Random Wilderness Encounters (1d100)

Here’s a complete list of my Wilderness Encounters (#1-5)! After this I’ll be posting Random Town Encounters. If you guys want other environments let me know! (Ocean, Island, Mountain, Underworld, ???)

[1] A friendly stray dog appears, when asked to speak the dog has a lot to share
[2] Materializing out of thin air, a magician appears claiming one of the party members is their long lost cousin. Surely this must be a mistake?
[3] The sky above turns into a strange hue, birds begin flying in strange patterns in response
[4] Copper sign on a large oak tree warns of a dangerous beast that hunts in the area
[5] Strange traveling merchant appears selling exotic fish and unique magical spices. They’re desperate for loyal customers, surely this won’t be the last the party sees of them
[6] There is a shift in the aura, the party have crossed into a large-scale summoning circle
[7] A faint tune is heard, a pleasant and somewhat familiar whistling. But only half of the party can hear it
[8] The trees appear to be sickly, covered in an acidic substance. The source of the infection lies deeper within the woods. It is hungry
[9] Ruins of an abandoned town lie before you, only a few decades old. What awaits within the shadows?
[10] A strange marketplace is stationed near a spring, all the merchants seem to be friendly but you can’t help but feel like something suspicious is going down…
[11] The temperature drops to an insanely low degree almost immediately. Destroyed trees and earth lie ahead covered in ice crystals and blood
[12] A carriage rides toward you in the distance, the driver smiles and waves. As they pass by, a tied up body wriggles and falls out of the carriage
[13] Pointed plant spurs shower the party attaching to their clothes, they are difficult to remove and grow in size very rapidly
[14] The aroma of baked goods floods your nose, it’s rich and enticing. A colossal sized monster is baking goods in a makeshift oven near a river
[15] Goblins camping on a hill loudly argue about a dishonest game of cards. Looks like their betting pool is full of interesting treasure
[16] Forest spirits glow and awaken as the party enters their domain. The spirits offer a safe way through the forest as long as they promise not to steal any of the enchanted flowers within
[17] A wounded Minotaur rests against a tree slipping in and out of consciousness
[18] Blessed by a beautiful night, the party gaze upon a shooting star. It glows brightly, increasing with size as it makes contact with the earth itself not too far away
[19] Travel is pleasant until the party notices their packs seem to be lessening in weight
[20] Twin travelers, no more than 6 years of age, approach the party lost and scared. They refuse to let anyone open up their knapsacks
[21] A band of muggers attack the party, they are completely drunk and can barely hold a dagger
[22] It seems you’ve stumbled onto the hidden base of an Alchemist, strange abominations infused with Chromatic Orbs guard the premise
[23] “Huh. That’s weird, did that plant just move or was it just me?”
[24] While scavenging for food, you stumble upon an adorable but frightened rabbit. Every time it sneezes it changes forms, starting with Owlbear
[25] An abandoned grain mill provides some convenient shelter for the night. Inside the mill the party discover a complex mechanical endoskeleton, the rusted metal gears creak uneasily
[26] Nearby, a crowd has gathered around a clay golem without a master. The crowd watches, enchanted as the golem paints masterpieces. The paint has a strange property…
[27] Two Monsters are locked in combat, bloodied and breathing heavily. It seems their glorious duel is one of honor, maybe bet on a winner?
[28] A Dragon flies overhead holding onto a hoard of gold and treasures. A sudden change in direction causes a piece of their treasure to fall
[29] Dozens of fish with human legs crawl out of a lake. This school of peculiar fish seem to be on a mission
[30] Rock music is heard in the distance followed by bouts of cheering, strange aromas fill the air. It seems you are approaching a Music Festival
[31] You’ve wandered onto the premises of a camp for young Wizards. A Wizarding tournament is taking place and things get very dangerous, very fast
[32] A cobblestone bridge stretches across a deep ravine. An Orc guarding the bridge demands you pay the toll, fortunately it is very small. After crossing the bridge you simply cannot remember where you are or where you’re going- Oh, a hey! A bridge! (And repeat)
[33] A Mage stands in front of an unfinished tower. Upon seeing the party, they ask for assistance
[34] A few hundred feet ahead, a strange house on wheels attached to two horses is parked on the side of the road. The house is somewhat destroyed but a sign on the roof is visible, “The Legendary Vagabond’s Sensational Creature Exhibit”
[35] The ground below rumbles as a Monster emerges catching one of the party members in their teeth
[36] In the center of the forest clearing, an abandoned field of flowers sway. These strange flowers are growing out the decayed body of a Dryad
[37] A wild chicken jumps out of the bushes, it’s beak covered in blood. Surely this chicken is no threat, right?
[38] Seated beside the river shore, an ethereal creature weeps. They reveal themselves as a Demigod with daddy issues
[39] Hungrily, a non-traditional Chimera stalks the party. The beast is stitched together poorly
[40] Inside the log of a fallen tree lies a poorly concealed treasure chest full of stolen loot. I’m sure nobody will mind if we take it?
[41] Mysterious beasts occupy a dark hollow inside a hill, they want to play a bizarre game with promise of a grand reward
[42] A sleeping Cyclops presents an awkward obstacle for the party, sleeping on the path. Nothing seems to be waking them and going around them is dangerous due to the environment
[43] A nearby earthquake collapses the ground, revealing some glowing ore
[44] Rotted flora is everywhere, upon further inspection this rot spreads out for miles
[45] Wonderful! A village! Oh and everyone here is so nice… New mayors? Oh no, you must be mistaken! Oh, you’re certain? Well then
[46] Lightning strikes the ground creating a dimensional rift. Certain conditions must have been met for this to have happened. Why not investigate?
[47] Faint, indescribable sounds are heard from every direction. As you leave the dense foliage you discover beasts and Monsters of all types in cages. Welcome to the zoo
[48] Little miss spider sips on some cider, eating her curds and whey. Along came the party, all powerful and hearty who scared miss spider away… You guys should probably apologize
[49] A few tattered shacks sit beside the open road, nothing of interest is found within. The only thing to note is that they seem to be breathing…
[50] Something straight out of Monster Factory is now stalking the party. Are they friend or foe?
[51] A poet down on their luck bumps into the party. Did I mention they’re a Beholder? Let’s hope somebody can inspire this beast, or else
