft: Alchemy check) where poisons are manufactured. Much of the furniture is roughly built, and that which isn't is usually quite battered.
 


The Expanding House:

Take one ordinary house plan. The first room(section) drawn to 5=5' scale, the second 5=10' the third 5'=15' and the last at 5'=20' (or continue scaling if desired)
The furniture, monsters and treasure are all to scale for whatever room they are in but nothing changes size from room to room. Add a house cat (cat/leopard/lion/dire lion/titanic cat). or toddler (Orc/ogre/hill giant) levels in barbarin optional.
Spinning wheels, tables, beds (w/bedbugs) water buckets, gold/platinum coins (double size = x8 weight) all make great furnishings. Chests and minor traps become great challanges.
 

35) The Missing Triangle and the Corner of the World

There is a point in the distant northwestern sea where the ocean falls into the world on three sides, creating a triangle shaped 'hole' in the planet. The area around this Missing Triangle is constantly plagued by storms, whirlpools and the spirits of those who've fallen into this pit in the ocean. If by some fantastic chance your skills are up to par and the fates favor you, you might make it past the Triangle and travel west (against the east wind and waves), you will find the Corner of the World. This triangular island is believed to be the piece of the world removed by the gods to create the Missing Triangle. Why this was done is unknown. Legends say the island holds the ideas the gods did not 'go with' when creating the world. Animals, both wrong and unfinished, plants best re-thought and items of power mankind is not quite ready for are hidden on this most secret of isles.

AD
 

36) The Clock Tower Fortress
This is a converted and enlarged Lighthouse Fortress (as seen in Blood and Fist) that stands vigil over the ghost-town of Lumina. While the town's predecessors have long since died or moved on, the clock tower in the center of town continues to tell perfect time. As well, humanoid automatons of unknown origin patrol the streets as if guarding against some sort of evil. How and why does the Clock still function, and what secrets do the automata protect?

Inspiration: Clock Tower of Untimely Death - Castlevania III: Dracula's Curse (NES). Props if you can turn a D&D adventure into a 3d "platformer" that requires multiple Jump and Climb checks to navigate.

37) The Fey Cavern

This series of caves is bathed in a eerie greenish glow that seems to come from naturally occuring crystals resembling quartz. The heavy hematite deposits that line the cave prevents use of any non-natural/metallic objects or equipment (except possibly for Small or Tiny objects, at the DM's discretion).

Inspiration: Dark Elf's cave - Final Fantasy II (SNES)
 

38) The Drowning Pool
Magical Dire beach where if a PC steps into the puddle they are magically reduced to an inch tall and must deal with the creatures that live in that drowning pool.... complete with surges of water, the unhealthy saltitiness of it, the critters, the sand slides and the such.
 

39) BUBBLING WATERS
A room filled with water. Four seperate waterfalls spill into it. All underground. The water is is varying depths and things within it. The swirling and bubbling of the water makes everystep dangerous. Enter the undead skeletons attacking with little care
 

40) Black Waters
Underground room filled with brackish and dark water. A three foot catwalkj surounds it. Inside is a black dragon wyrmling that swims hidden under the dark room's black water. It leaps up to spite acid at people to damage them or to get them to fall intop the water. At one end is a hidden hole that leads to its treasure hoard..... hidden and unknown.
 

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