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About Whamoo Casino [Full Review]

Whamoo is a brand new, fun-loving online casino that has recently opened its premises for gamblers from many countries around the world. It does however promise to be more than just an online casino, as Whamoo describes itself as a lifestyle and feeling.
The rush you feel when the reels spin. The sound you make when that spin turns into a huge win. That’s Whamoo. Yet Whamoo is so much more than that. This online casino promises all you would expect from a reputable online casino – but then improved further. A massive game library? Check. Live casino? Check. Full mobile compatibility? Check. An entire VIP bonus programme for loyal customers? Check. Whamoo is a casino which comes with the entire package which players have come to expect of a casino provider.
On paper Whamoo sounds like a great online casino. But being a newcomer on the scene, there are of course always some open questions. How reliable is Whamoo? What can you expect from this brand new casino when it comes to the available games? How cooperative is their online help desk? What kind of welcome bonuses are there for new players who wish to open an online account?
In our extensive Whamoo review, we will try to answer all of the above questions and guide you through this brand new casino. So do read on and let’s explore this exciting new addition to the world of online gambling!
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A fully licenced online casino

Whamoo is a fully licenced online casino and a safe place for gamblers to put down their wagers. The website of whamoo.com is operated by DialMedia Ltd, a company registered by the Malta Business Registry with number C86642, on the registered address of Depiro Point, Block A2, Triq Mons G. Depiro, Sliema, Malta.
As gambling operator, DialMedia Ltd. fully licensed and regulated by the Malta Gaming Authority (MGA) under licence number MGA/B2C/542/2018 issued on 10/04/2019.
What does this say about the reliability of Whamoo?
The MGA licence is one of the better ones you can find in the online casino world as Malta is the major European nation when it comes to online gambling. It is home not only to most of the world’s top online casinos, but also to many software providers and other businesses providing auxiliary services in the gambling industry.
A Malta Gaming Authority licence is not handed out with ease, as a company needs to fulfil many criteria before being granted one. The national gambling authorities of this Mediterranean island and EU member state check for example if all games which are made available are indeed fair and honest. They also check whether a company has enough cash reserves to pay out lucky winners of casino games and hold regular audits to ensure that there are no irregularities.
If an online casino has a MGA licence, it means that all the important criteria when it comes to safety, honesty and reliability are fulfilled and that it is a safe place to gamble. For us, the online casino licence is always a first thing we check before we even would consider playing somewhere. With this crucial criteria being fulfilled, we can thus move forward in our Whamoo review and look at all the other things this casino has to offer. And to be honest, the whole Whamoo package looks quite promising! Three of the main selling points of the Whamoo online casino are:
Whamoo clearly sounds like a promising casino when looking at the selling points, but do these points hold up when we test out the casino in real? Let’s continue our review of Whamoo with one of the most important aspects of every online casino: its game library. Which casino games can we find back in the Whamoo game collection? How honest and fair are these games? These are all legit questions which must be looked into before you can decide whether or not an online casino is suitable or not.
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Games from top software developers

When checking the list of Whamoo’s software providers you can only feel relieved as this brand new online casino only has games from the world’s top casino games developers. Especially for a newly opened online casino it is important to show to the public that you are talking serious – and you can only do that by adding the most popular games from the top software providers to your game library.
It’s not only about fun. Sure, these top software developers are known for making some of the most fantastic video slots, stellar table games. They have the most exhilarating and professional live casino tables to which you can connect in just a few clicks. But it’s more than just playing fun, graphics and game design.
By only having games from the top software companies, you are giving your players a clear message that you are only satisfied with the best quality games. Perhaps the most important aspect is game reliability, honesty and fairness. All games from the top software companies are fully tested and accredited by regulatory bodies. These gaming authorities check whether games indeed turn out completely random results and give gamblers a honest shot at winning. This is perhaps even more important than just a fantastically designed game, as in the end what matters most is reliability and honesty inside a casino.

RNG

The games which can be played at Whamoo Casino all have a piece of code called a Random Number Generator (RNG). With a random number generator, the outcome of every game is completely random and independent from previous results. It means that every card being dealt on the table, all dice which are thrown during a game, and every ball spinning around in the roulette wheel is never predetermined. Let’s put it this way: if you throw a single dice with the numbers 1 to 6 on it, you have indeed an exact 1 out of 6 chance that it will land on your predicted number.
A random number generator is absolutely crucial when it comes to delivering fair game results and giving gamblers a honest chance at winning. By having games from the top software providers, Whamoo makes sure that you can trust the fairness of every casino game you play. The good thing is that not only are the game results subject to occasional audits by regulatory authorities, but that these software providers also pro-actively test their own games to ensure they fulfil the highest industry standards. They hire independent testing agencies such as eCOGRA to check their games, both in virtual simulations and real-time results.
Let’s take a look at the software providers whose games have already been added to the Whamoo game library. As these are some of the best known software developers in the world, chances are that you have heard about some of these names before!
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NETENT GAMES

Also known by its full name of Net Entertainment, NetEnt is one of the largest casino game developers in the world. NetEnt is a Swedish company which was founded in 1996, which makes it one of the oldest companies in the relatively young world of online casino gaming. It is so big, that the company is even listed on the local NASDAQ stock exchange in Stockholm, Sweden!
NetEnt is best known for its vast video slot portfolio, of which many games are also playable at Whamoo. Having NetEnt games in your casino game library is almost a must for every online casino, as besides Whamoo some 300 or so more online casinos have NetEnt games available, which tells you something about the popularity of this company. Just like Whamoo itself, NetEnt has a full gambling licence in the EU member state of Malta, which means that all games are subject to regulatory oversight and can be trusted for their fairness. NetEnt also works closely together with independent testing labs to ensure that their games meet the highest standards.
Some popular NetEnt games which you can play at Whamoo are Jack and the Beanstalk, BerryBurst, Twin Spin, The Vikings, Wings of Riches, Aloha!, Fruit Shop, Jacks or Better, Gonzo’s Quest, Dazzle Me, Wild Bazaar and of course the eternal favourite of Starburst.

PRAGMATIC PLAY GAMES

Pragmatic Play is another major company in the online gaming world. The casino games of Pragmatic Play are always popular with the players, so it is no surprise that Whamoo has chosen to add quite a few Pragmatic Play games to its online collection. Pragmatic Play focuses mostly on online video slots, although they also make some exciting live casino games which are hosted in their own studios.
Being only founded in 2015, Pragmatic Play is a relative newcomer within the game developing industry. Yet in those few years time, the company already managed to reach to top heights with Pragmatic Play being considered to rank among the top game providers. Quality and safety are of immense importance for Pragmatic Play. Therefore, all games are documented and tested by independent auditors and testing labs such as QUINEL, BMM and Gaming Labs.
Popular Pragmatic Play games which can be played at Whamoo are John Hunter and the Aztec Treasure, Great Rhino Megaways, Leprechaun Song, Lucky Dragons, Mustang Gold, The Champions, Vegas Nights, Aztec Gems, Buffalo King, Starz Megaways, Triple Jokers, Magic Crystals, Sugar Rush, Beowulf and many more exciting video slots.
Of course, many baccarat, blackjack and roulette variants are available in Whamoo’s Live Casino which is powered by Pragmatic Play software. You are connected by high resolution video feed to professional dealers and croupiers in one of the Pragmatic Play casino studios where you can experience the thrills of a real life casino behind your computer or mobile phone. It’s almost like you are standing in Vegas!

STAKELOGIC GAMES

Stakelogic is another popular software developer which has added its games to the Whamoo game library. As one of the best-known developers in the software industry, it is always a good sign that Stakelogic games are available to play given that this company has made some exciting video slots.
Using HTML5, Stakelogic games are of course fully mobile compatible, which means you can play them on your smartphone as well. The company has also made some exciting new 3D slots which are not only gorgeous to look at but also wild fun to play. As an off-shoot company from gaming giants Novomatic, Stakelogic certainly is a reputable software developer which can be trusted when it comes to fairness and reliability.
Popular Stakelogic games are Epic Slam, Wild Stallion, Magic Wheel, Super Wild Arcade, Fruit Spinner, Lucky Gems Deluxe, Hot Fruits, Grand Slam Deluxe, Runner Runner, Turbo 4 Player Jackpot, Dragons and Magic, Big 5 Jungle Jackpot, Mariachi and The Big Cash Game.
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High limit gaming options

Whamoo is an online casino which is not only suitable for gamblers on a tight budget, but also for the true high rollers. You can place bets as low as a few cents, or as high as several thousands of euros or dollars at this online casino. Depending on your game of choice, whether its a jackpot video slot or classic table game, there are countless of options to bet big for maximum excitement and chances of winning top prizes. Further down in this Whamoo review, we will discuss some of the high limit games which are available.
Highrollers should also note that Whamoo comes with its own VIP programme in which you can quickly work yourself to the top category if you bet big. You can get instant access to your own dedicated casino manager and will get invites to high stakes tournaments. There are special weekly cashback bonuses as well for the true high roller gamblers at Whamoo. We will discuss the VIP program more in depth a bit further down this Whamoo review.
For now, let’s take a look at all the high roller games which are available at Whamoo Online Casino!

Endless rows of jackpot video slots

If you are a real lover of video slots you will be glad to hear that Whamoo has several hundreds of online video slots available. Although some of these slots are more suitable for beginning players or those on a tight budget, there are plenty of slots available where you can bet up to 100 euro/dollar per spin. This makes for some exhilarating and thrilling slot game action which will please any high stakes gambler out there!
Of course, Whamoo also has its share of jackpot slots where you have a shot at winning the progressive jackpot which can run well above a million euro or dollar! These premium slots, such as those using the famous Megaways system, offer countless of opportunities to place maximum bets at your video slot of choice.
Check the Whamoo game library whether or not your favourite slot is available as well, or try one of the many exciting new game additions! It is easy to browse through the Whamoo website. You can sort slots by software provider, or use the search function to check for your beloved title.

