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Hotlinks to all Tables: A complete list of every trinket table for quicker access compared to scrolling through the entire blog or sifting through the archive. This also functions as the easiest link to reblog or save for reference purposes as itâs updated with each new table. Now with 124 full d100 loot tables, category specific rolling tables a working rollable Omni Loot Table.
âNote: The links sometimes donât work on mobile devices or some apps. Try using a desktop or browser extensions if they arenât working.Â
-The Omni Loot Table: A loot meta-table that allows the user to roll randomly on the 124 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of five trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with some items to encourage engaging roleplaying with perhaps a minor boon to the odd dice roll. The generator is meant to be used by characterâs of Level 1 or higher at character creation to help them with ideas of what their character have been or have done.
-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
-Unique Armors, 1
-Unique Armors, 2
-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary armor would not be considered âmagicâ or â+1â objects.Â
-All Unique Minor Magic Weapons: A collection of flavorful weapons of artifact level quality suitable for low level characters. Much like the Minor Weapon Enchantments that some of them draw inspiration from, they provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks.Â
-Unique Minor Magic Weapons, 1
-Unique Minor Magic Weapons, 2
-Unique Minor Magic Weapons, 3Â
-Unique Minor Magic Weapons, 4
-Minor Weapon Enchantments:Â A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.Â
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Minor Magical Items: Semi useful magical objects (If not always useful to an adventurer) that have little to no drawbacks associated with their use and are perfect for low level characters.
-Minor Magic Items, 1  /  -Minor Magic Items, 2
-Minor Magic Items, 3   /  -Minor Magic Items, 4
-Minor Magic Items, 5
-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
-Unique Weapons, 1  /  -Unique Weapons, 2
-Unique Weapons, 3  /  -Unique Weapons, 4
-Unique Weapons, 5  /  -Unique Weapons, 6
-Unique Weapons, 7  /  -Unique Weapons, 8
-Unique Weapons, 9Â Â / Â -Unique Weapons, 10Â
-Unique Weapons, 11Â Â / Â -Unique Weapons, 12Â
-Unique Weapons, 13Â Â /Â Â -Unique Weapons, 14
-Masterwork Weapon Bonuses:Â Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons would not be considered âmagicâ or â+1â weapons. Compatible with Pathfinder, D&D 5e and other D20 systems. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. An expanded list of metamagic options for PCâs and DMâs to use in their games and as a resource for other tables on this blog. More than just a list of effects, each Metamagic option hopes to provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
-Sealed Glass Vials, 1  /  -Sealed Glass Vials, 2
-Sealed Glass Vials, 3  /  -Sealed Glass Vials, 4
-Sealed Glass Vials, 5  /   -Sealed Glass Vials, 6
-Sealed Glass Vials, 7 Â / Â Â -Sealed Glass Vials, 8Â
-Sealed Glass Vials, 9
-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals. Â
-Trinkets, Books, 1Â Â /Â Â -Trinkets, Books, 2Â
-Trinkets, Books, 3  /  -Trinkets, Books, 4
-Trinkets, Books, 5  /  -Trinkets, Books, 6
-Trinkets, Books, 7Â Â / Â Â -Trinkets, Books, 8Â
-Trinkets, Books, 9Â
-All Rings: Enough rings and bands to wear three on every finger and toe while still having dozens to spare. These small circular pieces of gems, metal, wood or bone always add more to the story than the sum of their parts.Â
-Trinkets, Rings, 1  /  -Trinkets, Rings, 2
-Trinkets, Rings, 3
Crowns, Circlets, and Coronets:Â Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarchâs personality or that of their kingdom.Â
-Crowns, Circlets, and Coronets, 1
-All Cloaks: A collection of unique descriptions of cloaks for DMâs to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
-Cloaks, 1
-All Necklaces: Pendants, amulets, lockets, chokers and other âNeck Slotâ jewelry that grant an immediate glance into the bearerâs personality, wealth, rank or social class and often serves as an iconic part of that characterâs look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurerâs necklace mark them as a creature to bestow quests upon.
-Trinkets, Necklaces, 1Â Â /Â Â -Trinkets, Necklaces, 2
-Trinkets, Necklaces, 3
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragonâs hoard.
