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This doorway seems to be blocked by rubble. In a few places near the top, a faint blue light shines through the fallen stones.
You round the corner of the hall to confront a passage nearly blocked with crates, barrels, and chests. It seems someone set them up to barricade the hall. Three barrels are set up as seats near gaps in the barricade, no doubt the place where archers waited for foes. A rusting and torn breastplate hangs from a rope near the wall.
DM Note: Perhaps the breastplate served as a warning gong.
Here rests two good men -- Nissus and Camom. Respect their souls.
An arrow is buried here, that killed a man who was about to kill me on the battlefield. Archer, I thank you.
Umlog and Nevell aka the beauty and the beast. Umlog is a literal troll, yet an extraordinary one. Hes as intelligent as a troll can be and actually not a bad fellow. He is well read and has particularly deep knowledge of local laws. He acquired his tavern in a remote deal via an exchange of letters. No one knew a troll was the buyer, before the deal was done. People in this area -close to the feywoods- are very keen on honoring deals and contracts and thus, somewhat begrudgingly abstained from gathering their torches and pitchforks. The success of the Green side of Life -thats the name of the tavern- is not only based on Umlogs craftiness, though. A nymph named Nevell works in the tavern at the side of Umlog. She is hospitality personified, a skilled chef, baker and singer. Nobody except them seems to know how they ended up together, but they run a really homely place in a village on the edge of civilization.
I beat (a famous wizard or scholar) in a trivia competition.
A group of rowdy dwarves... they are obsessively talking about the local sports team (Go Sports!)
The Town with No Name - I came across a pokey town. Not much going on and curtains all down. I came across a smokey tavern. Not much going on in that pokey town. A slow sad song about a old woman that lost her way and found a town not on any maps they brought and only too late discovered it to be a ghost town. (Actual ghost town not just one that was abandoned).
I was a hired by a small band of naïve adventurers to guide them through the mountain passes in early winter. We should have turned back when the skies began to darken. But the gold... The storm hit hard and a thick, heavy blanket of snow covered every discernable landmark. The storm continued without end. I soon lost my way but, I kept that to myself. Because, the gold... Wolves took two of them in the dead of night, one froze to death after falling through the ice, and the last one? After six days in that frozen hell, I was the only one to walk out. But the gold...
Frenzywater: Extremely potent. Bottle may sometimes spontaneously burst into flame if left in sunlight. Might cause a berserker rage.
Boiled Sausage and Sharp Cheese. The cheese was made locally, and considered to be a delicacy.
Fruit Dumplings (apple, blackberry, blueberry, elderberry, strawberry, etc) that have been boiled or fried and coated in a mixture of sugar and cinnamon.
Pate of Elder Brain: A very difficult meat to acquire and tricky to prepare properly, Pate of Elder Brain is worth the work if you live to taste it. carefully remove all external tentacles and connective tissue before butchering, being careful of the internal connective tissue as you go. Cut into small pieces and place in a pot of water, slowly raise the temperature to medium until firm and blanch once cooked before blending. Ensure brain is really dead before preparing to butcher.
A crossbow bolt crashes through the window and strikes a merchant who came to the city from far away.
An elvish professor of languages who, despite having fought in several wars, is a honorable, straight-laced, old-fashioned gentleman. Hes writing a rather long book. Apparently its about halflings and some kind of Ring?
The Choir: Members of the Choir had the ability to influence others through their strange songs.
When you wake up from sleeping/trance etc. Your mouth is sewn shut, and your jaw is unable to open. The wire holding your mouth shut is durable, and takes 2d4 minutes to cut. Whenever you re-awaken, this happens again.
Dwarven fury: When smoked by a dwarf, this sour smelling underground moss renders the dwarf immune to gaining exhaustion for the 2d4 hours, after which they must make a DC 8+(number of hours)+(levels of exhaustion) Constitution saving throw. On a failed save, they gain all levels of exhaustion they would have taken during the period. If a non-dwarf attempts to use it, they must make a DC 16 Constitution saving throw to gain the effects. Otherwise, they are poisoned for the duration instead.
The bottle contains an addictive poison! When you drink it, it tastes like the worse thing youve ever tasted, but then you soon start wanting to take another drink. Each drink causes 1d6 damage, and there is enough on the vial for five drinks.
A patch of forest where there appear to be several deer, who upon further inspection are just artistically placed vines.
The trail passes by half a stone face carved from a boulder, Just this half of the face is taller than any party member. A mile down the trail, the other half of the face. Farther still, a hand holding a sword hilt and the broken fragments of sword. Then another hand holding onto a lantern the size of a small house, lit by some magical force. The plant life around this lantern has withered to dust. At the center of the next village is a massive stone platform.
Shoshanna
A school of killer whales use their collective strength to push your ship off course. It seems like they want you to follow them.