[52] Just outside the village a group of angsty Bards are practicing their instruments. Their music is loud and dangerous, they don’t seem to understand a thing about Bardic magic
[53] The coolest wizard you’ve ever seen dogsleds past your crew, spraying them with glittering ice. Did I mention it’s summer?
[54] Just ahead, you see a ruined castle covered in moss and vines overlooking a quiet lake
[55] Looks like a small creature has found its way into someone’s pack. This menace has eaten all of your rations and drank all of their booze!
[56] YUCK! A swarm of bugs have gotten the best of your party. Fortunately, only one of you was bitten. Unfortunately, it looks like now they’ve developed a new, very unfortunate allergy
[57] Blistering heat has rendered your whole party sweaty and exhausted, movement is quite difficult. I sure hope some baddies don’t show up right now
[58] The unluckiest member of your party has their luck turned around, they found a precious jewel lodged in the dirt. They feel inspired
[59] The unluckiest member of your party continues their trend of haplessness, they find a precious jewel lodged in the dirt. It whispers to them at night, haunting their dreams
[60] After a hearty sleep the party awaken to find that they’ve been sleeping on top of a buried tomb
[61] A large scale battle is taking place, bodies everywhere. Wait, this doesn’t seem to be a battlefield but a serious LARP session
[62] Rusted weapons have been lazily discarded into a sunken pit. As the party approaches they discover this heap of weapons is actually somebody, or something’s collection
[63] A drunken Necromancer attempts to impress the party by casting hazardous spells
[64] Arrows fire at the party from behind. Someone’s been hired to take them out
[65] For the past few hours you’ve felt as if someone has been watching you from afar. A Druid has been tracking your party. Outsiders are rare in this forest
[66] A group Merchants are completely lost. Neither of them can remember anything from their past
[67] Religious statues are placed haphazardly around the area, nothing is out of the ordinary until the sun goes down
[68] Dozens of animated skeletons are exercising and doing some really intense yoga
[69] Beside a babbling brook, a young cow drinks alone. They’re irresistibly adorable
[70] An uneventful day of travel, the weather is calm the trees are- THUD! WHAT THE- The party leader has bumped into something invisible
[71] All metal objects are intensely pulled toward an unknown source. Steel weapons and armor don’t stand a chance
[72] It appears resting on that rock was quite the mistake. The stone rumbles and animates, grumpy and combative
[73] Meditating on floating chunks of earth is a powerful looking Monk. They claim to have been awaiting the party’s arrival. The Monk issues a challenge, a test of strength
[74] You’ve somehow stumbled onto a delightful Toad farm. Do you think a Witch lives around here or is there just a Toad enthusiast in these parts?
[75] The morning sun stirs you awake to an unexpected scene. You and your friends have been tied up and kidnapped, seated in the back of a caravan. It smells oddly of pickled vegetables
[76] A fishing contest is being held at the lake. The grand prize is a shockingly large sum of currency
[77] It is a moonless night, travel is nearly impossible. As the party decide to sleep for the night, glowing is seen in the distance. When investigated the glowing creature is seemingly friendly and it attempts to guide the party through the night
[78] Forest fairies are holding a festival for their gods, they invite the party to join
[79] ACHOO! The pollen in the air is really strong… Wait… Are those trees growing or are we shrinking? Of course we’re shrinking! Why wouldn’t we be shrinking!?
[80] In order to pass through this forest unharmed you must answer the goddess’s riddle. Unfortunately for the party she speaks a dead language, they hear only strange whispers
[81] A group of Goblins attack! After giving them a good licking you run into them again. And again… And again. Maybe we should just make peace with these dorks
[82] Introduce the most ridiculous NPC and have them stuck in some quicksand. Really let their character shine through, whether they are stupidly entertaining or horribly unbearable
[83] A strange light glows in the distance on top of a mountain. Is this a sign of good fortune or something much more sinister?
[84] A lone child plays the flute in the forest, they appear almost ethereal. It is a haunting melody
[85] Shattered Gargoyles sit in an overgrown garden, a treasure chest lies among the rubble
[86] Pick your favorite Cryptid and make them canonical to your world. Have the beast stalk the party for mysterious cryptic reasons. And yes, the Loch Ness Monster is an excellent choice
[87] The forest clearing leads to a crystal clear freshwater lake. In the depths of the water something terrifying is waiting to be discovered
[88] Two hyper intelligent, talking rabbits stop the party in their tracks. All they request are some books to read
[89] A tree, twice as tall as the others appears to be growing… Weapons? (All of those are cursed, of course)
[90] Next to the road, a group of Archaeologists are taking dirt samples. They’re convinced they will find some buried artifacts in the area. They are willing to pay a ridiculous sum of money if you give them some assistance, just as long as you keep this whole thing to yourselves
[91] Resting through the night was very pleasant for the party leader. When they attempt to greet their comrades, they have found themselves in a bed a long ways away from their resting point
[92] Dried up lake beds and decaying trees among a field of animal bones. You have reached the outside of a Necromancer’s circle
[93] Orcs with a sense of humor attempt to prank the party. Their prank is perfectly harmless, it involves just a little bit of bottled unicorn piss
[94] Travel is impossible on this moonless night. Unfortunately, sleeping until morning does not solve the situation, nighttime persists indefinitely
[95] A colorful formation on the side of the mountain piques your interest. Inside lies the abandoned home of a giant and it is full of unique treasure. Let’s just hope something else hasn’t taken residence within the forgotten halls
[96] Tons of bubblegum covers the roads, it is awful to travel through. The source of this mishap is a young Wizard with a sweet tooth
[97] Crashed into the side of a plateau, a metallic construct with strange markings and glowing lights. Surely this isn’t an actual extraterrestrial?
[98] While foraging for food, the party find a path of mushrooms leading into a dense Fungal Forest. Rare and undiscovered fungi grow within
[99] The most obnoxious bard in the world joins the party at their campfire. They claim to be weak and in need of good company, offering booze to win them over. Did I mention this bard is an infamous necromancer on the run? Yeah, that might be important to know
[100] Have you ever heard of the Adventure Zone? Well, Taako, Magnus and Merle have suddenly found themselves into your campaign. They are completely lost

