Showing posts with label Random Encounters. Show all posts
Showing posts with label Random Encounters. Show all posts

Wednesday, September 23, 2020

6 Bandit Adventure Seeds




A collection of adventure seeds, encounters, and/or random thoughts.

1. While staying at the local inn the group is approached by a woman. Her son has recently joined a gang of miscreants. She is deeply concerned and ask the group to convince her son to change his ways.

2. The town festival is underway. The mayor takes the stage to give his annual speech when an arrow pierces through his head. Chaos erupts as snipers rain fire from rooftops. Bedlam ensues as gang of ruffians attempt to take over the town.

3.  Taxes are not being collected. The Baron hires the group to find out why all his tax collectors are being ambushed and killed. Weeks have gone by with revenue slowing to a crawl.

4. The Bandit King was born with a rather large birth mark on his back. The birth mark is actually a map of the ancient treasure hidden buried beneath the earth. The Bandit King is clueless about the symbolic meaning of his birth mark.

5. A group of bandits have recently set up shop on the only road leading into the village. They demand a toll for anyone entering. The village fears reprisal if they fight back and are seeking adventurers to solve this problem. 

6. City watch has an important job for you. A rumored meeting of the five great bandit families is going take place in a secluded lodge in a dark dangerous forest. This is an opportunity to cut off the head of these criminal enterprises and severely put a dent in their activities. 

Thursday, November 3, 2016

6 Urban Adventure Seeds



A collection of encounters, adventures seeds, and/or random thoughts.

1. A renegade Tooth Fairy is harassing the town. Every night it visits a dozen children and extracts 1 tooth. After all 32 are extracted the children will die. When you arrive in town it is day 30.

2. In the slums there is a tattoo artist who give her services away for free. She inks the poor with demonic imagery and infernal designs. On the 13th day the tattoo comes alive and slay its host. It then retreats into the sewers waiting until 665 more of his brethren have arrived.

3. The rogue/thief in the party is approached by a gambler. He has a huge wager that Mr. Offerson will die by Friday. He offers 20% of his take if you can guarantee that will happen.

4. The town hires the group to evict the owner of the Lucky Strip Tavern. He has unpaid taxes. Problem is the tavern basement is the home of the local thieves guild and eviction will only be meet by force.

5. The group is in search of a rare book. A recluse bibliophile currently own that book and refuses to part with it. If pressed he gives the group a list of a dozen books he requires in trade.

6. You arrive in town and something is off. Everyone is wearing dresses. Man, women, and child. An edict from the Baron has been handed down that everyday is Dress Day. The group is offered an assortment of dresses to choose from. Pink being the most popular.

Monday, October 31, 2016

6 Forest Encounters


A collection of six forest/wilderness encounters, adventure seeds, or random thoughts.

1. You meet an albino elf, he claims his pigment has been stolen by a nefarious Kaleidomancer. His tribe had their pigment drained away and their desires for life extinguished. His village is not far from here and he ask for you to bring the color back.

2. A Shepherd is running for his life. His flock of sheep have turned on him and are attempting to hunt him down. A demon tainted virus has spread throughout the flock and has turned them into vicious predators.

3. The voice of a young woman travels through the wind. You piece together a cry for help. By following the voice it leads you to a cave. It's inhabitants are a tribe of goblins. The cave is also the burial grounds of an elven maiden who wishes to sleep in peace.

4. The group is harass by a band of Pixies, they are hurling chunks of bloody meat at them. Not far from the scene is a pack of wolves trailing the scent.

5. A corpse lies on the ground. It has fallen from great heights and its heart has been ripped out. A Peryton is on the hunt and attempts to pick off one person at a time. He swoops in to grab his target and ascends to great heights, then drops his prey on the floor. Then he descends down to tears its heart out.

6. A caravan of slavers move through the forest. They offer to sell their stock to the group. The slaves are from a local hamlet and the slavers are looking to flip their recent acquisition quickly.

Wednesday, July 20, 2016

10 Random Town Encounters



1. The group is assaulted by Librarians who mistake one of the PCs for being extremely delinquent on some books. The Librarians attack with non-lethal damage and once the group is subdued, confiscate any scrolls or book in their possession.

2. You hear haunting melodies coming from beneath the sewer grate. A pair of Sirens have taken up residence down below and luring stray travelers to their death.

3. As you are moving around town you hear cries for help. A building is burning down and a young girl screams from the second story window for help. Within a matter of minutes the entire building will be engulfed in flames.

4. A man with meat strapped to his body runs frantically into the alleyway. A pack of stray dogs chasing behind.

5. A strung out opium addict stops you in the street. He offers adventuring gear at rock bottom prices. At a nearby inn a lone adventurer lies dead in his bed.