Join for some high stakes blackjack action

Blackjack has always been one of the most popular games among high rollers and the reasons why are quite clear. You can often bet high amounts of money on a single play and you can as a player slightly influence the outcome of a game as you need to decide whether you want to stand or hit another card.
At Whamoo, there is plenty of high stakes blackjack action. There are both normal blackjack games such as American Blackjack and multihand Blackjack, as well as blackjack tables in the live casino. In the live casino, which is powered by Pragmatic Play software, you can play several blackjack variants. Bets of up to several hundreds of euros or dollars, or even higher for the real VIPs, are possible.
Beat the hand of the dealer and hit that score of 21. Maybe it will be your lucky day playing blackjack at Whamoo Online Casino!

Grab a seat at the roulette table

There is plenty of roulette action at Whamoo as well. You can choose between virtual roulette versions, or opt for a seat at a roulette table in the live casino, where you are connected to a real-time croupier by video feed. Especially in the live casino high bets of up to a thousand dollar or more are possible, making roulette a big favourite among the real high stake gamblers.
Of course, Whamoo Casino has all of the the standard roulette versions of American Roulette, French Roulette and European Roulette. Most of these games are developed by software giants NetEnt.
In the live casino, there is also Roulette Macao Live, where you will be connected to a gaming environment which makes you feel like you are playing in the famous casinos of this Chinese gambling mecca. Live Speed Roulette, Live Roulette Auto and Roulette Azure are popular Pragmatic Play live casino versions of roulette which are available to Whamoo players.
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Whamoo's unique bonus package

One area in which Whamoo stands out as online casino is its great bonus package. Of course, there is a great welcome bonus for newly registered users. But the fun doesn’t stop there! At Whamoo casino, it is bonus day almost every single day of the week. On Mondays, Wednesdays and Fridays the casino has recurring bonus offers if you reload you bankroll on one of those days. This makes Whamoo not only an attractive casino at the moment you sign up, but also at all those moments when you come back to play again.
300 free spins or a €200 deposit bonus

The Whamoo welcome bonus

We start of discussing the Whamoo welcome bonus which is called the “Welcombo” bonus by the casino. On a picture the Welcombo might not look too appealing as its packed in a carton takeaway box you might get at a certain fast food restaurant, but trust us on this: its contents are truly fantastic.
The Welcombo box contains a combination of goodies you get with your very first deposit at Whamoo. And what is best of all? You can decide what combo you want to receive! If you sign up at Whamoo for a free online casino account, you can determine your own bonus by adjusting the slide until you have found a combination which matches your idea of a perfect bonus.
This is a great option as it allows people to choose the bonus which best suits them. You can choose between free spins and a deposit bonus – or a combination of both. If you are an avid video slot gamer and do not care much about table games, you may want to slide all the way to the maximum free spins bonus. In that case, you will receive 300 free spins, but your deposit bonus will be 0%. The free spins in the Welcombo package are valid on the popular Amatic Industries slot Book of Fortune.
On the other hand, if you only care about table games and are not really interested in free spins and playing video slots, you want to adjust the slide to the maximum deposit bonus. This is a 100% deposit bonus of up to 200 euro. This means that if you deposit 200 euro of your own money to your newly created online casino account, Whamoo will top this up by another 200 euro from the house! If you select the full 100% deposit bonus, you will however not receive any free spins at all.
Of course, you can also opt for a mix between free spins and a deposit bonus. If you leave the slider in the middle, you will get 150 free spins and a 50% deposit bonus, for example. You can tweak this in any direction you want, for example to a 70% deposit bonus and 90 free spins. The higher your deposit bonus, the less free spins you receive. Want more free spins? Then your deposit bonus will decrease.

Welcombo bonus terms and conditions

Only one bonus is allowed per household and/or per player account. Do note that Whamoo’s bonuses remain valid until seven days after the required deposit has been made. Once this period ends, the bonus is automatically flagged as expired by the system and can no longer be released. The expired bonus funds are then automatically removed from the player’s account.
Of course, there is a wagering requirement which must be met in order to withdraw your bonus money and any winnings which may derive from it. Real money balance is used prior to bonus balance. The bonus balance will only be used when there is no real money available in your account. Only real money funds and released bonus funds can contribute towards the wagering requirement of the bonus. The wagering requirement for the Welcombo deposit bonus and free spins is thirty times (30x) the deposit + bonus.
Do note that players that deposit money using Paysafecard, Skrill or Neteller are not eligible for the Welcombo. To assure fair gaming and prevent fraud, Whamoo has placed a maximum cap on bonus money wagers, which are limited to a maximum per round/bet of €5 or its equivalent in other currencies. You should also be aware that certain games cannot be played using bonus money. There is a full overview of these games on the Whamoo bonus page.
Bets placed in certain games might not contribute fully to the wagering requirements.

Recurring bonuses at Whamoo

The bonus fun does not stop at the welcome bonus when you play at Whamoo! You can count on a constant stream of promotional campaigns and bonus offers. The casino has recurring promo offers every Monday, Wednesday and Friday. If you deposit some extra money to your online casino bankroll on one of those days, you are eligible for a bonus. It therefore pays off to wait for these days before you decide to reload your online funds.
On Monday it is Pick ‘n’ Play day to start off the week with some good vibes. On this day, the casino basically tops up your deposited money You can:
It is even possible to combine these bonuses if you want to deposit a larger sum! Alternatively, you can use the bonus codes of WHPICK5, WHPICK15 and WHPICK35 by putting these into the promo code field on the cashier page every Monday.

Whoa Wednesday

Wednesday is for many a difficult day in the week, it being right in the middle of another long week of work. To spice up things, Whamoo has come with an unusual bonus which it calls “Whoa Wednesday”.
Every Wednesday you get to uncover your secret gift – for free, no strings attached. The casino will add this gift to your next deposit. This can be a bonus, a set of free spins, or even both. You’ll get all the details once you’ve pulled off the cover and logged into your account. You will receive the bonus details and promotional code, which you can use in the promo field at the payment page to receive your hard-earned Wednesday bonus.

Freeday bonus

Friday is the favourite day of the week for many people – and the reason why is quite obvious. It marks the end of another working week and the start of some well-deserved weekend R&R! For many people this involves paying a visit to a land-based or online casino to get their kicks at their favourite game, whether it is a card game, roulette or video slot.
Whamoo knows that many people cannot wait for the days off work to start and therefore has come up with a special Friday bonus to welcome in the weekend! This bonus day is called ‘Freeday’ by Whamoo. The casino basically hands you a bunch of free spins if you are a regular customer. For every weekday from the previous week (Friday through Thursday) that you’ve deposited 30 euro or more, you get 10 free spins. For every weekend day you even get 20 Free Spins! That means up to 90 Free Spins are yours to play with. That’s a great start to a weekend full of partying and fun!

Wagering requirements

Do note that wagering requirements do apply to all daily promo offers. These are more or less the same as we outlined above in the description of the welcome package, but do take a look at the bonus terms and conditions page on the Whamoo website to know precisely what you can expect! As always, it is important to read the small print in order not to face any surprises later on.
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A fully mobile compatible casino

As a brand new online casino, Whamoo knows that already a majority of gamblers nowadays play on their mobile phones rather than on computers. Because of this, the Whamoo casino is fully compatible with mobile devices and tablets. If you load the Whamoo website on your smartphone, it looks just as good as on your laptop of computer. It’s equally accessible and orderly too! The mobile website is a breeze to browse through and you can easily access all the important pages such as the game library and payment page.
The same counts for the actual games themselves. Whamoo only works with software providers which are known to offer full mobile gaming support. These games are made in code such as HTML5, which means that the games can simply be played in your (mobile) internet browser. There is no download or special app required to play these games. Whether you are playing on your computer, tablet or smartphone, you simply surf to Whamoo.com and select your favourite game from the library. This game will then open in your internet browser – and you can play instantly. It does not matter whether your phone runs on Android or is an iPhone, nor does it matter whether you have Mozilla Firefox, Google Chrome, Internet Explorer, Opera, Safari or any other internet browser. Whamoo will function just fine!
This is absolutely great as you can now play at Whamoo wherever you are, whenever you want. Want to put down some wagers on the roulette table while you are sitting in public transport on your way to work? That’s easily doable! Just take out your smartphone on the train or bus, and surf to Whamoo.com to play at your favourite roulette table. Are you sitting on your couch at home and want to play a few hands of blackjack before going to sleep? Just take out your laptop, tablet or phone and within seconds you can have some of the most exhilarating blackjack fun on your screen.

The Whamoo Live Casino

Whamoo’s live casino is powered by Pragmatic Play and NetEnt software – which are two of the biggest, most reputable software providers in the world. This is great news for the players, as you can access high quality tables in just a few clicks.
In the live casino, you are connected with a live video feed to a real-time casino table in one of the casino studios of these software providers. You can play games like baccarat, blackjack and roulette like you are standing in a real land-based casino in Vegas or Monaco! Thanks to the high definition video stream, you have a great overview of all the action which unfolds on and around the table.
All table games are led by experienced, professional croupiers and dealers who are not only well-trained, but entertaining as well. By all means, feel free to open your microphone or the chat window to have a talk with them, or even with other players from around the world. This is what makes the live casino such a great invention. Even though you might be sitting at home in front of your laptop or computer, it does almost feel like you are standing in a casino for real!
Especially for high rollers the live casino is a worthwhile addition as table limits are often much higher than in regular games. Of course, if you are on a tight budget there will definitely be live casino tables where low minimum bets are allowed too – no worries there. But it is the experienced, high stakes gambler who probably feels most at home in the live casino.
There are multiple baccarat, blackjack and roulette variants which you can play. For roulette, there is American Roulette, European Roulette, French Roulette, Speed Roulette, Live Roulette Auto and Roulette Macao Live. If you prefer the casino classic of blackjack, you will find plenty of different tables all with slightly different betting limits. Baccarat is perhaps the game with the highest betting limit. Besides the regular version, there are also Speed Baccarat tables. A fourth casino game which can be played live at the Whamoo Live Casino is Sic Bo. Just browse through the list of live casino games, or use the search function to find your favourite table!
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[OC] The Magineer - Chapter 19