Here’s a fun thing about tieflings: while many folks – particularly critics – seem to be under the impression that tieflings are the offspring of Dungeons & Dragons 3rd Edition’s brief dalliance with dungeonpunk aesthetics, their first appearance as a playable race actually came six years earlier, in 1994′s Planescape campaign setting for D&D 2nd Edition. Interestingly, though later iterations of the game would push hard for a standardised tiefling appearance, in their original incarnation you had the option to randomly generate your demonic features.

The tables for this are reproduced in their entirety below; roll 1d4 to determine the number of demonic features your tiefling possesses, then 1d100 on the Tiefling Appearance table for each feature, re-rolling any contradictory or redundant results. Some entries in the Special Side Effects table have been lightly re-written for mechanical compatibility with D&D 5th Edition, and may not represent reasonable racial features in a typical 5E game – the objective here is to reflect the source material as closely as possible, not to achieve balance.

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I feel like the sheer goofiness of the Wild Magic Surge mechanic in D&D isn’t appreciated nearly enough. If you’re a sorcerer and choose the Wild Magic origin, you have some teeny problems controlling your magic, so that any time you cast a sorcerer spell, the DM can make you roll a d20 to see if you get a Surge. If you roll a one, it’s Surge time, and you have to roll a 1d100 to see what the heck has just happened to you. 