You find a rusted anchor covered in runes, when you use the anchor the entire ship sinks nearly instantly to the bottom of the sea. The occupants of the ship are now under the effect of the breathe underwater spell.
Volcanic Ash dusts the area like falling snow. The ash causes 1d4 poison damage every round if inhaled, if inhaled for 3 rounds in a row, suffer the poison condition for 1 hour. Add one hour for each round after 3. (8 rounds inhaled = 6 hours)
Hitchcocks Omen: A storm of migrating birds passes through. Small birds flood around you, run into you, and occasionally claw at you. It rains feathers and birdpoop.
You become an energy leech, siphoning from souls who are within a 5ft radius of you. (Optional: Each round you are within 5ft of a sapient living creature with a soul, you can choose to deal 1 necrotic damage to it and heal by 1 HP.)
The Dionysus Rod: The wielder of this item can loosen the inhibitions of anybody the wielder sees fit. Promiscuity, risk, eccentricity, and general impulsiveness. The more the rod is used, the more the wielder slips into madness, eventually being unable to control the rod’s power Destroyed by: It can only be broken by those who have broken free from the rod’s will. Once you restrain yourself from the rod’s call to impulse, snapping the rod in two is as simple as finding the holder.
The Eye of St. Ballard: A disembodied eye that is magically preserved. The eye will magically replace another creatures eye when held to an eye of a willing creature. The eye grants the ability to see the alignment of any creature that is visible. Additionally, when looking through the eye a creature gains +2 on Perception checks and has Darkvision (120 ft). Removing the eye can be done at will.
Lucky Deck - A magical deck of cards enabling the user to pick which cards are drawn. (Requires Attunement)
Blackthorn Shillelagh: Magical thorny vines spring into existence at a point you choose within a 30 range. The vines can only occupy a 5 foot cube. Any additional vines must be adjacent to the previous casting. Alternatively, you can create 5x10 hedges by halving the density of the vines to create rough terrain. If a creature would be surrounded on all sides by the vines the creature can make a Dexterity saving throw. The vines can have any shape you desire, though it cant occupy the same space as a creature or object. Each square has an AC 5 and 15 hit points. Reducing a square to 0 hit points destroys it. If you maintain your concentration on the ability for ten minutes, the vines becomes permanent and cannot be dispelled. Otherwise, the vines disappear within a day. You may attack twice each round with the Shillelagh cantrip.
The Bass Bass. Its a large contrabass that looks like a fish. If you press a button on the neck of the bass, the fish head will tell a bad joke.
Kelp Armor: When dry the kelp provides no more protection than light robes. But when underwater or wet it provides heavy armor protection at no movement penalty.
A sealed letter detailing his research into the current monarchy/regime, evidence against them, and a sentiment of how he knows he’s not alive if anyone’s reading the letter.
A dress stand that whispers secrets of long lost owners. Where did she bury her gold?
The Old Flute - A strange, yet beautifully carved wooden flute. When played, it rouses the blood of allies and strikes a primal fear into the hearts of foes. When played under a Hunters Moon, it will summon the Wild Hunt.
A broom with a hickory handle that sweeps an area of 30 ft x 30 ft to the best of its ability. Made for a tavern owner after his spouse died.
The Social Practices of Various Avian Humanoids: This book tells you all you need to know about interacting with bird people.
A strange long black box with many small buttons labelled in unknown language that fits comfortably in your hand. On the back, the box has a cover protecting a pair of pockets that accommodate two small metallic cylinders.
A very small spellbook containing 3 cantrips and 2 first-level spells. There are also notes about the location of dungeons and the layout of magical ley lines in the area.
Bag of Pipeweed
Theft-Deterrent Pouch: Reaching into the pouch requires a DC 10 CON save, or take 2d6 poison damage, half on a success. Wait... how do I get my gold back out?
A relatively large amulet with small holes around its edge and a button in the centre. If depressed, hallucinogenic spores are released.
A small child, apparently unharmed.
Injection Arrow - An arrow with a needle on the tip used to inject enemies with poisons and other alchemical brews.
Sludgy Ooze Mask of Goop: This disgusting mask is dripping with ooze. It may be any colour. While this mask has eye sockets and a mouth, they are mostly obscured by the ooze constantly emanating from it. The wearer has resistance to physical damage. The wearer can cast Sludgeous Form once day, which is like gaseous form but they cannot fly and look like sludge. 10 feet movement speed and climbing speed in this form. this mask is not cursed but requires a strength check to remove.
Rune of Arcane Storage: You may store up to 5 levels worth of spell slots within the rune. Doing so requires 10 minutes per level, consumes the spell slot, and counts as a ritual. If you are touching the rune while casting a spell, you may choose to consume an amount of stored levels equal to the level of the spell instead of your own spell slots.