6. The stable erupts into chaos. Horses are trampling the stable boys and rampaging in the streets. A bad case of mad horse disease has broken out.

7. A group of children bully a young lad. They circle him and assault him with threats. If interrupted they pull out knives and threaten to do the same to you.

8. A tax collector stops the group and ask if they have paid their excess taxes. He then proceeds to ask them financial questions and ask for proof of current wealth. Once collected he imposes a 10% tax on current coinage.

9. Slavers travel down the main street with their most prized possession, a Hill Giant. His shackles come undone and he savagely attacks all nearby. The Slavers warn the group not to harm their prized possession or they will be replacements for damaged property.

10. The group notice citizens gather around for the afternoon hanging. Moments after the sound of broken necks the dead rise to seek vengeance against their audience.



6 Town Adventure Seeds



1. The headmaster of the local wizard academy has been replaced by a Succubus. She has seduced and charmed the facility. Rumors of missing students echo throughout the town. Your band of adventurers have been hired to go undercover to find out what is really going on.

2. The Red Scale Bank has opened for business. This house of usury is funded by an Ancient Red Dragon and those failing to pay exorbitant fees/interest for loans are burnt to a crisp. The bankers are draconian thugs who prey on the weak and less fortunate.

3. A peddler has been selling fake magic items, customers are outraged for being swindled. They would retaliate except the peddler has hired two Minotaur bodyguards who are with him at all times.

4. The local tavern main course is in jeopardy. The red fin trout from the local lake have begun to disappear. A monstrous sea creature has move into the lake and has been disrupting the fragile ecosystem.

5. The town is in panic, the local guards have surrounded a prominent home and negotiating with a band of thugs to not execute the family inside. The thugs are asking for a far fetch ransom the town can't provide. The group is ask to obtain the ransom or end the hostage situation by stealth and force.

6.  People are being abducted into the alleyways and disappearing. Nothing remains except their images now graffitied on the walls. The town folk say if you stare long enough at the images they move and the alleyway walls are actually a prison.

Friday, July 8, 2016

6 Random Dungeon Rooms IX


6 Random Dungeon Rooms series is a collection of modular rooms and concepts that can be used for inspiration during dungeon design.

1. This apparently empty room has a secret compartment. A loose flagstone has a cache of 24 onyx gems. The gems are cursed and slowly begin to damage the bearer. Once the gems are taken out of the room they begin to deal 1 point of damage per gem. The damage begin 24 hours after the bearer has left the room and the victim cannot discern where the damage is coming from. The damage is dealt again after another 24 hours and any additional gems the victim is carrying becomes corrupted. Those corrupted gems add to the damage total the following 24 hours. If the victim attempts to rid himself of the gems they appear in his possession 10 minutes later. Only by returning the gems to the original location will break the curse, corrupted gems included.

2. This 20x20 chamber host a raised platform in the shape of a star. The star shaped platform is located in the center of the room and takes up a 10x10 area. The platform is littered with dozens of runic symbols and is used as teleportation device to reach another level of the dungeon. There are sliding panels at the base of the platform and when opened reveals compartments that houses a type of fuel to activate the device. The fuel used is star crystals that can be harvested throughout the current level. When enough star crystals is harvested, it can be used to activate the teleportation platform.

3. This 20x20x20 room has excrement littering the room. Hanging from the ceiling are a dozen large bird cages. Each cage has an emaciated stirge. The presence of the party will cause the stirges to go into a frenzy, frantically slamming against the cages to break free. For each stirge roll a 1d6 and on a roll of a 6 that stirge is able to break free.

4. A frigid room with eight stone slabs. Each slab has a corpse on it which are well preserved. The eyes of the corpse have platinum coins resting on them. If a coin is disturbed in any manner the corpse animates and quickly decays before your eyes. A ghoul is born and his first order of business to awake the other seven corpses in the room.

5. 20x20 room with four pillars with flame designs. Each pillar has angelic patterned torch sconce and an unlit torch. If the torch is lit the corresponding pillar erupt into radiant flames and begins to heal 1 hit point per round. For each torch lit the healing cumulative. The radiant flame continues to heal beyond your maximum hit points. Any hit point above the maximum are temporary and last for 1 hour. If your hit points are increased by twice your normal amount you explode and deal your current hit points in damage to everyone in the room.

6. The entrance chamber to the dungeon has metal pipes and nozzle that sprays a purple mist that fills this chamber. A save is required or your skin tints to a shade of purple. Those affected by the mist are marked individual and clearly intruders to the complex. The residents of the complex have an antidote to combat the tinting effect.

For 48 more random dungeon rooms, check out the rest of the articles.