Highlights from the list of 50 possible effects:

  • You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
  • You cast grease centered on yourself.
  • 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
  • You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
  • You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
  • For the next minute, you must shout when you speak.
  • You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

I mean, it’s funny enough to picture a brand-new level 1 adventurer accidentally spitting out these super-powerful spells, but just imagine an epic-level sorcerer in the middle of a world-ending confrontation accidentally turning themself into a potted plant that takes double damage. Incredible.

Monk Week: Martial Art Attack Generator

A special attack generator for the monk in your D&D party! Roll 1d100 on each table and put them together to create your monk’s secret technique!

edit: I missed the opportunity to put “Owlbear” instead of “Bear” in Table B. For best results, use Owlbear instead.

Random Trinket Table

Have you ever thought to yourself, “Man, I want something useless but mildly interesting that isn’t from the trinket table in the player’s handbook!” Well, you’re in luck. Because I love random, useless trinkets and I’ve created a list for all to use. Even though there are plenty of other random trinket tables out there, you can never really have too many. Am I right or…? Anyways. Table below the cut!

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D&D 5e Random Disease Generator

image credit: Noblecrumpet

D&D 5e is light on the number of diseases they have available, so I developed a series of tables that creates random, generic diseases. The main part of this table was actually taken from the AD&D Dungeon Master’s Guide, but it works well for this purpose. This table isn’t particularly flavorful about the disease, so it doesn’t work well as a story element, but as a game mechanic it at least gives some more information for a random disease and lets you come up with one off-the-cuff.

The generator determines how the disease is caught and transmitted, so if it’s contagious the other players ought to be careful. Then you determine what part of the body the disease affects. Once you know that, you know what ability scores it weakens. Once you know the disease’s occurrence and severity, you can make a roll at each time interval. On a failed save, the prior-determined ability scores are affected according to the severity.

The duration of the disease determines how long it takes for the disease to pass. Some diseases will eventually kill the creature, while others might go away on their own. There is also a table for treating the disease, which here grants advantage on CON saves for the disease. You can also use it as a jumping-off point for coming up with a way to completely cure the disease, like finding rare reagents for a spell or potion or finding a unique herb. Of course, a Cure Disease spell will always come in handy.

D&D 5e Random Disease Generator

Transmission: Roll 1d6 to determine how the disease is initially caught.

  • 1: Contact - Merely touching an infected creature can put you at risk of infection. Common for skin conditions and STDs.
  • 2: Fluid Contact - Only contact with infected bodily fluids can spread the disease, so intercourse, blood, spit, or bodily waste can all be contagious.
  • 3: Inhaled - Can some from being near spoiled food or festering filth or rancid corpses, and is transmitted through the breath of a diseased person. Common for throat/nose diseases.
  • 4: Ingested - Diseased or spoiled food, usually a parasite of some sort.
  • 5: Injury - Usually from diseased monsters like rats or otyughs.
  • 6: Genetics - Sometimes a disease unfortunately just manifests as a result of a genetic mutation. Such a disease is always considered noncommunicable.

Contagiousness: Roll 1d6 to determine how contagious the disease is. Whenever a creature comes in contact with a disease, have them make a CON save to resist catching it. The DC is based on the contagiousness as shown below.

  • 1: Noncommunicable - The disease is not contagious once contracted.
  • 2-3: Weakly Contagious - CON DC 8
  • 4-5: Somewhat Contagious - CON DC 11
  • 6: Highly Contagious - CON DC 15

Disease Type: Roll 1d100 to determine the part of the body that the disease attacks. The ability scores that relate to the location of the disease are described are affected by the severity of the disease, as shown in the severity table.

Occurrence: Roll 1d6 to determine how frequently the disease’s effects occur. Roll a CON saving throw at each interval. On a failed save, the diseased creature is affected as determined by the severity as shown in the severity table.

  • 1-2: Chronic - Roll a CON saving throw each week.
  • 3-6: Acute - Roll a CON saving throw each day.

Severity: Roll 1d20 to determine the severity of the disease. The listed effect occurs with each interval listed in the Occurrence roll. This determines how the disease affects the ability scores associated with it (see Disease Type). The only exceptions are diseases of the eyes and ears.

  • 1-2: Terminal - Each failed CON save reduces relevant ability scores by 1. When one reaches 0, you die. Eyes/Ears: You become permanently blind/deaf.
  • 3-10: Severe - Each failed CON save reduces relevant ability scores by 1, on a successful save, heal them by 1. Eyes/Ears: You become blinded/deafened for the duration of the disease.
  • 11-20: Mild - Each failed CON save reduces applies disadvantage on rolls involving the relevant ability that period. Eyes/Ears: You gain disadvantage on Perception checks involving sight/sound for the duration of the disease.