Self Cleaning: Any dirt, grime, or blood just falls off, dissolves, or is burned away. Unless submersed in it, any damaging substance affecting the weapon or wielder has its duration reduced to 1 turn.
Smash a coin with the item until it bends or breaks. Any old copper will do and the item suffers no damage from this, ever.
Necrotic wound - if not healed by powerful holy magic your wound starts to damage your nerves, the skin starts to rot away, maggots start to crawl inside it, gets worse over time.
The Yellow Plague - Pus and bile ooze from the afflicteds pores. They gain a level of fatigue every day it is untreated.
The cursed player can no longer fail the expectations of those they come across. (For example, if an NPC learns the players name and they believe their name to be elfish, they will become an elf. If they expect that he is a weakling due to rumors they have heard of him losing an important fight, the player looses some of his strength. If they thought he would be taller, the character would become taller, etc...)
There is always something moving about in the shadows in the corner of your vision.
The afflicted start going irrational, talking about his past and commenting everything in weird ways, using terms like madness, darkness, void, etc.
Everything tastes super spicy, even the air!
A bored-looking devil sitting at a booth with a sign saying Anything you want: Soul. Be very careful here, as what he offers starts out seeming great, but eventually is just terrible.
Spill Forth a Dram for the Lost; Make Merry in the Name of Those Who Pay the Highest Price!
A solemn procession of hooded figures carrying lanterns pass nearby.
Animals (pets, familiars, horses etc.)
The Party is walking down the street when a seemingly normal man sneezes. The man immediately loses his concentration and polymorphs into a dragon in the middle of the street.
A young man, with a hideous mask magically stuck to his face.
Hungry beachworms tunnelling below, bulging the sand above their passage. They can’t dig through solid rock, but are fast enough to overtake a running person. The sand above softens any blows against them except for when they lunge or watch periscope-like for prey.
A group of giants sit motionless around a giant chessboard, eyes intent on the pieces. Closer examination reveals the three are corpses; fungi grow from their eyelids and out of their hair, and the bodies slump and collapse if touched.
A camp nearby is bragging about a recent successful raid. They toast and prepare to open the 1d4 chests they stole from an exotic land. One chest shoots out a cloud of acid and the other ones are mimics.
At night, you come accross three strange gnomes holding hands. If they notice the party they disappear in a flash of light. If left to finish, they still disappear but have left a circle of 51 electrum tokens.
The party passes an old tree with dozens of ancient tunes and carvings burned into its wooden surface. Occasionally, one of the runes glows a gentle blue, sending off pearlescent but harmless sparks, before going dark once again.
You were a member of minor nobility that got wiped out by a conspiracy, so you fled to a monastery. But then you got kicked out for tricky one of the priest(ess)es into breaking their vows of chastity.
The Lords of the Crystal Caverns
An Aasimar may have two vertical lines going down their back near their shoulder blades as if there use to be wings there.
This dwarf has multiple spouses.
They randomly switch into speaking Draconic and have to catch themselves.
They are insects - there are bee elves, ant elves, grasshopper elves etc.
Shadow Tag: The boss can hold a person with advantage by simply standing on that persons shadow. The boss has multiple spotlights they can move around the battlefield. Although the boss cannot hold people on a dark battlefield, the boss has keen darkvision.
A bureaucrat who requires immaculate forms in triplicate (with stamps from three other bureaucrats) before assisting the party. ”No, you need to fill out a Form 19D to be eligible to receive a Form 37.”
Groom: this nondescript, featureless Warforged was built to tend to ferocious beasts of war and vicious monstrosities. Its constant companion is a cranium rat it befriended several years ago.
A Warforged merchant that sells scrap metal, logs, wagons and parts to assemble your own Warforged bodyguard. Oh, and he has some healing potions at discounted prices because What would anyone use them for?
Sparkler- A nine-year-old bronze half dragon who just wants to go home to her older brother. She was framed for a crime that she in no way could have committed. She is kept in a dark cell and is the favorite to be abused by the head guard. No knows her actual name because she rarely talks to anyone even when she is allowed.
Body Mods - A mage will alter your appearance to take on the characteristics of different creatures. Fur, fangs, claws, gills, bird eyes, even wings if you have the coins.
You summon an immense swarm of iridescent butterflies - everyone inside is blinded by the reflections.
All equipment, including the contents of pouches, is scattered on the ground around the destination.
Any loose objects move 10ft closer to caster.
They are on the brink of war with a country.
What kind of room can you never enter? Answer: A Mushroom.
In a locked basement, in an abandoned house, a skeleton/corpse is found starved to death. In their own words, carved into the walls they wrote who their killer is, but time has worn it away. Finding out would depend on finding the identity of the prisoner and discovering their history in the town.
Tieflings dont really have demon blood at all- they all come from a farmers daughter who was so amorous she took to her fathers goats!