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DotMM 1d100 Magical Events 1d100 Boredom Breakers

When the characters take a long rest in Undermountain, there is a chance of minor magical events occurring: 1. A random magical effect takes place, such as characters' appearances changing to look like each other for a minute or awakened household items walking by. 2. Strange noises may be heard coming from the walls or floors, or Halaster can be heard cursing followed by an explosion. 3. Small magical anomalies occur, like characters floating harmlessly during the rest or food and water replenishing itself.

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0% found this document useful (0 votes)
117 views2 pages

DotMM 1d100 Magical Events 1d100 Boredom Breakers

When the characters take a long rest in Undermountain, there is a chance of minor magical events occurring: 1. A random magical effect takes place, such as characters' appearances changing to look like each other for a minute or awakened household items walking by. 2. Strange noises may be heard coming from the walls or floors, or Halaster can be heard cursing followed by an explosion. 3. Small magical anomalies occur, like characters floating harmlessly during the rest or food and water replenishing itself.

Uploaded by

Detow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1d100 Magical Event

Magical Events During a 51


Booming, earthshaking footsteps are heard and
felt from afar.
Long Rest Each character's appearance changes as if affected
52-54 by Disguise Self into that of one of the other
The following table notes a number of minor magical
characters for 1 minute.
happenings that can occur whenever the characters take a
long rest in Undermountain. 1d6 awakened household items walk by such as a
55-56
candelabra or a teapot.
1d100 Magical Event One character and all items they carry at their body
57-59
The contents of one character's backpack are shrink to 1/12 of their size for 1 minute.
1
mysteriously shuffled around. Halaster can be heard cursing and shouting in
A magical item in a character's posession changes 60-62 anger about something minor followed by silence
2-3 and a loud explosion.
appearance slightly. The change is permanent.
A gate opens in the ceiling and something falls out 1d100 harmless tiny animals (e.g. hamsters, snails,
4-6
of it (DMG p.299 and following) small birds) gather around the resting place
63-65
forming a circle. They scatter and leave after 1
A floating light seen in the distance disappears if
7-9 minute
anyone gets too close to it.
The floor turns into a flowery meadow until the
Heavy mechanisms grind loudly behind a wall or 66-68
10-12 rest ends.
under the floor for 1 minute.
One character has soap bubbles burst out of their
All characters have their hair suddenly stand on 69-71
13-15 mouth every time they open it for 10 minutes.
end for 1 minute
A petrified eyeball rolls towards the characters
Time freezes for all but one character as if that 72-74
16-18 from out of nowhere.
character had cast the time stop spell
All character's gain the benefits of Devil's Sight until
19-21 Thin cracks form along one wall. 75-77
the end of the long rest.
A brief, mild earth tremor stirs up dust but causes
22-24 A rat walks up to the characters, clears its throat,
no damage. 78-79
recites a poem, takes a bow and leaves.
The characters become weightless for the
A cat lies down on the bedroll of one of the
25-27 remainder of the long rest, floating harmlessly a
characters. It leaves after each long rest unless fed.
few feet above the ground. 80-82
If food keeps being provided the cat stays. It flees if
An invisible servant, identical to that created by the any combat starts.
28-29 unseen servant spell, delivers a plate of hot buns
A skeleton mole burrows out of the ground in the
or a bowl of fresh fruit to the party.
83-84 middle of the resting place. It disappears to where
A new room suddenly opens up adjacent to where it came from after 1 minute.
30-32
the characters are resting. (DMG p.293)
All pieces of furniture in the room not brought
85-88
A slightly worn but still useful piece of adventuring there by the characters disappear.
33-34
gear materializes out of nowhere.
A lullaby as if played by a nearby invisible orchestra
89
35-38 1d4 live chickens magically appear nearby. for 1 minute is heard by all characters.
A 1-foot-high waterspout jets up from the floor and All rations and food the characters have eaten
39 90-92
lasts for 1 minute. The water is cold and fresh. reappear in their backpacks.
A trinket magically appears in one character's One of the characters gains a new memory about
40-42
backpack. (PHB p.160-161) their past that they are now convinced has
93
Any empty waterskins, waterskins, or canteens happened to them and was always there. Roll on
43-44 carried by the characters are all magically the Weird stuff table from XgtE (p.72).
replenished. The smell of a freshly cooked, hearty meal fills the
94-96
A light breeze blows through the area, carrying the area.