-Trinkets, Artifacts, 1
-All Valuables: More useful than regular trinkets, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. Â
-Trinkets, Valuable, 1Â Â /Â Â -Trinkets, Valuable, 2Â
-Trinkets, Valuable, 3Â Â /Â Â -Trinkets, Valuable, 4
-Trinkets, Valuable, 5  /  -Trinkets, Valuable, 6
-Trinkets, Valuable, 7  /  -Trinkets, Valuable, 8
-Trinkets, Valuable, 9  /  -Trinkets, Valuable, 10
-Trinkets, Valuable, 11
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
-Trinkets, First
-Trinkets, 1 Â /Â Â -Trinkets, 2 Â /Â Â -Trinkets, 3
-Trinkets, 4 Â /Â Â -Trinkets, 5 Â /Â Â -Trinkets, 6
-Trinkets, 7 Â /Â Â -Trinkets, 8 Â /Â Â -Trinkets, 9
-Trinkets, 10 Â /Â Â -Trinkets, 11 Â /Â Â -Trinkets, 12
-Trinkets, 13 Â /Â Â -Trinkets, 14 Â /Â Â -Trinkets, 15
-Trinkets, 16 Â /Â Â -Trinkets, 17 Â /Â Â -Trinkets, 18
-Trinkets, 19 Â /Â Â -Trinkets, 20 Â / Â -Trinkets, 21Â
-Trinkets, 22Â Â /Â Â -Trinkets, 23Â Â /Â Â -Trinkets, 24
-Trinkets, 25Â Â / Â -Trinkets, 26Â Â / Â -Trinkets, 27Â
-Trinkets, 28Â Â /Â Â -Trinkets, 29Â Â / Â -Trinkets, 30
-Trinkets, 31Â Â / Â -Trinkets, 32Â Â / Â -Trinkets, 33
-Trinkets, 34Â Â / Â -Trinkets, 35Â Â / Â -Trinkets, 36
-Trinkets, 37 Â / Â -Trinkets, 38Â Â / Â -Trinkets, 39
-Trinkets, 40Â Â / Â -Trinkets, 41Â Â / Â -Trinkets, 42
-Trinkets, 43Â Â / Â -Trinkets, 44Â Â / Â -Trinkets, 45
-Trinkets, 46Â Â / Â -Trinkets, 47Â Â / Â -Trinkets, 48
-Trinkets, 49Â Â / Â -Trinkets, 50
-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
-Trinkets, Worthless, 1 Â /Â Â -Trinkets, Worthless, 2Â
-Trinkets, Worthless, 3 Â /Â Â -Trinkets, Worthless, 4
-Trinkets, Worthless, 5 Â /Â Â -Trinkets, Worthless, 6
-Trinkets, Worthless, 7  /  -Trinkets, Worthless, 8
-Trinkets, Worthless, 9  /  -Trinkets, Worthless, 10Â
-All Mottos: Whether theyâre called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A characterâs motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
-Mottos, 1Â Â /Â Â -Mottos, 2 Â / Â -Mottos, 3
-Mottos, 4  /  -Mottos, 5  /  -Mottos, 6
-Mottos, 7  /  -Mottos, 8  /  -Mottos, 9
-Mottos, 10  /  -Mottos, 11  /  -Mottos, 12
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
-Battle Cries, 1Â Â /Â Â -Battle Cries, 2 Â / Â -Battle Cries, 3
-Battle Cries, 4  /  -Battle Cries, 5  /  -Battle Cries, 6
-Battle Cries, 7
-All Reference Tables: When a trinket calls for a Random Weapon, Random Color or Random Godly Domain and you canât think of one offhand, just go here and either roll a die or select one of your own choosing.
âKeep reading for all reference and resource tables.
Keep reading
Trinkets, 49: Interesting baubles, semi magical objects and items touched by mystery.
A one gallon cask of Madmanâs Mead, an ash flavored brew that when downed, causes the drinker to black out for one minute and experience a Random Nightmare. Â
A ten sided stone die, etched on each face with alchemical symbols representing different elements.
A wash-leather pouch containing a narrow-gauge steel chain two feet in length covered with small teeth links and long braided hemp handles on either end of it. Known as a pocket chain saw, the user simply throws the chain over a branch, holds the hemp loops and pulls back and forth on each end of the chain. It can cut through two feet of soft wood or one foot of hard wood per minute. The chain weighs only a few ounces and easily fits in a pocket, making it extremely valuable for travelers.
A translucent green jade statue of a small dragon, lounging like a cat. The dragon can hold a stick of incense in its paws and the ashes fall along its belly.
A tiny puzzle box covered with over a hundred tiny panels; each can be manipulated to slide in any of four direction, presumably to open the lock. One side has been forced open and the contents removed, but the craftsmanship is still remarkable. It could be repaired by someone skilled in tinkerâs or locksmithing tools.
An extremely efficient shovel made from the claw of a Xorn.
A round, flat stone, always smooth and cool to the touch. It is covered in uneven wavy stripes of black and white. Watching the rock for more than a few moments will reveal that these stripes are moving slowly, undulating and rippling over the surface of the stone.
A silver-plated snuff box sculpted like a miniature coffin.
A beautiful framed portrait depicting the canvas of an ancient Elven forest as seen from the forest floor. The painting has an ethereal, magical look to it, with the sunlight filtering through the leaves actually emitting a glow.
A branding rod made of an unknown oily metal that causes a feeling of revulsion when held. The head is shaped like the unholy symbol of the divine concept of Random Evil Domain and its metal is tinted the color of ash.