Duration: Roll 1d20 to determine how long it takes for the disease to pass through one’s system naturally.

  • 1: Permanent: Make a CON saving throw
  • 2-5: 1d6+1 Months
  • 6-10: 1d4+1 Weeks
  • 11-20: 1d10+1 Days

Treatment: Roll 1d12 to determine how to properly treat the disease. Each CON save is made with advantage if the creature is being treated properly between each CON save. This is assuming divine magic cannot cure the disease outright with a Cure Disease spell. A Medicine check will accurately diagnose the disease and its treatment, usually with a DC of 15 or higher.

  • 1: Heal Naturally - rest, drink plenty of fluids, and hope it goes away on its own.
  • 2: Herbology - mixing of medicinal herbs. Requires a WIS check with a Herbalism Kit with a DC equal to the disease’s Severity DC, otherwise it worsens the disease by acting as one failed saving throw.
  • 3: Alchemy - Mixing of chemicals to help cure the disease. Requires an INT check with Alchemist’s Supplies with a DC equal to the disease’s Severity DC, otherwise it worsens the disease by acting as one failed saving throw.
  • 4: Arcane Magic: Contagion - You combat the disease with one of your own; requires an Arcana check with a DC equal to the disease’s Severity DC, otherwise it worsens the disease by acting as one failed saving throw.
  • 5: Arcane Magic: Necrotic Damage - You kill off the disease by expending at least a level 3 spell slot on a spell that deals necrotic damage; requires an Arcana check with a DC equal to the disease’s Severity DC, otherwise it harms the target.
  • 6: Arcane Magic: Poison Damage - You kill off the disease by expending at least a level 3 spell slot on a spell that deals poison damage; requires an Arcana check with a DC equal to the disease’s Severity DC, otherwise it harms the target.
  • 7: Divine Magic: Lesser Restoration
  • 8: Divine Magic: Greater Restoration
  • 9: Divine Magic: Cure Wounds
  • 10: Divine Magic: Remove Curse
  • 11: Divine Magic: Protection from Poison
  • 12: Surgery - Requires a Medicine check to perform with a DC of about 15 if external or at least 20 if internal. A failed save worsens the disease by acting as one failed saving throw.
Never cuck a warlock

One of my players is secretly a changeling.
They’re currently disguised as a famous bard, so they decided to disguise as someone else while in a new town. Walk into a bar, disguise as the nearest passed out drunk person.

Roll 1d100 for how badly this can go: 85

Roll for NPC hotness: nat20


“As you’re walking through the street, you see this absolutely gorgeous woman walking towards you. She says ‘Oh, honey, have you been drinking again?’l

PC goes with it, follows back to house, eats some bread.

“That’s gonna be a Con save.”


NPC pulls out an arcane focus as PC spits out bread.


PC panics.

“Your husband, uh, is into being cucked, and he sent me here disguised as him. Yeah.”

NPC is confused and lets PC leave.

Subclass #18

Abyssal Blood: Sorcerers touched with the wildest, darkest magic in existence. Similar to Wild Magic, except with random mutations (giant claws, extra appendages, etc).

Flesh Warping: Whenever you finish a long rest, cast a leveled sorcerer spell, or recover from zero hp, roll a 1d100 to change your current demonic mutation.

Demonic Presence: At 1st level, your ties to the bottomless abyss reveal themselves when you’re at your weakest. Whenever you fall to zero hp, you enter a semi-conscious state as you are possessed by a demon. You may choose the demon but it cannot have a CR higher than your sorcerer level divided by two.
       While possessed, you lose your current “Flesh Warping” mutation and your body twists to vaguely resemble the chosen demon – effectively polymorphing without the added hp. You and the demon will have to enter a charisma contest to determine what you do on your turn, but you must use the demon’s statblock (minus the hp) instead of your own. You may spend one sorcerer point if you fail the charisma contest to succeed instead.
      The possession ends when you are stabilized, regain hp, or die outright.

Sculptor of Chaos: At level 6, you have gained some control over your demonic abilities. You may spend 1 sorcery point to choose your current “Flesh Warping” mutation. The chosen mutation lasts a number of hours equal to your charisma modifier, but when the time is up, you must roll for a new random mutation.
      Furthermore, you may spend 3 sorcery points and grab a creature to bestow a curse. If your melee spell attack is successful, the creature gains one mutation of your choice from the table. The curse lasts a number of minutes equal to your charisma modifier. If the melee spell attack was unsuccessful, however, the targeted creature instead gains a random mutation for the same amount of time.