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I hope you guys forgive me for taking so long, but I'm pressed for time in real life and I have to work overtime to meet a deadline. That said, here's an extra long chapter to hopefully make that up to you.
~-~
Aylin Merza was sitting on a rock in the expansive and dark caverns of the Krell home volcano, they stretched around her seemingly absorbing sound and the small amount of light that seeped in from openings here and there in the rock. Water could be heard dripping nearby, which she was sure would drive her crazy if she had to sit there for any length of time.
Now, what was she doing sitting on a random rock inside a cave? Well, to the untrained eye, it was just rock; but to her it was worth more than gold because it was pure Magicite. Inside the tunnel that had been carved out by the volcano many millions of years ago, huge chunks of the rock littered the floor, gleaming in the dim light. They had likely been carried out of the deep earth and deposited there by magma, Magicite did not seem to melt from what she had observed.
The most ironic thing that nearly made her want to rip her hair out was that the entire Empire had been toiling away to find tiny little shards of the stuff, while these damn primitives had entire caverns full of it all along. They were completely oblivious, if these damn savages fought with wit instead of might, then perhaps they would have fared better in their struggle against the Polarii Empire.
Not that I’m interested in changing the status quo in anyway. Aylin mused to herself.
Even worse, when she’d asked one of them if they knew what Magicite is, the guard looked at her like she was mad. They really did not think it to be anything more than rock.
Magicite was a very peculiar substance, it looked somewhat like Opal in various different colours, and up until now was only known to be found in small chunks, normally infused with the surrounding rock making it difficult to extract whole. Great care was taken to make sure that no Magicite goes to waste, it was normally used how it was found: Raw and uncut, as every bit you lost seemed to reduce the power of the stone. It’s main use was as the focus of a [Mage]’s staff, and it was usually a very simple correlation: the bigger the stone, the bigger the focus, and the more potent the effects.
Some rumored that when carved into various different shapes, a Magicite stone would increase in power; however, no sane person was willing to waste the precious stones by cutting them to see if it does even have an effect.
Although now it seems I have all the Magicite I’ll ever need, It will be an interesting series of experiments for sure.
It was also used in the making of mana stones, the fabled golem cores of old, and her favourite: soul crystals.
While soul crystals were not necessarily considered evil, black ones – the only kind that could capture a sapient soul – were undoubtedly considered so.
Aylin got up from her rock and gazed around the cavern some more, a smile rapidly building on her face.
The thing that had always been a limit to her in her pursuit of capturing sapient souls had been a dire lack of a special type of Magicite: Black Magicite. It was a material darker than pure obsidian, it tended to confuse the eye and look more like a hole in reality rather than a beautiful rock, due to the way it seemed to absorb light.
When she was still with the Polarii, it was particularly hard to source considering she couldn’t just ask for others to go find it, questions would undoubtedly be raised. So she had had to keep asking for more magicite, hoping that they would bring her the black magicite she was looking for, or go and find some herself. An endlessly frustrating process.
It just so happened to be that the rock she had just been sitting on, and was now staring at like a salivating loon, perfectly fit the description of Black Magicite.
Alyin started concentrating and forming a spell to separate some of the rock, smiling like a madwoman throughout.
Oh this will be good. She thought to herself.
~-~
Meanwhile in another, more brightly lit part of the cave, some unfortunate adventurers weren’t having nearly as good of a time as Aylin.
“It’s just a flesh wound.” Normand said with bravado.
Giran and Adrian weren’t convinced, Adrian shook his head, holding is hand up to his forehead. Even hanging in cages a good 5 meters away, and with no light apart from that provided by a few burning torches, they could see his arm was nearly falling off. Normand was clearly struggling to stay conscious. His heavy and laboured breathing echoed in the confines of the cave.
Giran and Adrian looked to each other through the rough iron bars of their cages, Giran shrugged her shoulders and non verbally it was decided that Adrian would continue trying to convince Normand to let the shamans heal him. Adrian steeled himself and started trying to convince the fool.
“Your arm is almost torn off!” Adrian exclaimed. Normand shook his head, grimacing in pain. Adrian looked on in disbelief as Normand still refused to let the Shamans help him. The three Krell shamans were clearly getting impatient, one had crossed his arms and was tapping his foot waiting for Normand to cooperate or pass out, whichever one happened first.
“Don’t be an idiot and let them heal you!” Adrian continued trying to convince him.
“’Tis but a scratch!” Normand protested stubbornly, clearly trying to mask his pain. Loud footsteps echoed through the cave as an unseen figure approached.
“You fool! You will be healed whether you like it or not!” Interjected an elderly woman in a stubborn tone, her voice echoed somewhat as she was still a good 20 meters or so away.
Her form slowly emerged out of the gloom. She walked briskly into the cave chamber that the cages resided in. The shamans, having noticed her presence gave her a respectable berth as she approached the cage Normand currently huddled in.
Normand looked over her as she stood outside his cage, she was wearing the typical style of clothing that the Krell wore, although it somehow seemed fancier? than the clothes Normand had seen other Krell wearing during his time here. She currently had her hands on her hips and looked rather annoyed. A cane dangled from one of her hands and Normand was suddenly worried about what she planned to do with it.
“Who are you?” Normand asked pointedly, a small amount of fear still managed to creep into his voice.
She moved her hands from her hips, leaning on her cane and moving closer to the cage.
“I’m elder Ro.” she said in a suddenly calm voice. Without any further explanation she pivoted to face the shamans, who were still standing back from her somewhat. “What are you waiting for? Heal him!” She commanded and pointed to the cage. The shamans looked amongst each other, seemingly unwilling to cooperate. One stepped forward to explain the lack of healing currently occurring.
“Elder Ro… It’s not correct practice to heal a person who is unwilling. It reduces the effectiveness if they actively resist it.” He said looking at the floor, clearly worried about what her response would be. Before Ro could respond Normand interrupted.
“I refuse to be healed! Either let me out of this cage or let me die in peace!” Normand demanded. He flinched back as the somehow intimidating elder turned around to face him. Annoyed at being interrupted from berating her shamans, she hit his cage with her cane. The old iron of the cage rattled loudly. Normand flinched back even further into the cage.
“Are you stupid, boy?” She asked but didn’t wait for an answer. “You need to learn to have respect and not interrupt when your elders are speaking.” She chastised. She turned to face the shamans “Well? Don’t just stand there, I don’t care if it takes a little more effort to heal him. Do it.” She commanded.
They scrambled to follow her order. One stood on each side of the cage and started muttering incomprehensible incantations. Normand tried his best to resist, but the collective might of the shamans healed his wounds within seconds. The shamans having finished their duty hastily walked away, seemingly to escape any more scolding from elder Ro.
“Now that you are in somewhat of a better state, tell me, boy. Why are you all here? Why have you intruded upon our home?” The elder asked in a serious tone, leaning back on her cane as the light from a nearby torch flicked in an eerie way.
~-~
Ethan felt the air rushing past him as he fell from a great height, he distantly heard Kothar shouting something but it was lost to the wind. He tumbled end over end, seeing the hard rocky plateau rapidly approaching. Time seemed to slow down and he closed his eyes and awaited his fate, he tried to cast a spell, anything to save himself but found he couldn’t get the concentration conjured up while tumbling in the air like he was. Ethan resigned himself to death, hoping for some miracle or that it would be painless.

In a split second, Ethan felt his AI implement drastic measures to ensure his safety. Control of his limbs was wrenched from his grasp and his arms and legs moved in a peculiar way in order to straighten him in the air, he was now suddenly falling head first and was wondering for a second what on earth the AI was doing, at least he was no longer tumbling and thrashing wildly through the air.
Then his AI cast a spell.
Before he could comprehend what the AI had done he felt the G’s pile on and his descent suddenly slowed, he nearly blacked out as he swooped, missing the rocky plateau and getting splattered by a mere 20 meters. The air continued to blow against him, but he found that no air was pushing him up, it was almost like the gravity had just been flipped. Somehow the AI was steering him with the spell and he rapidly gained speed as he was guided back towards Kothar.
Ethan took a moment to take in the view, the Mother of Chaos stuck out like a sore thumb in the center of the volcano and its roots and branches snaked everywhere, even up the sheer walls of the volcano and over the top, spilling out of the volcano like an overflowing geyser of flash-frozen water. He rotated in the air and was back facing towards the gray cliff face, he could now distantly see Kothar as he continued to approach.
Ethan thought over what the AI had just cast, what it had cast just then had nothing to do with Mind Runes or shamanistic magic though. It felt… different.
It was based on neither logic nor emotion. Well, there was logic to it, but no intense concentration and mind bending structures. Ethan hadn’t felt any expenditure of effort as the spell was cast.
It felt more… elementary. Yes, that was the best way to describe it. It had no shape or structure like Mind Runes. It simply flowed out of him.
Unnoticed until now, he saw a new window flashing in his peripheral vision. He focused on it.
Divest("Gravity") | Move [Orderly] | Spin [Orderly] * Self
He didn’t quite understand what it meant and was confused as to how the AI had conjured this up.
“AI, what did you just do?” He asked it.

Ethan thought for a moment, it would be nice to take a look at what exactly the AI had done, but right now he needed to focus on making sure he landed correctly, and then not fall again.
“Not now, give me that report when we rest at a safe point.” He thought to it.