âClick Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
âKeep reading for 90 more trinkets.
Keep reading
YOU KNOW WHAT BOTHERS ME
when fantasy books describe the cloth of Quant Farmpeopleâs clothing as âhomespunâ or ârough homespunâ
âhomespunâ as opposed to what??? EVERYTHING WAS SPUN AT HOME
they didnât have fucking spinning factories, your pseudo-medieval farmwife is lucky if she has a fucking spinning wheel, otherwise sheâs spinning every single thread her family wears on a drop spindle NO ONE ELSE WAS DOING THE SPINNING unless you go out of your way to establish a certain baseline of industrialization in your fake medieval fantasy land.
and âroughâ??? lol just because itâs farm clothes? bitch cloth was valuable as fuck because of the labor involved ainât no self-respecting woman gonna waste fiber and ALL THAT FUCKING TIME spinning shitty yarn to weave into shitty cloth sheâs gonna make GOOD QUALITY SHIT for her family, and considering that women were doing fiber prep/spinning/weaving for like 80% of their waking time up until very recently in world history, literally every woman has the skills necessary to produce some TERRIFYINGLY GOOD QUALITY THREADS
come to think of it iâve never read a fantasy novel that talks about textile production at all??? like itâs even worse than the âwhere are all the farmsâ problem like where are people getting the cloth if no oneâs doing the spinning and weaving??? kmart???
THANK U
pro tip: what do you say instead? I gotcha.
 In Ye Olde Medieval Fantasy Dayes, everybodyâs layer against skin (shirt tunic or shift) is gonna be linen. itâs almost never wool except stockings or hose (like pant legs). Say âundyed clothâ if you wanna make them sound simple and peasanty. Comment on how you can tell it wasnât made for them (the fit is off) and has had probably eight owners before.Â
Outer clothing is gonna be either wool, or a blend called Linsey-woolsey, and again you could say Undyed, but dyes are not only common they are CHEAP and relatively easy. (innerwear is often left undyed or bleached to white because it gets washed to heck- like beaten by a wooden stick on a stone by the river- and dye would just fade out a lot so why bother. Ths is also why innerwear has ties, rarely buttons, unless you are so rich you have people doing your washing delicately because theyâre hired to do only that. Buttons would get broken in the washing)
A poorer person is often seen in ârussetâ, a kind of rusty orange-brown color. Purple was famously reserved for royalty in many times and places, but its  also just hard to do. We see a lot more magentas and fuschias for nobles or common middle class folks than we ever see of Purple- and not many of those. Deep blue was more likely on very rich people, but a light blue was common for even poorer folks. Yellow was popular with everyone, and so was green, and many shades of reds, including the color we now call orange (they did not- this is why redheads are called redheads and not orangeheads). Your vision of everyone in very drab brown and mud colors is from Hollywood- most medieval-ren folks have clothing with colors. Sometimes garish colors, to the modern eye. Traffic cone Orange and acid green was a popular combo in the 13th century.
Example medieval dye colors. Lots of yellows and orangey-browns. Woad gave a range of blues that are basically what we think of as âdenim colors.â There were purples - royal purple was a specific color from a specific source - but if you mix wine-dye and woad-dye, you get purpleish dye. (Getting the color to stay that way may be more difficult. Everything worn by peasants fades; they couldnât afford the really good fixatives.)
More examples and explanations here:Â
Plum, dusty purple, lavender, burgundy, chestnut, blood red
Walnut, chocolate, tan, linen, pale apricot, spice, dark spice
Peasant clothes were often more colorful than the nobility. Nobles could afford bright, clear colors that peasants couldnât - but one mark of wealth was being able to buy all 4-8 yards of fabric for an outfit at the same time. So nobles would have a full outfit, including hat, stockings, even shoes, of one type of fabric (with ornamentation of a contrasting type, and as many buttons or bits of silver as they could get away with wearing), while peasants would often have a shirt, bodice or jerkin, skirt or pants, stockings, and hat of all different colors.
Dying or re-dying any one piece of clothing was within most of their cost limits - dye itself is cheap; fixatives cost. But boiling your shirt for an hour with onion skins in a copper pot would re-color the fading fabric.
And yet more medieval dye colour samples:
While centered on medieval Europe for the finer points, this is broadly true for any clothing needs
if anyone is interested in way too much information about the spinning, weaving, dyeing, and trading of cloth in ye olden days, pls see these lecture notes by my old economic history prof, who knew more about the textile industry in pre-modern europe than any reasonable person should. theyâre old at this point but still pretty reliable.
This is a bit of a hot-button issue for me⌠so reblogging with pleasure.