The first 48+2 are collected in 50 Random Dungeon Rooms.

6 Giant Killer Bees Adventure Seeds












Last year I wrote an article about Giant Killer Bees and had some adventure seeds in my notebook. I forgot about them and just rediscovered that notebook a few days ago. I figured I'll post them. Not that Giant Killer Bees are typical adversaries, but what the hell.

1. A local alchemist is paying 10 gold pieces for each stinger collected from a Giant Killer Bee. The poison in the stinger can only last 24 hours before being preserved.

2. Collect jars of honey in the bee hive. The honey is rumored to have curative properties.

3. The local village has been attacked by Giant Killer Bees. Local bandits are disturbing the hive and directing the bee attacks on the village with the intention of clearing the residents and claiming it for themselves.

4. Thousands of Giant Killer Bees are being cultivated on the desolate hills. A dark druid has taken control of the hive consciousness and using them to wipe the scourge of humanity from his domain.

5. The local hive has grown to immense proportions and only a vast army could destroy it. Now alchemist have tasked you with a mission to find components with the intent to create a virus to wipe out their population.

6. When the Giant Killer Bees extract nectar from plants they destroy them in the process. The farmland is devastated as the swarm continue to encroach on fertile territory.


Wednesday, June 22, 2016

10 Graveyard Encounters


A collection of graveyard encounters, adventure seeds, and half-baked thoughts...

1. The group stumbles upon a cemetery with tombstones a quarter of the standard size. Engraved on the tombstones are names like Kitty, Tiger, Max, etc. Half the grave soil has been disturbed as if something dug its way out. A meow can be heard in the distance as dozens of undead cats prowl the perimeter of their resting ground.

2. There are numerous mausoleums spread throughout the graveyard. Each one has four gargoyles leering at each of its roof corners. Anyone who crosses the shadow of any of the perched gargoyles will have the shadow come alive and attack. Once slain that gargoyle will no longer cast a shadow.

3. You encounter an elderly man who is digging up a grave. If questioned he tells you that he recently had a dream where his dead wife was calling for him to rescue her.

4. A young girl scream pierces through the cemetery. She is running frantically and crying for help. She and her partner came to the cemetery to make out when decaying arms rose up from the ground and dragged her lover beneath the surface. All that remains is a broken picnic basket, a shredded blanket, and a used sheepskin.

5. You cross paths with a half dozen gravediggers. Their cart is filled with dozens of bodies. Half of them deceased, the other half clinging to life. They tell you the other half will be dead soon enough and there is no point in waiting for the inevitable.

6. As you pass by a gravestone you hear scratching and clawing coming from the ground. The soil begins to break apart and you faintly hear mumbling asking for assistance. A few moments later a ghoulish man in victorian dress and a top hat pull himself out. He believes he is awfully late for a dinner engagement and ask your were Wilson Pub is.

7. A cemetery with a hundred gravestones and 12' tall memorial plinth in the center. Once a living being enters the cemetery the dead begin to rise from their graves. Wave upon wave of zombies attack. Once a zombie is slain it will reanimate 1 hour later. The plinth in the center of the cemetery has the name of every person buried here. Only by crossing out their names will they stay dead.

8. You stumble upon a gravestone with a square glass in the center of it. Next to the glass are two dials. With the right combination on the dials or a successful disable trap check you are able to speak with the person who's grave this belongs to. Their image will appear in the square glass and will gladly answer questions.

9. You enter into a graveyard and suddenly realize that the exit is no longer there. As far as the eye can see appears to be an endless rows of tombstones. You quickly realize that all gravestones bear the same name. Only by putting that soul to rest can you escape this distorted reality.

10. In a long abandoned cemetery you meet a farmer planting seeds on the burial plots. He claims that the dead are wonderful fertilizer and the crop yield has remnants of their past memories.

For more random tables and non sense check out my Random Encounter Index

Thursday, June 16, 2016

12 Random Encounters


1. A woman tired, beaten, and exhausted stumbles upon the group. The sound of a dozen men off in the distance. She has been labeled a witch because they discovered she had a third nipple. She begs you to protect or hide her before the mob arrives.

2. As you're exploring the wilderness your next step breaks the forest floor. A hole has been covered up. Investigating the hole reveal a large cavern underneath the floor. Moments later you hear a scream for help coming from below.

3. A flock of giant vultures circle the sky to the east. A large cry of agony can be heard. An owlbear has just taken down a deer. Blood and gore covering his fur. The giant vultures are opportunistic and will attack the winning party if they are weakened.

4. Tied to a tree is a gnome dressed in a diaper. He begs to be set free. He was convicted of adultery by the local villagers and has been left to die. He proclaims he is innocent and never slept with the mayor wife.