Ethan noticed a couple of Roks circling high above, apparently interested in his tryst with flight, his heartbeat jumped as he waited for the moment where one would swoop down and pluck him from the sky.
Luckily he reached Kothar a couple of seconds later, landing surprisingly gracefully as he resumed his original climbing position. It felt like the flight had lasted a good 5 minutes but the AI helpfully informed him that his flight lasted a grand total of 23 seconds, including the initial fall. Ethan remembered the circling Roks and cast a nervous glance, readying himself in case he had to cast a spell to defend himself against one, however he only caught a flicker of them as they were going in to land in a nest high above him somewhere. It seemed they lost interest once he stopped his flight.
Hmm, that's interesting, Ethan thought to himself. I’ll need to look into the behaviour of these things when I get a closer look, maybe they thought I was some kind of flying prey?
He turned his attention to Kothar, who was asking all kinds of questions that Ethan had been ignoring up until this point. How could he possibly explain the intervention of his AI when he barely understood it? He instead looked over at Kothar with a confident smile, Kothar still wore a somewhat shocked expression.
“How did you do that? That was amazing! It looked so natural!” He exclaimed. Ethan struggled to hear him over the whistling wind, and it was not surprising that the wind was so bad up there when the volcano was acting like a big funnel.
Ethan shouted over the wind to be heard.
“I have no idea how I did that. I just felt like it. My heart lurched in my chest and I just did it.” Ethan felt that the white lie was justified. Although it made him feel bad to lie to Kothar who was helping him.
“I’ve never heard of someone casting a spell instantly like that, and up until now we all thought that flight magic was extinct! No one uses it except for Eragoth, and then she can only use it to assist her flight when she turns into a dragon. You are full of surprises, Ethan West.” Kothar was speaking fast enough that Ethan nearly didn’t catch some parts of what he said.
A small detail caught Ethan’s attention. Did he just say Eragoth could turn into a dragon? How come no one else had mentioned that before?
“Wait! She can turn into a full dragon? Why didn’t she fully transform when the vines trapped her then?” Ethan asked as he resumed his climbing, this time slowly and carefully, he would check to make sure an outcropping could take his weight before he pulled himself up, making sure his feet were firmly in place. He didn’t want a repeat of his last little flight. Kothar also started to climb his way up.
“I’m not sure if I should be telling you this… but it takes a lot out of her to transform into a full dragon. She can only do it for minutes at a time and then rest for days to recover. To transform for longer she needs the help of a full circle of shamans supporting her.” Kothar said hesitantly. He stopped talking as he focused on getting over a particularly difficult spot.
“Has it always been like this?” Ethan asked.
“You mean how long she could transform?” Kothar responded.
Ethan was looking to the side at Kothar now, having paused his climbing, a questioning look was plastered on his face. Kothar got the hint and stopped as well, he glanced over his shoulder, seemingly nervous about continuing, before he looked back to Ethan, “Legend has it that she could maintain her dragon form for weeks in the past. Only now it seems she requires more energy to do it.”
“That doesn’t make any sense.” That went against the entire leveling system as Ethan understood it so far, apparently not all things were as plain cut as ‘The higher the level, the better’.
“She should be getting stronger at it as time passes, not the other way around!” Ethan exclaimed. Kothar shrugged as best as he could while clutching to the rocks.
“Beats me! She is very secretive about herself. That is probably why she is so mad at you now, but enough about her,” Kothar said, then continued: “I want to know how you flew like that.” Ethan still didn’t want to reveal more than he had to, and continued to lie.
“It was just a reflex, I think. Why are you so interested?” Ethan asked with curiosity. Technically it wasn’t entirely a lie, it was a reflex, of a kind. Kothar’s face lit up and a smile crept onto his lips as he seemed to gain an idea.
“If you can fly, couldn’t you carry us both all the way to the top?” Kothar asked slyly. Gesturing with his head in an upwards motion.
Ethan’s stress about nearly falling to his death melted away and his laughs could be heard echoing across the mountains as he struggled not to fall again.
~-~
Milandera had a lot to answer for when she returned to her guild. Not only had they failed, they had done so miserably. As far as she was aware she was the only one left alive after their encounters with the spider apes and Krell. She continued to walk through the forest trying to make as little sound as possible, not wanting to attract anything else that could cause her untimely death.
It was somewhat dark at the forest floor, the thick canopy of leaves blocked a considerable amount of sunlight and only more hardy species of plant lived below the canopy. Each of the trees stretched a good twenty five meters tall and had various vines wrapped around their thick trunks. Hundreds of Bamboo culms sprouted from the ground and mostly reached up to around the height of a fully grown Polarii.
Having lost most of her possessions, including food and water, Milandera was extremely worried about not being able to make it back to the city. She had to forage and live off berries, mushrooms, and random fruits and tubers, she wasn’t well versed on what is poisonous and not. A particularly appetizing looking berry had caught her out a day ago, it made her violently ill and quickly taught her the lesson that the less colour a fruit or plant had, the more likely it is to not make her ill. However, what worried her the most was the fate of her brother and her friends.
She’d seen Jormun die at the hands of the Krell. That alone cemented her hate for the savages. She hoped that they would all die a slow and painful death, hopefully at her hands. However, revenge would have to be put off for now, because if she was able to make it back to her guild, there was to be another story.
She’d have to tell them everything that had happened in crucial detail, and then they’d deliberate and decide what to do with her. Guild politics would mean it could take them days to decide, she sorely worried that if Normand, Adrian or Giran were still alive that they would get tortured half to death by the Krell savages, all the while the guild would do nothing, its oh-so-wise leaders taking a long time to actually do some leading.
She honestly wished she’d never have to go through that, reliving painful memories for the sake of a few stupid guild leaders. She was sure her brother was dead by now. She’d seen his state when she escaped with her life, and if Normand was dead, then Adrian was probably dead as well.
All because of that stupid half-elf, Giran. She had to go all on her own just because they met some spider ape thingies. Seriously, what kind of adventurer fears spiders? Well, they were rather large ape sized spiders, but even then you shouldn’t let your fear get your friends killed. Milandera swore if Giran wasn’t dead, she would make sure to beat her within an inch of her life. Why even bother adventuring if you had such a weakness to begin with?
Admittedly, she’d completely understand it if it were fear from giant cockroaches, but those were on an entirely different level of ickiness.
It was pointless thinking about the various ways she would hurt Giran, the bitch was probably dead anyway.
Pausing her hike for a moment, she saw a particularly juicy looking tuber, a variety she’d eaten before and hoped didn’t have any long term side effects that she wasn’t aware of. She decided that she didn’t care if it would kill her, her stomach growled hungrily and she started eating the tuber, raw of course, and continued on her hike back to civilisation.
~-~
“A damn shame, that’s what it is.” Said the man in black robes, “why do it, Jarret Lytell? Why force our Hands?” He paused for effect then bellowed in laughter. Jarret didn’t share the guy’s humor and squirmed in his bindings. Seeing that Jarret nor his partner-in-torture were laughing he looked between them with an expression of mocked shock.
“It’s a joke, get it? Our HANDS. Because we’re The Hands. See!” He said as he pointed at the insignia of The Hands on his robes, his partner chuckled in a deep and disturbing way.
Jarret was in no mood to laugh at his joke. Or any joke for the matter. The fabric of the tent he resided in fluttered in the wind, the air smelt faintly of blood and excrement, probably from where these two had tortured others to death. The tent was enchanted to make sure that no sound escaped, nobody wanted tortured screams ruining their day after all. He tried not to think too much about what his fate was likely to be inside this tent.
Seeing that Jarret was in no mood for humour the man sighed. His partner perked up.
“Can I give it to him now? Please, Radon. I'll be gentle.” He tried to convince the first man, in a sing-song like voice, clearly mocking Jarret. Radons partner had already asked to be let loose on Jarret a few times now, Radon had denied each of his requests, seemingly annoying the guy.
“I said not yet. We don’t want to break him just yet. I want all the juicy details, and he’s going to deliver on his promise.” Radon snapped at his accomplice, the accomplice flinched back a little and took a step back, content to let Radon continue the “Interrogation”. Radon turned around and approached a table to get something, likely some tool of torture.
“I promised you nothing.” Jarret said tiredly from his position against the central tent pole, speaking up to make sure Radon heard him and trying to sound confident. The collar round his neck rubbed at his throat as he spoke.
The anti-mage collar and bindings were especially designed to contain [Mages]. They prevented the captive from accessing their mana while they had them on, and there was no known way to remove them without casting a spell to break the enchantment. So all in all, it was a chicken-egg problem.
“Oh, you all say that. Wait until you see the babblifier.” Radon said as he continued to fiddle with an object on the table.