The tl:dr; version of my usual complaint: I love Terry Jonesâs work, but he (and MONTY PYTHON AND THE HOLY GRAIL) have a lot to answer for in the âMedieval Life Was Irredeemably Mucky / Everything Was Drabâ department. In the wake of that film, practically all the everyday color of Non-Royal medieval life got washed out of public perception. And it makes me cranky.
Period records make it plain that even among the Poor Folk, color was rife. Many people far more specialized and knowledgeable in this field than I am have gone on about this at length. Iâm just signal boosting here.

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Ideas for non-combat encounters/events
For when you want some variety for your tabletop RPG. Â These events will also give your players a chance to use character skills they donât often have opportunities for.
Natural Disaster - Have the town the PCs are in catch on fire and see what they do! Â Do they cut their losses and run? Â Do they heroically try to save trapped townspeople? Â What do they do about the aftermath? Â Natural disasters are an interesting challenge because there can be lots of danger and drama without necessarily having a villain. Â It may also get your PCs to use skills they donât commonly have a chance to. Â You could also try floods, earthquakes, raging storms while at sea, etc.
Powerful Fortress - Put one of your partyâs goals in a location where they wonât be able to prevail through combat alone (Example: a fortress where they are vastly outnumbered). Â Your players will have to rely on either stealth or guile (or both) to accomplish their goal. Â The pacing of such events can be frustrating to some players, but few sessions are as rewarding as a creatively executed heist or infiltration.
Dangerous Crossing - Give them a dangerous physical obstacle to overcome. Â A canyon, or a raging river, or quicksand or an old battleground littered with traps and mines.
Festival - Have the PCs encounter a festival or tournament! Â With lots of contests! This could be a good opportunity for them to build their fame and fortune (especially if you allow gambling). Â Some of my favorite sessions have involved festivals.
Entertainment - Put the PCs in a situation where they have to entertain someone. Â What do they come up with?
Letter - Have one of the PCs receive a letter, either from an NPC theyâve dealt with before or from someone involved with their backstory. Â This is a good way to make the consequences of their actions seem more real. Â You can also use it to introduce new plotlines/sidequests.
Crafting Challenge - Put the PCs in a situation where they need to craft something in order to accomplish their goal. Â Maybe they need to make something in order to fix a mechanism? Â Or in order to satisfy some local gift-giving custom? Â Or they need a forgery? Â Maybe as part of an exchange for something else they need?
Lost and Found - Have your PCs discover someone or something that is clearly lost. Â Maybe they find an infant in the wilderness. Â Or a key with a strange inscription, or some kind of talisman. Â Throw in a clue or two to present your players with a tantalizing mystery. Â
Inhospitable Wilderness - Have the PCs go somewhere itâs an effort just to survive. Â A barren desert, a treacherous swamp with poison gasses, a forest so dense the ground never sees the sun, or even the bottom of the ocean. Â Test their endurance and survival skills!
Dinner Party - Have the PCs be summoned to a formal event! Â Test them on the battlegrounds of social grace and etiquette! Â Even better if itâs in a dangerous environment or an alien culture.
Thief - Have something important stolen from the PCs. Â See how they handle it.
Needle in a Haystack - Give the PCs something very difficult to find. Â Like a single specific housecat in a sprawling metropolis, or a legendary weapon of which there are many fakes/copies. Â
Really, if you need any more inspiration, look at your playerâs character sheets and see if theyâve invested any points in a skill they havenât gotten to use much. Â Then invent a challenge they could feasibly use that skill for. Â If you canât think of a situation that could be helped by an Appraise, Craft: Calligraphy or Handle Animal check, you need to practice your own creative problem solving skills!
Creating challenges and obstacles that rely on your playerâs non-combat skills are not only a lot of fun and more interesting to plan, but really reward your players for fleshing out their characters and making interesting choices.
I had a game when I was younger where my character was a thief, but had learned to play violin and carried one with her when travelling. In a later session we had a chamber to unlock that had a musical piece that needed to be played in order to open it.
Young me was so PUMPED to be able to stand up and shout âI can play it! I can open the doorâ - the silly little thing I had taken purely because I thought it was neat for my character had suddenly become a relevant and key skill. It was awesome.
And now, I get to recreate that for my players all the time. Me and the other DMs in my group have included blacksmithing challenges, acrobatic obstacles, sessions with social intrigue, etc⌠all to allow for diverse characterization.
1d10 Shops #TableTuesday
Pet Shop - This isnât just any pet shop. This pet shop sells only creatures of reptilian origin. Snakes, lizards, turtles, and monitors. Being related to his product, doesnât phase the lizard-folk shop owner.
Wine Shop - Filled from wall to wall with wines from the ages. Some wines in the shop were created by great lords while others were made by orcs and goblins. The owner is a crotchety old man whose teeth have been stained by years of daily wine drinking.
Hat Shop - Top hat, bowler, beret, bonnet, and turban. This shop has them all. If you need something to cover your head, Miss Wemblmore the halfling has what you need.