Bad Blood: At level 14, experts agree that your blood is best kept where it is. Whenever you suffer more than 5 points of damage at once, you can choose any one creature within 10 feet of you to splash with your blood. If the creature fails a dexterity saving throw, they take 3d12 acid, poison, or necrotic damage (your choice) and cannot take reactions.
       When you reach level 18 in this class, the damage increases to 4d12. 

Demon Lord: At level 18, you have established a clear presence in the abyss’ pecking order. You have advantage on charisma checks made to interact with Demons and you no longer have to compete for control while possessed. 
       You also possess some real estate in the abyss. You can cast “Mordenkainen’s Magnificent Mansion” once per long rest – except the mansion is staffed by Quasits and the atmosphere is “extremely unpleasant” to creatures other than yourself. Additionally, inanimate objects you leave in the mansion remain there until you return.

D&D 5e: Narrative Upkeep

image source: Narsil the Broken Blade (Lord of the Rings trilogy)

I’ve always loved the bookkeeping aspects of D&D. Knowing how many rations I have on hand, realizing that swords can chip and rust easily without regular care, and being careful that my scrolls aren’t exposed to the elements. But sometimes, this sort of thing is annoying to keep track of in a campaign. So for groups that don’t want to bother keeping track of rations and how many lockpicks they have left but still want the roleplaying aspects of visiting the cobbler when their shoes have worn out, here’s a way to handle the group’s “upkeep” in a more narrative way with less actual bookkeeping until something actually needs repair.

Upkeep Roll

Whenever the players take a long rest, roll d% for the group. There is a 5% chance +2% per day traveled beyond the first that the players’ equipment or supplies need attention. If the players have been in 3 or more combat encounters since their last long rest, the chance increases by 5% that day instead of 1%. You can roll randomly to determine the nature of upkeep required:

Roll 1d100:

  • (01-30) Rations Low: The party’s rations have become low and they will need to make Wisdom (Survival) checks each day to hunt or gather more food or else purchase food from a merchant.
  • (31-40) Weapon Damaged: A weapon has become dull, rusty, chipped, cracked, or otherwise damaged but still usable. The damage of a random character’s nonmagical weapon is reduced by 1 until the weapon is treated by a blacksmith. A character proficient in Smith’s Tools can repair the weapon with a DC 13 Wisdom (Smith’s Tools) check. A Mending spell cannot treat the weapon due to the nature of the damage.
  • (41-45) Weapon Broken: A weapon has broken, becoming unusable. One nonmagical weapon belonging to a random character becomes broken. A character proficient in Smith’s Tools can repair the weapon with a DC 16 Wisdom (Smith’s Tools) check. If the break is minor (50% chance), a Mending spell can completely fix it. If the break is major (50% chance), a Mending spell only returns it to a damaged state (see Weapon Damaged).
  • (46-55) Armor Damaged: A character’s armor has become damaged, perhaps from rust, cracks, broken straps, or broken rivets. Leather armor could also suffer from water damage or stretching. The armor is still usable but not as effective. The base AC of one random character’s nonmagical armor is reduced by 1 until the character has the armor treated by a blacksmith or leatherworker. A character proficient in Smith’s Tools or Leatherworker’s Tools can repair the appropriate armor with a DC 13 Wisdom (Smith’s Tools/Leatherworker’s Tools) check. A Mending spell cannot treat the armor due to the nature of the damage.
  • (56-60) Armor Broken: A character’s armor has been completely totaled, becoming unusable. One nonmagical set of armor belonging to a random character becomes broken. A character proficient in Smith’s Tools or Leatherworker’s Tools can repair the appropriate armor with a DC 16 Wisdom (Smith’s Tools/Leatherworker’s Tools) check. If the break is minor (50% chance), a Mending spell can completely fix it. If the break is major (50% chance), a Mending spell only returns it to a damaged state (see Armor Damaged).
  • (61-70) Clothing Worn: One random character’s nonmagical clothing has become worn out. It might be torn or have holes worn into it. Their footwear might be wearing out from travel. Travel, adventuring, and even sleep can become exhausting when your clothes aren’t cushioning you. The character has 1 level of exhaustion as long as they wear the worn-out clothing. This fatigue cannot be removed by resting (further levels of exhaustion are removed as normal unless otherwise stated). Magical means can remove the exhaustion, but it returns after 8 hours of activity in the clothing. There is a 50% chance that a Mending spell will be able to fully repair the clothing damage.
  • (71-75) Spell Components Low: One random character that uses spell components chooses a random spell they can cast that uses spell components. The character cannot cast that spell until they replenish their supply of spell components for that spell. This can either require a visit to a magic components shop or some gathering in the wilderness, depending on the components.
  • (76-90) Equipment Broken: Choose a random tool kit or nonmagical piece of equipment belonging to a random character. The item or tool kit cannot be used until it is repaired, refurbished, or replenished. This may require paying for the cost of the item/kit or a fraction of its total cost for minor problems.
  • (91-00) Potion or Scroll Ruined: Choose a random potion or unprotected scroll among the party. The magic item becomes unusable. Perhaps the potion spilled or the vial cracked or something else got mixed into the potion. A scroll not in a scroll case may have been burned by a spell or damaged by water or gotten torn. A potion or scroll has a 50% chance of being salvageable. A character with proficient with Alchemist’s Tools or Arcana can save a salvageable potion with a DC 14 Intelligence (Alchemist’s Tools/Arcana) check. A character with proficient with Calligrapher’s Tools or Arcana can save a salvageable scroll with a DC 14 Intelligence (Calligrapher’s Tools/Arcana) check.

