Monday, May 13, 2024

d100 Donkey Details

 

d100 Donkey Details

(from my reddit post:
https://www.reddit.com/r/d100/comments/1cpgqh8/d100_donkey_details/)

Adventurers often obtain donkeys to carry extra gear or loot. Strong and sturdy, these beasts of burden are also remarkably efficient, able to forage almost anywhere, and needing only straw or hay and a little grass now and then when on the farm or in town. These un-sung heroes need a little love. Here's a d100 list of Donkey Details (I suppose you could use most of these for mules, too):


  1. Laughing Donkey. This donkey's hee-haw sounds remarkably similar to human laughter. Makes this particular sound only when PC's do something stupid or risky.

  2. Scared of open fire -- torches, campfire, etc; runs away. Can tolerate lanterns (but kinda iffy).

  3. Practical Joker Donkey. Takes one step to the side when anyone tries to load anything onto it and the loader is not looking.

  4. Union Donkey. If ever loaded over 3/4 normal carrying capacity, goes on strike, will only walk in circles until it gets a long rest.

  5. Back-Peddling Donkey. When spooked, always tries to back up 60 feet, no matter what's back there.

  6. Depressed. Need to talk to it and pet it for 10 minutes after each long rest (and on cloudy days) to get it moving.

  7. Battle Donkey. This one loves battle and always charges straight toward any battle noises it hears. No holding it back. Ooh-rah!

  8. Passenger Donkey. Happy to carry riders (bareback, without a saddle), but doesn't want anything tied / cinched around it (will try to scrape items off against a tree, wall, the ground, etc.).

  9. Allergies. Donkey has allergies in spring and fall. Sneezing fit 2-in-6 chance each hour. Drops stuff.

  10. Lie-Detector Donkey. This donkey can sense when a humanoid is lying. Likely via some sort of pheromone cue (?). Farts if a lie is told within 10 feet of it.

  11. Marathon Donkey. This donkey has incredible endurance and can travel twice as far between long rests.

  12. Will carry sacks, corpses, or other floppy things, but not wooden boxes or other things with sharp edges.

  13. Scared of crowds. Simply WILL NOT enter a village / town / city.

  14. Has tapeworms, must feed twice the normal rations until diagnosed and healed. Poop can give tapeworms to any humanoid. Heads up.

  15. Streetwise Donkey. Grew up in a city, pulling a delivery cart. Knows all the streets of the city, how to get anywhere. You tell it where you want to go, it will slowly, at a plodding pace, lead you there. It can't talk or understand any commands other than place names in that one city.

  16. Vagabond Donkey. This donkey will occasionally wander away from the group and stay gone a few days, but then it always returns. Where does it go? Why? No one knows.

  17. Mother-bucker. Will attempt to buck any female humanoid who attempts to ride.

  18. Nauseated, 2-in-6 chance of throwing up in a big way every 10 minutes for a day

  19. Scared of its own shadow. On sunny days, freaks out every now and then.

  20. Large Donkey. This donkey is a freak of nature and is twice the normal size. It can carry four times the normal load and requires four times the normal feed/rations. It won't fit in most stable stalls, through most doorways, etc. Commoner strangers are usually freaked out by it; they are often intimidated by it (2-in-6 chance), or try to kill it (1-in-6 chance) because they think it is a bad omen, enchanted, cursed, undead, etc.

  21. Stealthy Donkey. This donkey walks in a way that is completely silent, even on cobblestones, and shifts its weight as needed to eliminate the sounds of any clanking gear it carries. Instinctively hides itself behind/inside/under/around any available cover, at all. You turn around, there it suddenly is, looking at you in the eye. Can freak a dude out.

  22. Loves butterflies. Chases every one it sees.

  23. Counting Donkey. Point at a group of objects and say "Count." Donkey will tap its front right hoof a number of times equal to the number of objects in the group. Counts about one item per second. Can't spell worth a damn, though.

  24. Aqua-donkey. This donkey loves playing in streams/rivers/ponds/rivers. Runs to them. Likes to splash everyone else. Thinks it's funny.

  25. Catches a parasite disease and will die in 3 days unless healed

  26. Chip-On-Shoulder Donkey. If there are other donkeys / horses around, hates them, always picking a fight.

  27. Blessed Donkey. This donkey enters the scene carrying a religious messiah, or so they say.

  28. Talking Donkey. Amazing! But, a bit finicky, only talks 1-in-4 times you ask it to, and at other random times as DM deems appropriate. Also, only knows a few words/phrases: yep, nope, hungry, tired, idiot, run away.