Spice Shop - Spices have been an important part of society. These spices have all sorts of uses. Most pertain to flavoring foods, but some can be used medicinally and others magically. The shop keeper hails from far away lands and boasts stock representing her homelands.
Furniture Shop - If you are looking to furnish a hovel, home, manor, or castle, furniture is a must. Making sure that your home has the proper furniture starts with picking the lumber and hiring the proper carpenter.
Bone Shop - Entering a shop that sells bones can be a bit of a disturbing experience. Seeing the shopkeeper can be downright traumatizing. Goblin skulls, orc teeth, horse femurs, and tiefling jaws all find themselves in use in one way or another. Watch your back in the shop, no one knows where the shopkeep gets the human toes.
Fruit Shop - Delicious, juicy, and colorful, this fruit shop boasts all the local produce you would see in a market. In the back of the shop they stock special fruits only found from far away and magical lands. Fruit that comes from living breathing trees, fruit that sprouts wings and flies, fruit that drips with liquid magma when cut open. This shop has it all.
Adventurer Shop - A shop with a single book inside. Within the book is a list of names. Each name corresponds to an adventurer ready to go on a quest, for the right amount of coin. There is no shopkeep and the book mysteriously cannot be moved from its central pedestal.Â
Statue Shop - Each statue has been carefully and skillfully carved from dozens of materials ranging from wood to platinum. Perhaps a skilled artist could convince the shop owner of hosting his work in the shop to sell.Â
Seed Shop - If you want to start a farm, grow a tree, or observe the process of life, these seed will provide more than enough for your needs. Many seeds are of unknown origin and effect. Take a risk and reap the potential reward of your unknown crop.
          Weapon Cards for D&D 5th Edition.Â
All 37 weapons from the PHB on cards available in a PDF on Google Drive with the following linkÂ
https://drive.google.com/file/d/0BzlzB4FzIyPQVk1qT1hrV1ctWm8/view?usp=sharing
Print as many of them out as you want, Preferably on cardstock or thick glossy paper.Â
Cut them out using scissors or preferably a paper cutterÂ
Insert them into a plastic card sleeve, glue them to regular playing cards or have them printed professionally using your favorite website or print shop.
Distribute them to players who have that weapon.
Keep a deck of the ones you want in your campaign or particular adventure and when a player opens a crate or searches a body have them draw some cards to see what they obtained. A great way to hand out random loot.Â
Pending on the success of these cards Iâll make equipment cards as well.Â
            Made & Distributed by Paul Weber
For more custom homebrew content and access to the PDF link visit and like my Facebook group page at https://www.facebook.com/groups/dmweber/
The B.O.L.O.G: A Big Olâ List Of D&D Generators...
Ladies, Gentlemen and Everyone and Everything in-between, I present to you: The B.O.L.O.G, or theâBig Olâ List of Generatorsâ, something Iâve been working on for a long time.
The âBig Olâ List Of Generatorsâ (or B.O.L.O.G for short!)Â has pretty much everything, with over 100+ DM and Player Tools, Random Generators, Cheat Sheets and Reference Sheets to help take your DnD Games to the next level!
Eigengrauâs Generator
Procgen Mansion Generator (with 3D Visuals & Floorplans!)
Chaotic ShinyÂ
rollforfantasy.com
D&D DM Tip Generator (Sly Flourish)
D&D 5e Mob Damage Calculator (Sly Flourish)
DND Speak
Random Potion Generator for D&D (GeekNative.com)
donjon.bin.sh
Azgaarâs Fantasy Map Generator
Watabou Medieval Fantasy City Generator
5eTools
5eMagic.Shop (Magic Shop Generator w/ Items and Prices)
D&D 5e Tools by Leugren
JenniferBrussow.com (D&D Library Generator)
dnd5espells.rpglist.net (D&D Spell Scroll Generator)
RPG Tinker (NPC Generator)
Mithral and Mages (5e Treasure Generator)
Site of Many Things (Random Magic Item Generator)
Kobold Fight Club (Encounter Builder and XP Calculator)
DM Heroes (NPC Generator)
Here Be Taverns (Tavern & Menu Generator)
Instant Tavern Generator (WoTC)
Red Kat Art DnD5Tools
Myth Weavers Dungeon Generator
Not Another Tavern Generator
Goblinist.com (Random Encounter Generator)
FantasyNameGenerator.com
FastCharacter.com (Character Creator)
Tetra-Cube.com (Random Character Generator)
ChaosGen.com RPG Tools
AutoRoll Tables - GithubÂ
Indie Loot Generator for D&D 5e
Kassoon D&D Tools and Generators
Sane Magic Item Prices
Weak Magic Item generator
Watabouâs One Page Dungeon Generator
D12dev
Fantasy Calendar Generator
Drugs for D&D
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So this is a cheat-sheet Iâve made for personal use to just have an overview over all the basic D&D rules. The first page covers most of the text rules. The color divides the sections more or less from one another.