“What’s a babblifier?” Jarret asked in concern. He continued to fiddle in his restraints. Radons accomplice watched on with a smirk.
“You’ll find out soon enough.” Radon said wryly, “suffice to say, you’re going to love talking when I’m done with you. In fact, you’ll love talking so much, you’ll never want or be able to stop.”
Shit. Jarret swore.
~-~
Ethan sat on a dead log in the camp Kothar and himself had prepared on a somewhat safe and relatively flat outcropping. They had a good view from here if any Roks decided to try and make a meal out of one of them, plus it was fairly sheltered due to a rock overhanging above them. Ethan had been unsure about the overhanging rock, but he used [Analyse] on it and according to that the rock was perfectly stable.
Kothar was stringing their hammocks while Ethan was preparing some food. Ethan was only half focused on cooking the cuts of meat in front of him as he focused on the reports and information his AI was providing him.
Oh, this has gone well. Ethan thought as he reviewed the report assembled by his AI on the subject of elementary magic. It was taking awhile to read over, but Ethan was starting to get the gist of what the AI had done, and it was very good.
He was also looking at a log entry that appeared on his HUD not too long after he’d cast the spell, but was overlooked in the heat of the moment.
You have discovered Primordial Magic. (+200 XP)
Congratulations, you are now a level 8 [Harbinger – Science]!
New title obtained: Runebreaker (+4 SP, +5 AP)
Curious, He decided to take a look at the new title.
Name Ethan West Species Human
Class (1st) Harbinger – Science (Level 8) Strength (STR) 18
Class (2nd) Magineer – Chaos (Level 8) Vitality (VIT) 17
XP (Deferred) 156 (0) Dexterity (DEX) 20
AP/SP Available 5 AP / 4 SP Agility (AGI) 24
Health 173/173 (+1.7/min) Intelligence (INT) 25
Mana 270/270 (+2.5/min) Wisdom (WIS) 26
Title Description
Divine Lawbreaker You have broken a Divine Law and incurred the wrath of the heavens. Beware the consequences.
Runebreaker You have transcended all forms of magic and unlocked the more mystic base elements behind it. You now wield great power over the arcane. Beware lest you err!
So apparently all of his titles involved the breaking of something, and a warning. Just great. At least it set a good precedent for the future. Am I only good at breaking things?.
He turned back to perusing the AI’s report on this ‘Primordial Magic’ as the system had called it. He knew that Mind Runes were three dimensional structures that fit together like lego blocks to form multidimensional spell models. That much was established by everyone, and according to the time spent with Aylin Merza, every [Mage] knew how to fit a spell model together from Mind Runes. It seemed that most have a different way of visualising it compared to Ethan's simulated space, however.
Apparently, things went beyond mind runes. His AI had discovered something beyond that. The runes were made of even more elementary building blocks. It was almost like how molecules are made out of atoms, and how atoms are made from subatomic particles. There’s always a smaller part.
Now that he tried to look for a comparison in real life, he could only think of one thing that was modular in this manner, something that could obey instructions and perform a function like Runes, and that was… proteins.
Proteins consisted of a series of amino acids formed from a blueprint in the form of an RNA strand, the RNA strand would enter a ribosome and a protein would come out, the protein would look like a line of atoms with various ‘attachments’ on the sides, and those would help it fold into the right shape as it gets printed atom by atom, thanks to some being hydrophobic or hydrophilic, the atomic forces would force it to bend this way and that, causing parts of it to form bonds with other parts, which resulted a three dimensional structure, a single molecular machine.
This process, in essence, was what allowed a protein to perform its function.
Some had very basic functions, like haemoglobin, for example: just tug oxygen around. But then again, some proteins, like ribosomes, were a monstrous amalgamation of many smaller proteins and had much more complexity and depth.
A ribosome had to read and execute code from RNA, if you thought about it. Input, processing, and output. Wasn’t it like a CPU in some ways?
That was a question for another time however, because right now, in his mind’s eye, he was looking at the 3D model of a Rune and discovering something new: it almost acted like a protein.
It had ‘binding sites’ like a protein, which he previously thought of as input and output ports, and it could only fit a specific purpose like a protein, and it performed a specific function, just like a protein.
And what were proteins made of? Atoms, of course. So that meant… yes. The runes were made of a smaller unit. But what was he to call that?
Ethan pondered for a moment, turning the meat cooking on the fire yet again. He decided to call it a Thaum, as a goofy tribute to one of his favourite fantasy books, he’d enjoyed reading that one in the past.
It made him smile.
Once he confirmed the name with his AI, he started to study the Thaum itself, and how they connected together to form Runes, Kothar sat down opposite the fire and warmed his hands, it was starting to get dark and at this heightened elevation it got a lot colder. He mechanically took the now cooked meat from the fire and handed Kothar a piece, before starting to chew away at his. Kothar sat there silently, he recognised by now that Ethan was deep in thought of some kind when he was vacant like this, he just didn’t fully understand why.
As Ethan continued to study, it turned out, there were different types of Thaums.
First there were the Force types:
  • Manipulate: Repel/Attract/Move – Velocity
  • Manipulate: Spin – Angular Velocity.
  • Infuse / Divest (Energy)
  • Compress / Expand (Matter – Molecular Manipulation)
  • Shape (Matter – Molecular Manipulation)
Second, were the Modifier types:
  • Entropy: Orderly / Chaotic
  • State: Bound / Unbound
  • Charge: Positive / Negative
  • Purity: Purify / Contaminate
And third, a generic connector Thaum that he decided to call “Connect”.
Finally, there was one that was odd and did not behave like the rest. He called it “Select”.
His AI had not discovered all the types though, he knew there must be forces and modifiers that he was missing, since not all types of magic could be explained by his current model. How would it represent teleportation magic, or divination, for example?
He was more interested in the practical applications though, but first, he needed to study the notation his AI had came up with for spell formulae.
It clearly needed more work, but he'd wing it as he went along.
  • Vertical Pipe ‘|’ denotes a combination of two or more forces.
  • Asterisk ‘*’ denotes the application of forces to a target. e.g. Repel | Spin * Target
  • A plus ‘+’ separates independent reactions in the spell’s instruction chain. Both reactions are occurring simultaneously.
  • A minus ‘-’ separates dependent reactions in the spell’s instruction chain. The right reaction must follow the left reaction sequentially.
  • A greater than ‘>’ means that the result of the left side of the equation is the target of the right side.
  • Modifiers shall be surrounded with square brackets and follow a force or energy.
  • Infuse/Divest takes one or multiple energies inside brackets, e.g. Infuse(Life[Positive])[Orderly] * Target to heal a target.
  • Shape takes the target shape inside brackets, e.g: Shape("Sphere") * Snow to shape a ball out of – pre-existing – snow.
According to this, the spell his AI had cast earlier to save his life:
Divest("Gravity") | Move [Orderly] | Spin [Orderly] * Self
Had removed the effects of gravity on his body while also moving and spinning him around in a controlled manner.
It was basically a ‘Levitate’ spell at its most primordial level.
This is gonna take a while, but I already have so many ideas! He thought jubilantly.
~-~
Name Ethan West Species Human
Class (1st) Harbinger – Science (Level 8) Strength (STR) 18
Class (2nd) Magineer – Chaos (Level 8) Vitality (VIT) 17
XP (Deferred) 156 (0) Dexterity (DEX) 20
AP/SP Available 5 AP / 4 SP Agility (AGI) 24
Health 173/173 (+1.7/min) Intelligence (INT) 25
Mana 270/270 (+2.5/min) Wisdom (WIS) 26
Title Description
Divine Lawbreaker You have broken a Divine Law and incurred the wrath of the heavens. Beware the consequences.
Runebreaker You have transcended all forms of magic and unlocked the more mystic base elements behind it. You now wield great power over the arcane. Beware lest you err!
Skill Level Cost Description Origin
Analyse (Active) 8 (37%) 4 MP You analyse any object or living being, obtaining information about it. More details will be revealed as the level of this skill rises. [Scientist, Level 1]
Lecture (Passive) 5 (22%) You instruct another character on a subject. The level of knowledge conveyed and the success rate are limited by the level of this skill. [Harbinger – Science, Level 5]
Assemble Schematic (Active) 2 (27%) 15 MP You assemble a schematic quickly and efficiently. 10% Less material wasted per level. [Engineer, Level 1]
Adjust Entropy (Sustained) 6 (78%) ~ Adjust the level of entropy in a system or creation. 10% To effectiveness per level. [Chaos Engineer, Level 5]
Stabilise (Active) 2 (88%) ~ Allows you to stabilise any chaotic reaction, quickly bringing down the energy of an unstable system, chemical reaction, spell, or machine. [Chaos Engineer, Level 5]
Mana Manipulation (Passive) 2 (76%) The ability to manipulate mana is at the core of spell-casting. This skill governs how much mana your body can channel. 2% bonus to maximum mana per level. [Magineer – Chaos, Level 8]
Rune Mastery (Passive) 2 (13%) The ability to construct and maintain spell models in one’s mind is what governs Rune Magic. Your mastery over runes will increase with the level of this skill. Can control +2 extra runes per spell model per level of this skill. [Magineer – Chaos, Level 8]
Design Schematic (Active) 2 (43%) 100 MP Allows you to design a schematic. [Scientist, Level 2]
~-~
Thanks are due to die247 for all the help with this chapter (it was edited heavily by him to flesh it out), and all the time he took setting up the Discord server. You’re in this for good now. :)
~-~
Next
submitted by voodooattack to HFY [link] [comments]