Once players start acquiring more magical items, they will have understandably less chance of some of their items breaking. This is fine. If you randomly choose a character who doesn’t have any nonmagical armor/weapon to break when the party failed their upkeep check, then the players dodged a bullet. The regular wear and tear that would have gotten a regular weapon/armor didn’t affect them. This also makes upkeep less necessary at higher levels when it is merely an inconvenience.

Context: We had to get on a boat to another island because a dragon was invading the town but our little bunny eared elf player had a wife and she couldn’t leave her wife. We tried to fix the issue by bringing her with us but we had to leave in the morning and none of us could run that fast and bring her back in under a day.

Me: “What can we do… we can maybe use the giant elk?”

Dm: “Not fast enough I don’t think uhhh…”

Me: “there’s gotta be some kind of magic we can use… I guess we could try to… teleport her?”

Dm: “Ok ok… here’s what we will do we… im gunna roll a d100 and if it gets above 60 or something I’ll just say she was magically teleported.”

Everyone agrees.

Dm: “Ok…. everyone I need you to put all your mental power into this roll ok?”

Dm: “Everyone quiet… here I go.”

Complete silence for about a minute.


It’s a 1. A one out of a 1d100 roll.


Me: Breaks the silence with my hysterical laughter followed by the rest of us.

Idea: The Holy Trinity!

For context, rolling one Nat 20 has a probability of 1/20, assuming the dice is fair.
Three Nat 20s in a row has a probability of (1/20) ³  = 1/8000.

So, picture this: A process to achieve divinity in one skill. If a player is making a skill check and rolls a Nat 20, they can appeal to “achieve divinity,” which means they try to roll two more Nat 20s in a row (or however many more the DM requests. I just like the symbolism in the 3′s. XD)
If the player manages the three consecutive Nat 20s, their character achieves divinity/godhood in that roll type; be it a skill, a save, etc.
Could be an introduction of some heavenly artifacts, such as if a player rolls 3 Nat 20s on a Persuasion roll, they earn the “Silver Tongue of the Gods,” etc.

But the deities don’t like mortals playing god if they are not worthy. If the player instead fails to roll 3 Nat 20s in a row, not only may they fail the initial roll (per the DM’s decision), but they must also face some further punishment per their heresy.

Obviously, you all would know your campaigns better than I. If you wish to discern your own punishments, go ahead! If you don’t, I’ve compiled a 2d10/1d100 chart of Divine Consequences from my own ideas as well as divine retribution examples from mythology and pop culture. It’s under the “Keep Reading” bar because I needed to break it into five pics just for the table to not blur up.

Keep reading

  • Wheel of Fortune (9th Level, Evocation)

    • Casting Time: 1 Action (Ritual)

    • Range: Self

    • Components: V, S, M (a set of gambling dice or playing cards)

    • Duration: Instantaneous

    • Classes: Sorcerer, Wizard

      • When you cast this spell, roll 1d100. On a result of 51 or above, you regain all expended spell slots, except for the spell slot used to cast this spell. You take a -1 penalty to this roll for every spell slot you have expended since your last long rest. If you have spent at least one 9th level spell slot, you have disadvantage on this roll.

Keep reading

Ghost (1990)

It’s a few days before a session. We’re joking around in the off-topic channel of the Discord.

Bard PC: … Thanks for coming to my TED Talk.

Me: Standing ovation. The audience drops dead, awed by your raw power. Their spirits rise up. Roll initiative.