The second page covers most of the important tables and stats, that youâll probably need through the game. Hope you like it and find some use for this! Cheers.
Cheat sheet D&D 5e
D&D 5th Edition Cheatsheet

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20+ Mechanics and Ideas To Spice Up Your D&D Combat!
Synchronised Button Pushes. Three obelisks stand far apart from each other, and need to be activated occasionally at the same time to prevent disaster (a sleeping monster waking, a magical explosion, etc). Each obelisk is guarded, either by a trap or a creature.
Hostage Situation. The enemies have hostages.
Floating Isles. A series of small floating islands all over, with the gravity changing direction each round.
Wild Magic Zone. Thereâs a Wild Magic Storm raging all around, causing every casting of a Spell to create a Wild Magic Surge!
Guerrilla Tactics. A boss that, instead of standing in a big room exchanging attacks with the party, fights dirty. Casting spells under Greater Invisibility, escaping to take the fight into a new, more favourable room, forcing the Party to chase them and guiding them into traps, etc.
The Floor is Lava. The combat arena is overflowing slowly with some dangerous substance, hindering partyâs movement more and more with each turn.
Flaming Buildings! Enemies keep lighting everything on fire! The Party needs to keep putting out the fires or keep them contained while fighting the enemies.
Dockside Battle. The Party is fighting on a dock or boat, with underwater enemies trying to pull them beneath the waves!
Collapsing Dungeon! The entire area is collapsing, causing parts of the ground to fall away and debris to fall from above each round.
Avalanche! The battle takes place right in the middle of an avalanche!
Abyssal Portal. While the boss fight is going on, a powerful artifact needs to be destroyed or else a portal will open to the Abyss and Demons will pour out.
Dark Ritual. The Party must fight through the baddies, but also stop the ritual from completing.
Tall Grass. Thereâs very tall grass all around, giving everyone cover and giving enemies a new way to hide.
Sea Monster. Successfully steer a ship to safety that is being attacked by a sea monster.
Kill the Messenger. The enemy has sent a messenger to go get backup, and if itâs not taken care of quickly, a larger force will arrive and overwhelm the Party. If the messenger is killed quickly enough, then the bad guys could retreat, surrender, or release another messenger, depending on what youâre going for.
Silent Combat. The Party and the Big Bad are fighting in a situation where any sound would be equally detrimental to both sides. Maybe thereâs a sleeping dragon nearby, or any concussive forces would set off an avalanche or a room collapse. Whatever it is, the fight must be conducted in relative silence or disastrous things could happen.
Tsunami of Death. A strange liquid (acid, lava, etc.) flows through the arena and expands each round, with new flows snaking across the battlefield as the battle goes on.
Dead Magic Zone. The battle takes place in area completely devoid of any magic, making casting spells both arcane and divine (including healing spells) impossible.
Magical and Mechanical Minefield. The Big Bad Boss is Invisible in an area filled with traps and magical glyphs. The Bad Guy wonât willingly step onto the traps or trigger the magical glyphs, but a Party of oblivious Adventurers howeverâŚ
Possession. The Boss is a Ghost that possesses different friendly NPCs, turning them hostile until theyâre knocked unconscious or killed outright.
Shipwreck! A fight underwater after a shipwreck, with other crew and passengers that need to be rescued before they drown.
Cliffside Combat. The Party are at the top of a cliff or fighting on an out-cropping on the face of a cliff. The enemies are attempting to scale it and the Party needs to continually kick them back down while not letting themselves be pulled off or falling to a grizzly death.Â
Lissajous curve table
Hi! So my PC's just finished a really hard quest and I decided to reward their hard work with an in game celebration in the form of a carnival/country fete! I ran it yesterday and we all had a tone of fun and they loved it, so I thought I'd share what I set up with everyone đ
Carnival and celebrations
Chance for players to practice role playing a bit.
Locations
Inn- Arm wrestling, eating and drinking contests
Town square/centre- Find the coin, ring toss, knock over the bottles
Town Green-Target shot, ring the bell, log toss, checkers
Food Ideas
⢠Candy apples, sweet and crunchy 10 silver
⢠Shush kabobs, lamb&haloumi, chicken&mushroom, beef&capsicum, halloumi, mushroom&capsicum 10 copper
⢠Apple pie and other sweet pastries 5 copper
⢠Hand pulled candy floss 10 silver
⢠Raspberry/strawberry taffy 10 silver
Drink Ideas
Main price Per Bottle(per cup is 1/4 price)
⢠Ale 20 copper(5 copper)
⢠Wine 20 silver(5 silver)
⢠Spirits 20 gold(5 gold)
⢠Fruit juice 20 copper(5 copper)
⢠Sarsaparilla 20 silver(5 silver)
⢠Sparkling fruit juice 20 gold(5 gold)
GAMES
Town Square
⢠Knock over the Bottles: Dex DC13, 3 balls for 25 copper knock down the milk bottles. 3 times in a row to get spell scroll animal friendship, 2 wins gets an animal plush and 1 win gets a lolliepop Run by a young halfling girl with blond pigtails and freckles, she has a sweet and cheery disposition and appearance, wearing a simple blue dress, her name is Lizzy.