  29. Hates the heat. Half movement and half carrying capacity on hot days > 80F. Needs double water rations.

  30. Ate some weird mushrooms along the way. Temporarily blind for 1d4 days

  31. Hates elves, they're too self-absorbed and snooty, always making you walk through trackless forests, getting you stuck in the underbrush.

  32. Prudent Donkey. Has 1-in-6 chance of perceiving a trap within 30 feet. Will look at the trigger mechanism, hee-haw loudly, and not take a step toward it. No matter what.

  33. Mystical Donkey. Has some kind of weird ancestral donkey mind-meld with a caster in the group, constantly complaining (mentally) that "this s**t is too heavy, dude," "can't you give a donkey a break?," "how about carrying some of this s**t yourself, tough guy," etc. You can't concentrate.

  34. Lucky Donkey. When within 10 feet of this donkey, you can re-roll one roll per day.

  35. Somehow, loves smelly green ogres who sing. Tries to run off with any such ogres encountered.

  36. Hates humans, they make you work too hard, usually in larger towns or cities where the cobblestones hurt your feet.

  37. Needs a bath, smells very bad. Indescribable, really. No surprising any foe while this donkey is around until it gets a bath.

  38. Shy Donkey. Always tries to move behind you when you encounter anyone new.

  39. Keen smell. Can smell most enemies within 100 feet and will hee-haw loudly to warn you. False alarm 1-in-4.

  40. Sprint Donkey. This donkey can run at twice the normal movement rate, but only for one minute between long rests.

  41. Drunk Donkey. Will only work when slightly inebriated. Must feed it a wee flask of ale, wine or whisky to get any work out of it.

  42. Has one very short leg. Walks unevenly. Kinda funny, but only 1/2 normal movement rate.

  43. Beautiful Donkey. This donkey is a very fine specimen of a donkey. Highly desired by donkey ranchers to breed other donkeys. Sells for double the normal price. Bit of a prima donna. Must be fed one apple or pear per day, or refuses to work. Resents you.

  44. Hates the cold. Half movement and half carrying capacity on hot days < 50F. Needs double saddle blankets.

  45. Sneaky. When you're not looking, has 1-in-2 chance each day of pick-pocketing something off the back of a random PC. Might drop it, might eat it, might fling it to the side of the road, might just hold it in it's mouth. Hard to say with donkeys.

  46. Scared of snakes. Snake within 30' causes total donkey freak out.

  47. Always tries to eat/gnaw whatever it is carrying (especially food) whenever you're not looking, ruins stuff.

  48. Freaked out by undead. If it sees undead, or smells them (can smell 60' away), RUNS in the opposite direction.

  49. Narcoleptic Donkey. Falls asleep, often.

  50. Critic Donkey. When others aren't looking, looks at you and rolls its eyes. You swear.

  51. Foraging Donkey. Grew up in the wild. If there is any vegetation around, at all, it can find it, find enough edible material for a meal, and feed itself, no rations required.

  52. Shoe-Throwing Donkey. One-in-four chance of losing a horse shoe each day, won't walk until found or replaced.

  53. Small Donkey. Can only carry half normal carrying capacity. But has a scrappy attitude and is NOT SCARED OF ANYTHING (immune to fear and intimidation).

  54. Repressed anger. Tries to bite (for real) anyone within 5' who is not its owner (considers only one person its owner).

  55. Back-Row Donkey. If there are multiple four-legged animals in the group, this one must be the last, in the back, or it won't go/work at all.

  56. Vertigo Donkey. Always dizzy, walks in circles unless carefully guided constantly by hand.

  57. Hates carts, wagons, etc. Will not pull a cart or other wheeled vehicle.

  58. Wallowing Donkey. Enjoys a good roll in a mudhole/puddle. Every mudhole/puddle.

  59. Deaf. You bought/raised a deaf donkey. Should have checked. Anyway, can't hear any commands. Won't respond to visual commands. Must touch the donkey to give it a command.

  60. Musical Donkey. Gets indigestion often, becomes VERY flatulent.

  61. Flying Donkey. This donkey has been magically enchanted to fly, only once in its life, for one minute. The wrangler/master must speak the command word: "Esel-burro"

  62. Addle-Headed Donkey. Once per day, has a 1-in-4 chance of running in a random direction for 1 minute.

  63. Hates the rain. Won't work in the rain. *OR* Hates the wind. Won't work in the wind.

  64. Say-My-Name Donkey. You must call it by name to get it to do anything. It answers with a loud bray each time.

  65. Hates dwarves, always making you work underground in the mines, and their beards are (somehow) scary.

  66. Often gets a leg cramp, limping for 10 minutes, 1/4 movement rate.

  67. Smoking habit. Will work only if you let it smoke lit cigarette or pipe while on duty.

  68. Smart and independent. Anticipates and does exactly what you want 5-in-6 of the time, but disagrees and argues 1-in-6 of the time.