scent of lacender and lilac. When the breeze fades The room is suddenly filled with comfortably warm
45-46
the characters clothing and gear have all been water but the characters can breath normally in it.
magically cleaned. 97-99 The effect ends after 1 minute leaving the
characters wet, cleaner and fires in the room
One character experiences bad gas for the
47 extinguished.
remainder of the long rest.
Whispering voices are heard coming from a room Wild magic surges through the halls and affects
48-50 nearby. They go silent if anyone gets too close to 100 one of the characters at random. The character
their origin. rolls on the wild magic table. (PHB p.104)
1d100 Discovery
Boredom Breakers 51
A music box lies on the floor in a corner. It starts
playing a melody whenever nobody is looking at it.
Whenever the characters search a tunnel or a chamber
that has little or nothing in it, you can use the discoveries The ghost of a shepherd dog tries to guide the
52-54
characters to the nearest treasure.
on the following table to liven things up.
A painting of Halaster tells the characters to ask
55-56
1d100 Discovery him a good question. It answers with a lie.
1 A small mound of dung has a key sticking out of it. A 7 foot tall thin alabaster obilisk in the middle of
57-59
the room gives off a quiet hum.
A button on a wall rings a hidden bell when
2-3
pushed. An invisible servant is playing the violin while sitting
60-62
in an armchair in a far corner of the room.
A chalk "X" marks a secret compartment that
4-6 contains the following note written in Common: In this room the ceiling and floor seem to be
"Ha! Beat you to the treasure, X the Mystic." 63-65 swapped. Furniture appears to be stuck to the
ceiling, chandeliers are mounted to the floor.
7-9
A crack in the wall has a piece of paper sticking out
A goblin skull chatters its teeth for 1 minute if 66-68
10-12 of it. It reads "I'm sorry, darling. I tried."
picked up.
Three sprung bear traps are scattered on the
13-15 An invisible corpse sprawls across the floor.
69-71 ground. One has a fine purple leather boot stuck in
A pressure plate creates the illusion of Halaster it still.
16-18 when stepped on. The illusion says in Common,
"The right way is left!" In a fallen apart wardrobe lie a crimson mask and
72-74 cape, a fancily decorated but rusty rapier and a
A stone d20 is found, measuring 1d6 feet in crimson studded leather armor.
19-21 diameter. Moving the die so that the "20" faces up
grants inspiration. Among the parchment papers on a desk 1d6 magic
75-77 wands can be found. They all have run out of
A coin slot in the wall is labeled "Undermountain charges and are not usable any longer.
22-24
Repair Fund."
A small crystal hovering above a book stand gives
A silent, spectral hand tries to lead the characters 78-79
25-27 off dim blue light in a 5 ft. radius.
somewhere interesting.
A wooden chess game was left here in the middle
A sudden chill indicates the bones of a dead of a match. A character who succeeds at a DC14
28-29 80-82
adventurer buried under the floor. intelligence check can win the match for white in a
There's a map drawn on the floor which represents single turn, granting them inspiration.
30-32 a small section of the dungeon (1d4+1 rooms and Large letters in a reddish brown color smeared on
interconnecting hallways.) 83-84 a wall read "Here your fate shall be decided once
A harmless patch of mold growing on the wall and for all."
33 changes shape to mimic the face of the nearest A very large tome with a fancy cover, a metal lock
party member and key are stored in a bookshelf. The pages have
85-88
A magic mouth speaks words of warning or points been ripped out. The spell Mending can be used to
34-37 refill it with blank pages.
the characters in a specific direction.
When a 10-foot-square section of floor is stepped Fishing gear including a fishing rod with line and an
89
38-39 on, magic causes any knots and buckes in a assortment of lures.
character's clothing or gear to come undone. A knitted beholder doll filled with goose downs lies
90-92
A beholder shaped pinata dangles from the ceiling. on a pile of rubble.
40-42 If broken open it contains coins, candies, moths, A carved ivory diorama of heroes resembling the
spiders or something else. 93
characters fighting a dragon.
43-44 A lit torch lies sputtering on the floor. A small iron cage containing 1d4 well fed and taken
94-96
A stuffed doll resembling one of the characters has care of mice stands on a rotted table.
45-46
a dagger stuck through its chest. A zombie is standing in the room with a noose
A mechanical trap in the room has been disabled 97-99 around its neck. It was purchased at the Dead
47-48 Man's Corner in Skullport.
by a different party of adventurers.
An Undermountain secret is scrawled on the wall A small diary written in Common can be found on
49-50 (Determine the secret by drawing a card from the 100 an adventurer's corpse. Reading it reveals a
Secrets Deck in appendix C on page 319). randomly determined Undermountain secret.

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