⢠Find the coin: Int/perception Dc15. 10 silver per game, watch the cups and find the coin. If you find the coin you win an item from the Magic Item Table A. held at the shrine of luck and run by Sister Ashling, a zealous young elf who worships Tymora
⢠Ring Toss: Dex Dc18, 3 rings/hoops for 50 copper Throw hoops onto bottles. Win a dagger worth 25 gold. Run by a shady old man named Rowland, who is wearing a rough spun tunic, dc13 insight/perception reveals that this game is rigged and he's very sure no one will win
⢠Ring the Bell: Dc20. 25 silver for 1 try. Hit the bell and win an item from Magic Item Table B. Run by Falmire a tall human male with huge muscles and and a rough beard, showing off his muscled arms by previously tearing off his sleeves.
Town Green
⢠Target Shot: Dex DC10-20, 3 bolts for 50 silver. Hit the bulls eye of the targets to win a prize. Easy target Dc10-redbrand ruffian dog toy. Medium Target Dc13 candied apple. Hard target Dc16, bronze engraved light cossbow. Impossible Target Dc20, win 10 special +3 Crossbow bolts/arrows . This game is run by a sharp-tongued human woman Lillian Greyjoy, she seems to be advertising her weaponry and armour.
⢠Checkers: Int vs opponent, minimum 10 copper to enter, winner takes all. Seems to just be a friendly game set up by a few older townsfolk. 1d4 for opponents.
⢠Log Toss: Str vs 1d6 opponent dc 15 to succeed. 25 gold to enter. 1st place gets an item from the 250gp art object table. 2nd place prize Morningstar. 3rd place prize decorated iron flask. Run by Torin a lean and balding human male shopkeeper of fifty years with a kindly manner
Inn/Tavern
⢠Arm Wrestle: Str vs opponent, minimum 25 silver to enter competition.Prize = total coin added to pot.1d6 for number of opponents. Not run by anyone in specific just a congregation of burly men drunkenly having a go
⢠Eating Contest: Dc10 first to 5 successes wins, 5 fails you're out of the running, 10 silver to play. Prize is 25 gp Art Objects Table and the total of the all participant's entry fee minus 10% for the proprieter. 1d6 opponents. Organised by the innkeeper/bartender
⢠Drinking contest: Dc15 first to 5 successes wins, 5 fails you're out of the running 10 gold to play. Prize is an itdm from the Magic Item table A and the total of the all participant's entry fee minus 20% for the proprieter. 1d6 opponents. Organized by the innkeeper/bartender.
Feel free to use and change whatever you would like, but I thought this was a good template for any DMs who want to run something similar

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I am a little high but what if people proposed with beautiful, intricate knives. Ladies would gather around the table and be like âguess what finally happened!!â And pull this beautiful, intricate dagger out of her purse and all the other ladies would gasp and congratulate her
Me: Iâm a little high but â
Y'all rushing to that reblog button:
Itâs an awesome idea tho
Because I have a tag for pretty weaponry, some knives Iâd accept as proposals follow:
I said yes!Â
(but, actually, hubby bought me a dive knife when we got married so this worksâŚ)
I can 100% get behind this as a new tradition.
Ok but this is amazing becuase knives are dangerous and you can use them to hurt other people but when someone proposes with one itâs symbolic like âyes I love you and trust you so much Iâm asking you a very vulnerable question with something you could hurt me with but I know you wonâtâ
@kinglesbiancore
@lady-redshield-writes this seems up your alley
This isnât just up my alley, itâs traveled all the way down the alley, through my front door, and is sitting on my couch. I love this so much.
@sparklemotion24 I know weâre doing rings but these are amazing
AAAAAAAHHHH ITâS THE POST IâVE SEEN IN SCREENSHOTS donât mind if I just-
the only way im getting married
This absolutely made it into our pirate game where courting daggers as gifts are literally the first overture of formal courting rituals XD
Overland Travel as a Dungeon
With D&D being canceled last night due to Roll20 issues, Iâve had time to do extra prepwork! Iâm trying something new to take the tedium out of overland travel by making it more like a dungeon with âroomsâ depending on the choices the players make (the labels are GM-only for my own reference)
Iâm also making Long Rests during travel more difficult (so I donât have to challenge them with deadly encounters at every step): Each long rest, players will need to choose between regaining their hit points, regaining half their max hit dice, or regaining their spell slots/long-rest-recharging features. In other words, three long rests will end up equaling 1 true long rest. They can choose the same thing multiple times in a row.