  69. Lover Donkey. Wants to make baby donkeys, runs after opposite gender donkey (or horse) every time it gets the chance.

  70. Has a drinking problem. Will always rush toward any water source to take a drink.

  71. Is a hot head, always immediately charges and attacks any foe encountered. No holding him back.

  72. Pregnant Donkey. This donkey is about to have a baby. 2-in-6 chance each day until baby is born.

  73. Loves flowers. To eat. Will only do any work if given one bouquet to eat per day.

  74. Pious. Has 1-in-6 chance each hour of stopping for 10 minutes, kneeling on front two legs, and praying to the donkey god "No Cargo Bob"

  75. Death Wish Donkey. Is reckless, doesn't look where it's going, always running into things, chance of falling off cliffs, etc.

  76. Dead pan smile. At the most dangerous / awkward moments, turns to a party member and gives the most ridiculous, hilarious donkey smile you have every seen. PC must make DC 10 Const saving throw or bust out laughing for 30 seconds.

  77. Nervous Tick Donkey. This donkey kicks its left leg backwards randomly, every now and then. If anything/anyone is standing behind this donkey, there is a 1-in-6 chance that it kicks.

  78. Cargo Donkey. Happy to carry items/supplies tied or cinched around it, but won't carry humanoid riders (bucks them off).

  79. Homesick, always tries to run away and go back home (or to the place where you bought / found / raised him) every chance he gets

  80. Perceptive Donkey. Has 1-in-6 chance of perceiving a secret door within 30 feet. Will walk up to it and put its nose on it.

  81. Scared of water, won't cross a creek/river/pond/lake, etc. Definitely not getting on a boat.

  82. Front-Row Donkey. If there are multiple four-legged animals in the group, this one must be the leader, in front, or it won't go/work at all.

  83. Pacifist Donkey. Refuses to carry any weapons or ammo.

  84. Glowing Donkey. This donkey glows faintly in the dark. Very dim light. No one knows why.

  85. War Veteran Donkey. Missing one leg at the knee (maybe has peg leg). Opposite ear slashed off. Wears an eyepatch. Lots of scars. Can only carry half normal weight, but its kick does +2 damage.

  86. Vagabond Donkey. This donkey will occasionally wander away from the group and stay gone a few days, but then it always returns. Where does it go? Why? No one knows.

  87. Alert Donkey. This donkey has a 1-in-6 chance, on its own, independent of PC checks, of noticing an impending ambush. It will hee-haw loudly if an ambush is about to occur.

  88. Ate some bad food / weeds, now has diarrhea, big diarrhea, 1-in-4 chance every hour for a day.

  89. Expressive Donkey. Often has ideas and wants to share, "hee-haws" very loudly for 30 seconds. Sometimes indicates something important, sometimes not.

  90. Large Donkey. This donkey is a freak of nature and is twice the normal size. It can carry four times the normal load and requires four times the normal feed/rations. It won't fit in most stable stalls, through most doorways, etc. Commoner strangers are usually freaked out by it; they are often intimidated by it (2-in-6 chance), or try to kill it (1-in-6 chance) because they think it is a bad omen, enchanted, cursed, undead, etc.

  91. Hates halflings, their barn doors are too low and their generally cheery attitude is annoying.

  92. Super-donkey. Can carry three times normal carrying capacity, but for only one-third the normal time between long rests.

  93. Easily distracted by various things along the road ("Squirrel!"), constantly stopping to sniff / check out something.

  94. Really thirsty today, requires twice the normal water ration for one day. Pees a lot. (I mean a lot.)

  95. Wrong-way Donkey. Will only walk backwards. Half movement rate.

  96. Ugly Donkey. This donkey is bow-legged, has a saggy back, missing teeth, ugly hair, warts, boils, is missing large patches of hair due to mange, somehow is always dirty, has flies, ticks, lice, etc. Nose usually runny. Eyes too. BUT, this donkey can Misty Step.

  97. Shell-shocked Donkey. Scared of battle noises. Runs away from battle noises. Like, a quarter-mile away.

  98. Hates strangers. When within 15 feet of an unknown/new humanoid, hee-haws loudly for 5 minutes. So embarrassing.

  99. Picky eater, only eats store-bought straw/hay/whatever. Won't forage along the road/trail.

  100. Loyal Donkey. Will not leave its humanoid wrangler/master unprotected. Will defend wrangler/master to the end. Will take an arrow or battle ax blow to defend wrangler/master. There to the end, no matter what.