Newly revealed info on upcoming Bethesda TES games, 100% accurate

So in my spare time during loading screens I've been working on a set of heuristic analysis programs which I call "Guaranteed Ordering & Optimization Functions System" to try to discern any patterns or trends in the previous Elder Scrolls games. It is a highly sophisticated algorithm which searches through game code, reads actions from player saves, and scrapes twitter messages to produce a 100% accurate prediction of what future TES games will be like.
After including the recent information dropped by Todd Howard, it finally gave an output and I thought I'd share it with you all. I've included the output on the previous 3 TES games (with all DLC) for comparison, or skip down to "TES VI: Argonia" for the predictions!

TES III: Morrowind

TES IV: Oblivion

TES V: Skyrim

TES VI: Argonia

TES VII: Valenwood

TES VIII: Elsweyr

TES IX: Elsweyr 2: Saint Elsweyr

EDIT: TES X was not included as it will be a mobile-only F2P game.
submitted by Gives_You_Ebola to ElderScrolls [link] [comments]

[Lets Build][Repost] Interesting Dungeon Encounters

Welcome to the 80th [Lets Build]!
TOPIC: Interesting Dungeon Encounters
Die Roll Result
1 Under a loose bit of cobblestone on the ground, you see what appears to be a small tunnel. If you reach inside or stick around too long, a living crawling hand jumps out of the hole and attacks. This living hand has been hoarding rings and jewelry in this tunnel.
2 The group finds a long forgotten coin hoard. All is not as it seems, some of the coins are tiny-sized mimics (maybe individuals, maybe swarms), that adhere to and attack those that try to gather the treasure.
3 A crumbling wall with a small tunnel bore through its base hides the resting room for a peaceful Goblin who knows the dungeon well and will give directions or hints in trade for an interesting item.
4 A series of really, staggeringly obvious traps. There's a tripwire that's made of thick hemp rope, a wooden pressure plate set in the middle of a cobblestone path, a dark path with a torch set right at the beginning (the torch is crudely attached to a lever on the wall).
5 The ceiling is completely covered with horrid insects - dark, silent and unseen except for the occasional masonry dust they knock loose.
6 Around a corner, you hear clucking. There's a chicken in the dungeon? You're three levels down. Shrug: maybe it's just random. But every three rooms or so, there's another one, just a chicken walking around and pecking at the dirt. Then you get to a region where there aren't any chickens. That's when shit gets real. Because the chickens are a food source.
7 A dead end - The tunnel the party is walking down has them run headlong into a Giant!! Well, the upper torso of the giant. He's not hostile and is pinned in place by the surrounding walls as he was chasing dinner down a hole and has wiggled himself into this tunnel, blocking any forward movement. If the party attacks him, he will yell and cry, "Stop it, please!" and be overly pathetic, but with his arms pinned at his sides, they will likely kill him in time (suggest higher hit points than normal so the party has to take their time). If they chat with him, he knows a bit about the surrounding rooms as he's seen creatures moving through the halls and possibly former adventurers. His name is Gordum, and he's really hungry as he hasn't eaten in a very long time. Normally, adventurers take pity on him and feed him while they make their way through the dungeon, but the real reason he stays stuck here is a ring of sustenance that he found years ago and pull on "cause it was shiny." If he's friendly, he offers to watch over the party while they sleep and promises to warn them if anyone else comes down the hallway.
8 A rune trap curses you so that you can't refuse a request. (Requires the word please to count as a request).
9 A dragon's cave? - This room is 60 feet (18 Meters) across, and nearly as high, with small pools of water that collect in natural erosions to the west side where an underground stream has formed a small waterfall. The water is chilled and safe, even if it tastes earthy and heavy with minerals. As the group moves into the cave, they likely notice coins littering the edges of the room in small piles and an outcropping halfway up on the east wall... with a snoring, smoking dragon's head. If the party is quiet, they can sneak through, but any attacks or loud noise wake and do not harm the dragon. It lets out a massive burst of fire over the heads of the group and yells curses as it waves around. Once it finishes, it demands tribute from the group or it will eat them!! In reality, the head and neck are a permanent illusion that was placed in the area to scare off adventurers by a mage who was practicing some new defenses for his study, and a fairy dragon has worked out how to control the illusion and get it to move when he wants. He uses magic to project his voice and sound like a great dragon, and can use a rune placed as part of the illusion to fire a cone of fire 3 times a day that does damage as an ancient dragon. The Fairy Dragon living in a small opening that's only accessible at the top of the dome ceiling with a meter (2.5 foot) opening that one would need to fly to or us other means. Any tribute that's left is floated to his home when the adventurers move on and kept there, or discarded around the ground to add to his greatness. (If characters can get to his cave, he should have 2-3 magical items of some note). The little guy has really done well duping people over the years.
10 A dire warning - Moving through this hall, the characters torchlight will cast light through a red ruby the size of an eye that's been carved to catch and cast the light around the room. If there's no light, the ruby isn't found. The light through the ruby displaces words in 5-6 directions saying "The Stone of Anolox." A group also notices a warning on the wall, one painted with blood and another carved with what must be someone's finger nails saying - "Do not, by any means, touch that gem!" Anyone who picks up the gem, well, except Anolox, is immediately disintegrated and their ash fills the tunnel.
11 A door painted onto a wall with two door knobs sticking out, one labeled "fame" the other "fortune". Touching fame will turn you as blue as a smurf, only reversible by a wish. Fortune will cause 10,000 cp to fall from the ceiling at great speed causing heavy damage.
12 Bad Directions - A series of alcoves with a skeleton set to perch in each of them. Each is placed alternating up the hallway at 20 ft (6.5 Meter) segments. The first points down the hallway, the next at the floor, and the next straight up, and so on. Every time the party moves past the skeletons, they point a different direction, and it changes every time.
13 Morbid Statuary - A massive room filled with people frozen in time, and in stone. Like creepy stalagmites, hundreds of humanoid statues point up from the ground. One looks like a prince leaning in to kiss a sleeping princess, another is a goblin throwing its hands in the air in panic, and another a cautious knight stalking in his armor. The place looks like a repository for the victims of a gorgon, hopefully long gone.
14 Help us Heroes! - The group comes across an small village that spreads out in a crevace in the wall and stretches for hundreds of feet, but where the ceiling is never more than 4 feet high. This is a village of Myconids that have lived here peacefully "since the time of our first spores" and numbers in the thousands. They beg the party to help them as there is a murdered in the midst. Every day, more and more of their people go missing, and they can't find the culprit. If they are helped, they will give the party pearls that they collect from nearby shellfish and have saved for years. (The murderer is a kobold with a ring of invisibility and a strange mask to keep from falling to the creatures spores. He REALLY loves cooked mushrooms and has been harvesting the myconids for dinner since finding the village).
15 Welcome Matt - The group comes to a door rigged with a number of traps. A line at the top that pulls something above the door if it's opened, a pressure plate that's released from the bottom if the door is opened, poison darts that fire from the wall behind it, the works! All the traps are fairly easy to spot and disarm, and there are 6 total. An exceeding high perception check is needed to hear that there's a small click after each trap is set off or disarmed. Once all six have been triggered, the real trap occurs. The walls 30 feet to either side of the door slam into the ceiling (these are 10ft cubes). At the same time, the floor drops out under the door at a steep angle to a smooth shoot, and the walls start moving in. While it looked like there was something behind the door, it leads no where but a series of mirrors that look like a nearly endless hallway, and with the walls closing in, the only way is down. Those characters that do slide down are eventually deposited into a large cage where a robed figure covered in bandages whips around and screams, "Happy Birthday Matt!" He's then disappointed that you and yours are not Matt. After muttering to himself for a while, he eventually apologizes for the "trap" and releases the group, showing them to a set of stairs that head back to the tunnel. They don't run into this encounter again.
16 Poor soul- you find a skeleton chained to the wall. When you approach, you realize it is an undead. He is scared when you approach and explains that he was trapped here and was brought back from death to continue his torment. Who put him there is up to the dm. Also whether or not he is lying is up to you.
17 The room nullifies any sounds made, players must communicate entirely through gestures OOC.
18 The door opens up into a mirror dimension flipped horizontally, any and all actions taken are performed by the doubles on the other side, including stepping through the doorway. If a PC attempts to talk they are interrupted by themselves.
19 The party walks down a hallway which and comes across an opening on one side leading into a large open room. Stepping on a trap in the middle of the open room causes the door to shut and the ceiling to begin to collapse - but only as long as one member of the party is still in the first hallway. That party member can disarm the trap, opening the door and raising the ceiling by finding a recess on the wall in the hallway with a switch in it. If they fail a roll on the first attempt they only manage to stick their hand through a hole into the room and have to search for a second recess.
20 A large pit, filled at the bottom with spikes and scorpions. A sign is just visible on one side of the pit. A successful perception check, or a party member being dangled by their feet, can detect that the sign is upside down and says "LEARN THE WORDS".
21 The skeletal remains of a man can also bee seen at the bottom of the pit, still wearing black pants, suspenders, a shirt with horizontal black and white stripes, white gloves, and with a black beret perched atop its bleached skull.
22 A gnome sorcerer with short term memory has been trying to find this dungeons hoard for the last 10 years, but keeps forgetting which way he came from.
23 A large banquet hall, with pewter utensils, earthenware plates, and fine food. The walls are draped in common but warm furs, and the table is lit with some nice candelabras (2gp each). There are 2x(Party Size) seats at the table, and at the head is a stout, ruddy faced bearded earl who warmly beckons to the party. "Welcome," he he says, voice booming, "our other guests are almost here. Please, sit down." Seat the most interesting mix of NPCs, Villains, and historical figures at the table. The banquet quests are compelled to not make any hostile action in the room. The non-party guests are returned to whatever place and time they were in before the meal.
24 A merchant adventurer (CR party level+1, true neutral alignment) has set up a table, chairs, and all manner of interesting equipment to sell to whomever happens to wander by.
25 A wandering mycologist is looking for the weirdest mushrooms that you can find for their latest thesis/monograph. Not only will he pay (not much) for any mushrooms you can help him find, but you'll get a mention in his paper! Think of the exposure! All the biggest mycologists in the region will be talking about this.
26 In a this room, there is a dividing wall with a doorway. On this dividing wall are a series of colorful masks. Around the dividing wall appears to be a large wooden table with 10 chairs, 8 of them already filled with large creatures (a mix of monsters and/or adventurers in any combination) playing Texas hold'em poker for coin and valuables. No one is talking. Any players at the table who notice you will stop, stare, and point silently to the masks. Any two party members who wear the masks can join the game.
27 The party walks in on a group of hostile hobgoblins in the middle of them practicing their synchronized dance routine. After one round of surprised embarrassment, they will attack unless the players either start playing music or challenge them to a dance off.
28 This room contains a hole with a wooden bucket on a string suspended over a large, clear pool of water. The bucket hangs down through a circular hole in the ceiling, leading up to a well. As the player's approach, a coin falls down the hole, and a distant voice calls: "Magical well, I seek thy wisdom!".
29 This room is round, with a concave floor. Three large, metal spinning tops whirl magically around and around, bashing into each other seemingly at random. On a balcony wrapping around the room are three goblin shamans, engaging in their favorite pastime, BattleTop. Each controls the tops with a small, delicate handheld contraption. The tops will cease spinning if the contraption is broken, or if they leave the room for more than 1d4 days.