All encounters are established ahead of time, but which ones they encounter are based on their decisions. My rules for designing the encounters:
75% of encounters must progress the story (7/9 advance the plot here)
Each must be foreshadowed in the playersâ options. They should know the extent of dangers of their choices.
50% should be non-combat (traps, RP, skill challenge, etc)
Here are the encounters the players face while in the swamp:
Inclement Weather
A torrential rainstorm begins to rage. (these ones are non-plot encounters)
Seek cover and wait it out: The tree the players rest beneath loosens from a rush of water and falls over, burying and suffocating those that fail the save. Three successful Athletics checks frees them.
Keep moving carefully: A spinosaurus hunts the players using the rain to cover its approach.
Night Terrors
There are no encounters during the day but the players will need to make survival checks to stay on the newly-flooded path. At night, our warlock-turned-wizard has dreams relating to their shadowy ex-patron, who desperately wants control of her back but an amulet is keeping the patron at bay. When she awakens, one of her allies was mind-controlled into stealing the amulet and throwing it into the muck. After the charm fades, shadow stags attack once the warlock is vulnerable (I took large Giant Elks and combined them with undead Shadows, and had their dash create a trail of magic darkness).
Flooded Path
The road passes through a valley that got flooded by the rain.
Cross the Water: The players spot a crocodile in the water. It ignores them for now but it seems the water might be dangerous. They will also need to figure out how they are doing it (boat, swimming?) and make checks. Lizardfolk and a giant crocodile relating to the playersâ past can be encountered here. They are hunting and will attack initially, but the players might be able to end combat early if they persuade them.
Find a Way Around: There is a forest filled with strange green mist, similar to a corrupted plant-hydra they saw earlier. They will need to make survival checks and regret not letting the ranger from last session help them. A hag has been corrupting the land near here, and they will get attacked by 3x owlbears with a 5Ⲡpoison aura and corrosive claws.
Old Themryl
Depending on which ways the players went, they can access different parts of an old kingdom or try to find the main road again (but, nearing the exit of the swamps, the players might want to lay low for story reasons). The other story stuff in this fork is hard to explain lacking context so I will just explain the encounters.
Investigate skulls on pikes: The players can find Themryl Gardens, a cemetery desecrated by skulls on pikes with glowing eyes. It is currently being raided by a blackguard with 3 skeleton servants. He is trying to break into a mausoleum but his skeletons are too weak. If disturbed, he summons two Flameskulls from the pikes nearby to attack.
Inside the mausoleum is a Spectator guardian. A glyph of warding trap is on a sarcophagus, which also has a secret compartment with story stuff and treasure. the corpse within is also story-related and leads to Old Themryl Keep for the other half of the info.
Find the Road: The players meet a bard belonging to their destinationâs innkeepersâ guild. He seeks Old Themryl and will pay handsomely to be led there to gain inspiration for his songs. Players can ignore him if they choose, but at least they will learn about the plot dungeons if they wish to return.
Investigate the bodies: Players find bodies riddled with arrow wounds (but no arrows), crawling away from a thicket before they died. In the thicket is the half-sunken ruins of Old Themryl Keep. It is protected by Sword Wraiths (but with stats for longbows) on the battlements.
Inside, there is a simple statue puzzle and mysterious ghostly antics. The puzzle opens the next chamber.
Next room is a hallway with two normal sword wraiths. One door in the hall is caved in. Another door will open but buries the door opener in muck (trap). Last door leads to a grand hall.
Grand hall is knee-deep in water with rubble islands and a throne peeking above surface. Sword Wraith Commander is here, and summon other sword wraiths. The commander deals bonus lightning instead of necrotic and has a lair action on round 20 where he electrifies the water for a high amount of damage. Players can avoid by the islands or throne, but the minions may push them in. If put to rest, story stuff happens.
Last room has a nobleâs treasure and a handmaidâs journal that dispenses plot, and leads to the cemetery for the other half of the info.
Downed Caravan
The players come by a caravan trying to fix their wheels/axle and trying to treat wounded members. One would think they were attacked by bandits, but in reality it was a patrol of corrupt soldiers demanding tax from these merchants from an enemy kingdom from New Themryl (the PCs destination). If the players help the group, they are offered a way into an enemy kingdom with shelter, and rewarded with some of their goods. If not, well⌠the PCs donât gain anything. Theyâre just assholes.
â
And then the players arrive at their destination!
There were multiple paths, options to backtrack and explore, RP elements, mini-dungeons, skill checks, puzzles, traps, and big monsters⌠just like any dungeon! Feel free to steal any of this and especially the concept of âtravel as dungeonâ because I think itâs going to be more fun. But we will find out on our next session of the Dorkvision stream! (Sundays 9PM-12 eastern and wednesdays 7-10PM -  https://www.twitch.tv/noblecrumpet)