[they roll a 1]

Me: The spirits attack first. They use Vicious Mockery. You take 1d100 fire damage.

Bard PC: I’m gonna roll to seduce them.

[they succeed]

Me: Great. They all want to fuck you now. One of the spirits moves to whisper in your ear. Do you let him?

Bard PC: Hell yeah.

Me: Cool, take 4d10 poison damage. Now, he pushes you to the floor, despite seeming corporeal. Do you give consent to Do The Nasty?

Bard PC: Yes, absolutely!

Me: Roll constitution.

[they roll a 13]

Me: He finds your performance in bed kind of lackluster, but not horrible. He does not leave you his number as he goes, though. You never see him again.

Bard PC: NOOO!!!

Me: Love ‘em and leave ‘em.

byayo  asked:

Hey! Love the blog but was wondering if you had anything for encounter building? I’m a new dm and I find that I wind up making the encounters too easy for them to be called encounters

I CANNOT believe I don’t have anything under my DM Tips and Tricks section for encounter building! So I’m going to try and give some advice (but I’ve included some links at the bottom to some good posts about encounter building, which I’ll have to reblog soon!) 

Encounters can be tricky. You want to have the “perfect” hook to entice your players and you want the encounter to go smoothly - perhaps not as planned but at least smoothly

However, I think it is highly important to know that how these encounters make your players feel is the key. In the long run your players may not remember the name of the barmaid who gave them that valuable piece of information, or the history of the haunted tavern they’re forced to stay in - they’re gonna remember how you made them feel. 

So you want to make your encounters harder? I’m assuming you understand that encounters come in environmental, social, and combat forms! 

Environment encounters could be something like a natural disaster such as: the entire village is underwater and someone must rescue the innocent people! Those are already pretty difficult challenges and they’re pretty time consuming. 

Social encounters can be peaceful, difficult, or all around terrifying. It all depends on the NPCs your players are encountering - hehe. To make social encounters worth it for your players think deeply about the NPC they are dealing with. Perhaps the suspicious blacksmith was wronged in the past and that explains why he refuses to give out that vital piece of information. Or maybe that priest comes off as pretentious because of his past life as an orphaned street beggar. Giving your NPCs backstories and flavor can really spice up any encounter. 

  • When it comes to my NPC I like to think of WWH - Why, What, and How. Why have the players encountered (or sought out) this NPC, What do the players need to know from the NPC and what do they want to get from them, and how will they get it. 
    • For example: The players have ended up in on the merchants ship because they heard through tavern gossip that she was the best person to go to for exotic animals. The players need to buy a purple quail’s egg for a tyrant king’s birthday party and they’ve been sent to find one as quickly as possible. How will they get this from the merchant who, after a quick glance around the ship, has a whole hoard of quail’s eggs - they can choose to buy it for a hefty sum, haggle and bargain with the merchant, or try to steal it (they almost always try to steal it). This merchant, however, is very friendly and trusting of most people so she would have no problem lowering the price for the party, as long as they do her any favor she may need in the future. 

Combat encounters are very hard for me to come up with. I’ve typically had the habit of saying something like “You’re walking towards the castle and out of the bushes explodes a hungry hungry hippo. Roll for initiative” buuuuuttttt you can make combat encounters harder simply by giving the player’s opponents more hit points or more powerful attacks - instead of 2d6 fire damage maybe it deals 4d6 fire damage. I have a link below by dndplus that goes into more detail about combat encounters because unfortunately I am not so sure what else to say about combat encounters - I have so much to learn! 

I hope I’ve helped even if it was just a little



THIS post elaborates on some environmental encounters such as the natural disasters I mentioned! 

THIS is a post of some random wilderness encounters! Very good stuff! 

THIS post is SO detailed about combat encounters - much better than what I had to say! 

THIS post breaks down encounters in environment, social, and combat encounters just like I did and is worth the read! It doesn’t explain how to make encounters harder but it’s a good base for building encounters! 

Big wild magic table
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent turns. After a minute passes and again after an hour passes, roll on this table, ignoring this result on subsequent rolls. For the next minute, you can see any invisible creature if you h...

I have generally been unsatisfied with the wild magic table in the PHB so I decided to augment it and make a true 1d100 table.  To do so I divided the chart into 5 different similar categories as to make sure that the ratio of good result to bad result to goofy result to situationally bad or good result was the same as the base.  Looking for critique and if you’d use it yourself.  In case someone doesn’t know, and so you don’t have to look it up yourself, all of the odd numbers are the PHB possibilities.

Also if you link me the Net Libram of Random Magical Effects I will make sure you suffer.