30 This area of the dungeon appears to be under construction. Goblin work crews and ogre haulers are lead by hobgoblin foremen, building out new rooms and defenses according to blueprints lying unprotected on a table off to the side momentarily forgotten.
31 Three nothics sit, pouring over old tomes and scrolls, lit by blue crystals scattered on a pedestal. On the wall, a giant, engraved flaming eye is engraved. Staring at the carving of the eye for any significant length of time (DM's discretion, but at least a few minutes) grants advantage on wisdom checks until the player's next long rest. The player feels compelled to be unable to rest for the next two days, and is exhausted on the third day.
32 Carved on the wall in code are the letters...H-A-S-T-U-R. If deciphered and spoken aloud, then whosoever speaks the name of this horrid Elder God, HIM WHO IS NOT TO BE NAMED must make a saving throw against magic or a Byhakhee will be gated in and attack (or the PC may go insane?).
33 You walk into the next chamber and find a stone statue of a man reaching for a gold ring on a pedestal. The ring, when worn for at least 1 day, gives you +1 to all saving throws for each day it has been worn for up to a week, but if you take it off you suffer the inverse of that bonus for as long as you had it on. You can't sell the ring. Putting the ring on the man's finger will restore him from stone, at which point he reveals this ring was the result of a transmutation spell going horribly wrong. He gives you a level appropriate large sum of gold for releasing him and goes off on his merry way.
34 The ceiling of the dungeon tunnel has partially collapsed down, making it very difficult to get past. Characters would have to strip off any medium or heavier armor and backpacks to crawl past it. Investigating it more reveals some furniture at the top of the rubble near the ceiling, indicating a room above, but investigating it will probably complete the collapse and prevent further exploration down the tunnel.
35 A several story deep library attended to by a seemingly human librarian that doesn't know his library is deep in an underground dungeon. The stacks are littered with skeletons of all shapes and sizes but it doesn't seem to bother the attendant. Now that you mention it, it has been a few years since he's had anyone visit. That is, of course, anyone besides the necromancer that comes by every so often. - defeating the necromancer and his skeletons allows you access to the library. It contains a bunch of spell books for the wizards in your party, some defensive magical items, a moderate stash of gold, and a heap of baubles and nearly insignificant magical items.
36 An undead, but coherrent, merchant runs a small item shop in the depths of the dungeon. The shopkeep is a little mad, but seems content to run a shop with average or slightly below average prices on basic goods (maybe a few rarities at DM's discretion.) The Merchant seems disinterested in the world beyond the room their shop is located in, and if pressed seems to think they're getting new supplies in once a week. Will react accordingly if the PCs attempt to cheat or steal from them.
37 An archway has been heavily barricaded and the area around it has sign postings in the language of the dungeon's inhabitants with stern warning to stay away. Skittering can be heard from within. Inside is a wing of the dungeon containing a burrow having broken through the wall and an infestation of subterranean creatures of the DM's choice. (Possibly of a high CR to make this optional wing and its loot a real challenge to the PCs)
38 A patch of wall indiscernible from the rest of the dungeon except for the incredibly soft quality of the stone. A small alcove containing a slightly inhuman skeleton is on the other side.
39 A room that has no gravity.
40 A crack in the floor that constantly streams out a thin wisp of smoke. It smells of honey.
41 A docile monster that is permanently invisible.
42 A room with a large central pool in which an elemental lives, protecting a powerful artifact.
43 The ghost of an adventurer that became lost in the dungeon years ago.
44 Foolish forebears- Ghosts of an adventuring party that died there long ago. They re-enact the the moments leading up to their deaths with no notice of the players. They can help lead them through the dungeon, and even offer information the players don't know. Eventually though they will lead the party into a trap or deadly encounter
45 Nuka skeletons- A room with the charred skeletons of dead adventurers. The walls are burnt black with the only thing juxtaposing it being the perfect white silhouettes of their final moments. When the player's backs are turned the silhouettes move, and begin attacking the players. The skeletons get up, and their burnt black bones come alive with fiery cracks not dissimilar to embers left in the bottom of a bonfire.
46 Murder mystery spectacular-A doorway that leads into a well set dining room has an instant kill trap thst extracts people's souls from their bodies. They now have to act as ghosts in a murder mystery dinner party, and can get back in their bodies once they have helped solve the mystery. They are unable to communicate with anyone directly, but they can "haunt" things to send messages.
47 Arachnid ally-A spider living in an old shoe offers information to adventurers for a modest fee. She can offer shortcuts, intel, and hidden passages
48 Pilfering party-Another adventuring party has been stealthily following the party, and plan to jump them in the treasure room.
49 No blinking!- As soon as the players step into this room the door locks behind them. The room is mostly normal with the exception that one wall has the words "no blinking!" Written out in huge letters. If the players blink they see where the key is hidden, but only for a split second.
50 A room filled with artifacts such as gems, ancient pots, weapons. Some are on pedestals but most are scattered on the floor as if someone has ransacked it but left everything inside. A small, golden statue of a dragon lies smashed by an empty pedestal, and at the end is a locked door with no keyhole. A large mirror leans against the wall on the left of the path. Reflected in it is the room, but with everything carefully arranged and the dragon statue unbroken on the pedestal. If the players attempt to steal anything, the pathway they came through liquidates and melts, across, trapping anyone inside the room and crushing anyone in the hall, until it is placed back where it was found. If the room is arranged like in the mirror, including mending the dragon statue, the door at the end slides open.
51 A hole in the wall, about the height of human shoulders. There is something shiny on the deep end of the hole, however to reach that, you would have to reach inside, and it's deep enough to swallow your arm up he shoulder. If you reach inside, something bites you, causing 1d4 piercing damage. If you reach inside again, nothing bites you and you are free to take the shiny thing. It's a single goldpiece.
52 An old gnome is sat on a barrel smoking a pipe in a corridor of the dungeon, where the path splits into two. He gives the players a pleasant smile, and starts chatting about the draught. If they ask about how he came to be there at gives a vague answer about knocking the area well and directs them down left corridor, promising it's worth their while. If they do they find a backpack filled with old treasure worth 30gp and the skeleton of a gnome lying beside it. If they go back, the old gnome is gone without a trace.
53 A large disk floats rotating, a few inches from the circular walls of the room. Through the cracks you can see a deep chasm. At even spaces around the walls there are open and empty tombs, each with a seal floating above it. If the players all venture into the disk it will activate and spin violently, using its centrifugal force to push the players into the tombs or the entrance or exit.
54 The ghost of the now crumbling manor is not pleased that some adventures are taking his stuff, but instead of attacking, he tries to find some middle ground with the group so he can be left in peace.
55 In front of the party is a large stone door, possibly of gnomish construction that is covered in thin grooves that seem to make out a labyrinthine maze. In the middle is large ruby red gem that, when touched, shrinks the party and puts them somewhere random inside of it. In order to re-enlarge themselves and exit the labyrinth (thus opening the door) they must find their way back to the gem that now looms menacingly overhead while dodging mechanical spiders and tiny traps.
56 A tiny telepathic spider offers to show them to a secret shortcut to the end of the dungeon. When followed a phase spider ambushes the party and thanks its child for bringing home dinner
57 A room with magical darkness cast upon it hides important clues, but the only thing that can dispel the darkness is a living chandelier over the player's heads. The only problem is that the chandelier can feel pain and doesn't want to be lit on fire. The party can try to convince the chandelier to let them light it or light it forcefully. If the latter then it screams bloody murder attracting any nearby enemies.
58 In a completely filled treasure room a single sentient gold coin waits to liberate it's brothers and sisters. As soon as the player's backs are turned the gold coin begins animating 2d20 gold pieces a turn and they all make a break for it.
59 In a large empty circular room in the middle of a tower is a flower surrounded by a ring of fur. If the flower is pulled the room shifts downward a few feet if the fur is ripped out it goes up a few feet. As soon as one is taken. It regrows as fast as it was pulled until it reaches the top or bottom level.
60 At a junction of hallways, the players notice one hallway has a slight breeze accompanied by a slow, rhythmic wheezing. The air is slightly warm and has an acrid smell. If they seek out the source, it leads to an abandoned forge with an enormous billows. An enchantment keeps the forge warm, like a magical pilot light. The late forgemaster's bones sit hunched at a workbench with various mechanical drawings. There are various trinkets around the room, some magical, some mundane. If the players take any of the items, they are attacked by a previously dormant construct that was sitting under a cloth in the corner of the room.
61 The players begin to smell a faint scent of baking bread. Is it delirium, or does someone live down here? Bonus! The smell of baking bread is soon joined by the smell of roasting meat. If the players seek out the source of the smell, they find a crack in the wall that leads to an ancient banquet hall, inexplicably laid out with a feast.
62 The party finds a door, barred and barricaded. If cleared, the door appears to have been hastily welded shut by pouring molten metal around the edges, and requires a strength check to open. (or some industrious chiseling) When opened, the doorway opens into a void, scattered with stars. The party may step through, and they walk on an invisible surface even with the floor of the dungeon. Who knows what could be found in this strange realm?
63 A room lined with standing alcoves. The alcoves are inhabited by a body encased in (magical) crystal. A knowledge history check can date the bodies to various eras of history. Near a collection of empty alcoves is a body bearing an item of only recent styling, invention, or popularity.
64 A barren room with a standing mirror at one end. The mirror is cracked, it appears someone took an axe or sword to it some time ago, but the magical runes around it's edge still flicker faintly with power.
65 A room that appears to be a shrine of some kind. It contains a 10 ft wide, 3 ft deep circular pool in it's center. In the pool, there is a duck. The duck resists all attempts to discern it's nature, for all intents and purposes, it appears as an ordinary duck. The duck is docile and is content to do regular duck things. If, at any point, a member of the party says "I wish..." within 5 feet of the duck, it quacks, grants the wish, and disappears in a suitably appropriate and silly display.
66 The dungeon is very cramped, smaller than usual hallways, doors just tall enough to fit through, etc. At the bottom of the dungeon is a large, cavernous chamber containing an enormous monster. Upon inspection, the chamber appears to be a sort of colosseum. The monster may be dead, undead, or alive, and may be immediately aggressive, or just want a friend. It has no understanding of how it got there.
67 You come across an adventureadventurer party that has been magically bounded to a room so they can’t leave the area.
68 There seems to be a weird hole in the wall that is pitch black. It doesn’t seem to have good magic or evil magic, in matter of fact, there is no magic coming from it. If an object is thrown into it, it shoots straight back dealing 1 damage. If a PC tries to get close, it automatically seals and reopens when no one is within 5 feet.
69 When you enter the dungeon, after clearing the first few rooms of traps, you realize that the homeless had already cleared out the area and is now using it as a place to live and sleep in, they say it’s better than sleeping in the streets.
70 The room is raining?
71 You come across a nice looking devil statue in the middle of a room, after a DC 20 (Investigation) check, it turns out there is a button in its mouth, when pressed, the mouth closes shut dealing 2d4 piercing damage and you can see blood dissolving as it leaves your skin. After 10 seconds it reopens and the statue turns into an imp, this imp now serves under the PC that put their hand in the mouth.
72 A reverse pit trap; a reverse gravity rune with the pit above instead of below.
73 The hallway the party is currently in starts to fill with water at about a knee deep height. Waves begin to form on the opposite end of the hall and rush towards the party. Each character in the water must make a DC 13 Dex saving throw or be knocked prone and pushed back 10 feet.
74 A dwarven fighter, The last survivor of her party, is trying desperately to dig her way out of the dungeon with her war pick. Unfortunately, just as you reach her she breaches the dungeon's sewers and unleashes a giant crocodile and a swarm of rats.
75 An enemy Hobgoblin wizard the party is fighting casts shatter and collapses one of the nearby crumbling dungeon walls, revealing the basement of a very confused and panicked Halfling couple.
76 Pipes high up on the walls in this chamber are dripping some kind of emerald-green liquid into a wall-mounted fountain. The fountain is nearly full. A successful miscellaneous intelligence check tells you that it's just liquid paint. Highly toxic paint, but just paint. The fountain drains into an adjacent room, which is completely knee-deep in the liquid.
77 The room contains a number of flensed livestock hanging on hooks, as if you've entered a butchery. Alongside creatures appropriate for the area, there are some animals from far away, such as penguins if in a dungeon surrounded by desert. If the party waits long enough, something invisible takes one animal corpse off the hooks and drags it into an adjacent room, where it begins butchering it.
78 You come across a group of kobold engineers repairing some traps that jammed or are otherwise damaged.
79 This room contains an 8ftx12ft pool of opaque white liquid, framed by four columns with taut chains leading up to a recess directly above the pool. If any creature is fully submerged into the pool (which is 10ft deep), a large metal mold begins descending from the ceiling recess. It will stop shortly before contacting the liquid if whatever creature entered the pool didn't get out in time, but will plunge fully into the pool when everything leaves. When the mold returns out of the pool in four(?) minutes, a solid white mannequin in the shape of the submerged creature is atop it. The mannequin animates when there are no witnesses directly observing it, and will stalk the creature it's modeled after. Perhaps the dungeon denizens are aware of the room's properties, and have managed to take control of the mannequins to make reinforcements.
80 A bright lamp hanging on the wall in an otherwise dim hallway, next to a wooden door with thick hinges. The door is locked, but it has a small counter at about elbow height, and a panel above that will open up if anyone tries to open the door or knocks on it. A flickering, jittering undead asks "I'm afraid the library is currently closed to visitors, but may I help you find a book?" It will bring one book of choice for each person within the next few minutes who asks for one, but will not give multiple books to the same person. Books can be requested by very specific parameters (author, edition, hardcover or softcover, title), or by saying something as vague as "I'd like a book on cows", though vagueness is probably less rewarding. The books are deposited on the door counter. Once every person it sees has received a book, or after a few minutes, the undead, door, and lamp vanish, leaving behind an ordinary patch of wall.
81 A broken down wall of the dungeon leads to a decently sized cave where five cow like animals with purple spots and luminescent horns are grinding their teeth against the stone walls to get the lichen growing inside this crumbling tunnel. If approached slowly they will ignore the PCs, but if the PCs get too close the biggest one will turn towards you and snort while the others run back into the tunnels. If the PCs continue to approach it will attempt to gore one of the PCs with its poisonous horns and will then gallop after its compatriots.
82 A ghost and a corpse. The ghost is desperately trying to get back into its body so it can rescue its beloved, only it doesn't realize that hundreds of years have passed and its beloved has likely died, if only from old age.
83 A sentient chest, not a mimic and not enchanted. Somehow, in some way, the chest has become self aware. It cannot speak or see or hear or taste or feel, but it can 'sense' its surroundings somehow. With great effort it can open and close its lid, and with even greater effort it can move slightly across the floor. How the party learns to communicate with it is up to them.
84 There is a helmet in the corner of this room/chamber. In the next room, there is an identical helmet. This continues for every single room afterwards. Any rooms visited before the first time the party noticed these helmets also have an identical helmet. If someone dons the helmet, they see all of the rooms of the dungeon at once, taking 2d12 psychic damage with a WIS save to halve the damage. This psychic damage occurs every time someone dons the helmet, but if they stick through with it rather than removing it, it can be used to get a brief glimpse of whatever an identical helmet would see in another room once every ten turns by passing a perception check. While someone wears a helmet, the other helmets seemingly vanish. Any damage or modifications inflicted to one helmet is performed on all the others.
85 The party comes across a glittering egg about the size of an adult halfling in kaleidoscopic colors. If they break it open, there are... more eggs inside, about the size of a normal chicken egg but made of the same material and in the same colors. Each of these can be cooked like an egg, or the party could wait for one to hatch by keeping it heated; a nature check tells you these are basilisk eggs, but luckily newly hatched basilisks don't have their petrification abilities. A nature check, even if successful, fails to explain why the eggs were inside a larger egg.
86 There is a pile of gold coins, about 4500gp total. Whenever the DM so chooses (but within a day), they sublimate into thin air- it was all Prankster's gold. If players return to the same spot, they'll see empty vials that probably contained the liquid where the pile originally was, complete with labels detailing what the liquid does.
87 As the party rounds a corner or passes through a chokepoint, a small glinting ball bounces on the ground towards them before exploding into a massive cloud of whitish smoke. The party's been ambushed by some kind of clever, intelligent pack of hunters, hopefully appropriate to their level. The exits to the room are so small that attempts to blow the smoke away can only siphon away so much at a time.
88 The party walks into a room to be met only by a button and next to it are scribbles seeming to make out “DO NOT TOUCH.” As the final party member enters the room, the door slams shut and the 4 walls of the room flip, revealing walls lined with spikes that slowly encroach on the party. The walls are indestructible and unstoppable, and every time the button in the center of the room is pressed, the walls recede back to their starting position only to crawl towards the party once more. The only way out if the situation is to heed the advice of the sign. Right as the walls are pressing the party members together, about to impale them all, the walls will reset, for good, and the door will reappear, letting the party escape. The trap can only be reset by having every member of the party leave and then reenter. A funny, harmless trap that will either starve a mistrusting group to death or make them panic.
89 The walls of this room are lined with intricate carvings that appear to be dwarven in nature. They depict grand battles between dwarves and orcs that lead to a large set of stone double doors at the opposite end of the room. The doors depict a dwarf holding up a hammer that sparks with lightning. In the center of the room are 3 small pedestals and one larger pedestal in the middle. Each small pedestal has a stone tablet on it. Each tablet has a different word written on it: Others, Yourself, and Justice. To get the stone doors on the opposite side of the room to open, the party must put the tablets on the large center pedestal, placing Yourself on the bottom, Others atop it, and Justice at the very top. Once this is completed, the letters JOY will light up and the stone double doors swing open.
90 Dave - An 78-year old human commoner who has no idea who was captured for slavery by the owner(s) of the dungeon - has a curse on him that activates after 1d4 days, and casts Fireball on him. The curse was applied by his ex, a vengeful witch who he had abandoned after learning of her true nature.
91 A ghost bard of no fame who never got the chance to perform at the big show. He has come back from the great beyond to find that he can no long play his trumpet.
92 A room which disguises itself as the childhood room of the first to enter. When enough people enter, the room locks. There is a significant difference that the one who first entered can spot with a DC 14 Intelligence saving throw to escape. Each time they fail, a nightmarish creature based on one of their childhood fears appears and the party must fight it.
93 An eternal campfire burns in this room. The adventurers shadows appear on the dungeon wall, which turn into Shadows from the Monster Manual. The taller the adventurer, the more powerful the Shadow will be. The fire can only be put out by dousing it with holy water or some other curse removal.
94 Party enters a smallish, circular room, with a simple wooden door. There is a wooden door on the far side of the room, locked. The room has nothing but a simple wooden table, upon which is a single vase, containing a large, dark purple flower. If the party investigates, the flower is nightshade, and the vase is of unknown origin. Everything here is ordinary, other than the table, which is a mimic. Let it lie still until after the party investigates the flowevase (if at all), just for the extra surprise factor.
95 The party finds a scared Gazer whimpering in a corner of a room. It will cry and whimper if the party approaches. If the party can earn its trust, it will hang around and give playful licks. What will happen when the party finds the Beholder searching for his pet?
96 You come across a large furnace in a dead end of the cave. It's a fancy, built-in brick oven. If you open its cast iron door you hear faint moans and echoes. Inside it is pitch black, even with darkvision you cannot see the bottom. If you drop a lit torch you see hundreds upon hundreds of zombies and other shambling undead monsters converging on the light until it is extinguished.
97 A goblin named Sam smorkle who is just looking for rusty things. If given a rusty thing he’ll help you until the next rusty things is found, where he’ll quickly work himself up into a frenzy and accuse you of wanting the rusty item. Roll initiative.
98 A labyrinth eventually leads to a center room. The room appears to be a study with a table in the middle featuring an exact scale model of the labyrinth, including miniatures of the PCs themselves. Another miniature can be seen, of some hideous monstrosity, and its heading for the center room...
99 The party finds a tiny portal to the Far Realm. An impossibly huge eye is looking at them... then after a few seconds the portal snaps shut leaving behind an strange small polyhedral made of a hard unknown material that somehow inspires awe and fear.
100 The party finds an gold vein that has been roughly "mined out". If they follow it, they find a hive of rust monsters eating the ore. If disturbed the RMs with spill out into the dungeon and eventually the surface (maybe destroying a nearby village).
List Contributors: u/dndspeak, u/WeirdEidolon, u/Orphillius, u/ceilius, u/felagund, u/Maganus, u/Morgarath-Deathcript, u/Bigmax111, u/b44l, u/kandoras, u/kandoras, u/Minopug, u/shushtring, u/Touristupdatenola, u/Graymaven, u/Paranatural, u/Flutterwander, u/eekbarbadurkle00, u/ThatRandomWizard, u/unity57643, u/RetepWorm, u/Anysnackwilldo, u/KeenanAXQuinn, u/forgoten_mad_man, u/unity57643, u/FullplateHero, u/SoullessFace, u/PopeCorkytheX, u/archDeaconstructor, u/Jacknerik, u/infinitum3d, u/Reddit-or-Reddit, u/kbaggs88, u/thegoldsmith67, u/RICEKRISPY8, u/ingarnDM, u/FantaToTheKnees, u/CoonerPooner, u/Irish-lawyer, u/Gnerdy, u/MatPlay, u/Shadowmoonbear, u/madmuffintops, u/CrazyLogix
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Newly revealed info on upcoming Bethesda TES games, 100% accurate

So in my spare time during loading screens I've been working on a set of heuristic analysis programs which I call "Guaranteed Ordering & Optimization Functions System" to try to discern any patterns or trends in the previous Elder Scrolls games. It is a highly sophisticated algorithm which searches through game code, reads actions from player saves, and scrapes twitter messages to produce a 100% accurate prediction of what future TES games will be like.
After including the recent information dropped by Todd Howard, it finally gave an output and I thought I'd share it with you all. I've included the output on the previous 3 TES games (with all DLC) for comparison, or skip down to "TES VI: Argonia" for the predictions!

TES III: Morrowind

TES IV: Oblivion

TES V: Skyrim

TES VI: Argonia

TES VII: Valenwood

TES VIII: Elsweyr

TES IX: Elsweyr 2: Saint Elsweyr

EDIT: TES X was not included as it will be a mobile-only F2P game.
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