5. A lone barrel sits on the road. It is filled with black powder. Goblins hide in the bushes nearby. Their arrow ready to be set aflame.

6. An invisible Leprechaun shouts insults and curses as you approach. He is angry because his pot of gold has been stolen. A band of Satyrs snatched his most prized possession. He knows their location and promises the group 10% of the value if reacquired.

7. A stone statue of a jester covered in moss and ivy. A dirty emerald as a right eye. Anyone touching the statue swaps places with the jester and is petrified. The jester is now flesh and blood, he introduces himself as Jack Point and thanks the group for getting him of this predicament.

8. Sitting on a tree stump is a farmer with three wolves. He is sobbing and complains that his farm has been foreclosed. He can't afford to take care of his domesticated companions and fears they won't last long in the wild. He offer them to the group. The wolves are actually werewolves who waits for the party to camp before feasting on the unsuspecting.

9. You meet a merchant and his henchmen on the road. He has recently acquired a magic item and is looking to peddle it off. He is not seeking coinage, but would rather barter for something the adventurers might possess.

10. You stumble upon a treehouse. Young Conrad has run away from home and built his new abode in the woods. He has recently been hearing strange noises at night and ask the group if they will spend a night in his home.

11. A decrepit guardhouse sits by the road. You hear sounds coming from inside. A group of bandits took refuge here during a recent thunderstorm. A virulent patch of memory moss covers the interior and has drained their minds. The bandits are now emaciated, insane, and unstable.

12. In the forest clearing are half dozen cuddly little pups playing. A pair of Dire Wolves lurking nearby.

For more random tables, check out my Random Encounter Index

Wednesday, June 8, 2016

6 Zombie Adventure Seeds

D&D Zombie Adventure Seeds

1. A Death Cult has moved to town. The graveyard has been plundered. The morgue ransacked. Now residents are beginning to disappear. All trails lead to an abandoned prison where a cabal of necromancers are animating zombies with unusual results. Now zombies with strange powers are stalking the countryside.

2. An ancient artifact has awakened beneath the mountains. A signal from the artifact echoes for hundreds of miles. All dead begin to rise. The signal is only transmitted during a full moon and the dead only move during that period. If they don't reach the mountain they go dormant and wait till the next full moon.

3. Mysterious packages have appeared throughout the city. They seem to be sent at random. Anyone opening the box releases a cloud of inhaled poison in a 10' radius. Those who failed are killed and reanimate as a zombie 1 round later. Outbreaks throughout the city are on the rise and raising public awareness is a priority.

4. Penumbra Flies from the Negative Material Plane have spread throughout the region. They are spreading a virus that causes the living to slowly transform into the walking dead. Finding and closing this planar breach is of utmost importance before the entire world becomes mindless zombies.

5. Beneath a prominent city lies an ancient necropolis. Recently archaeologists found this ancient burial ground beneath the cities sewer system. The unwanted disturbance has caused the dead to rise and flood the sewers with mindless undead. They harass the city day and night. You are hired to venture underground and close the access tunnels leading to the necropolis.

6. The group recently arrived in town. After settling in for the night they are awakened by banging on their door. Opening the door reveals the innkeeper and his wife shambling towards them, apparently reanimated as zombies. The group quickly discovers the entire town has turn into zombies and now must find safe passage out before they join the horde.

To add spice to your zombie encounter, some links to variant zombies below.

3 Variant Zombies
20 Variant Zombies
Zombie, Radiatiion

Thursday, June 2, 2016

12 Roadside Encounters


1. A abnormally large toll booth sits on the side of the road. A well dressed troll mans the booth. Instead of asking for a toll, the troll gives each traveler 5 gold pieces and wishes them a safe journey.

2. Igor's covered and enclosed wagon has broken down. He is hastily repairing the broken wheel as the wagon is shaking and his horses are bucking. The wagon filled with ice blocks and a recently sedated yeti has stirred from his sleep.

3. This stretch of road is filled with leaves and branches. A dozen ankle holes have been dug throughout the trail. Anyone walking on this stretch of road must make a dexterity check to avoid twisting an ankle. A twisted ankle reduces movement by 1/4. A cure spell or 1d3 days of rest will eliminate the penalty.

4. You hear a voice in the bushes. A wife is nursing her husband who broke his leg. They are from a nearby town and are on the run from a gang of tax collectors and their goons. Her husbands debt is so much that his life is forfeit.

5. A Gypsy caravan is parked on the side of the trail. A smattering of tents and wagons fill the rest stop. A group of baccae has been travelling with the Gypsies and reveling in wine and spirits. Anyone who approaches the caravan will have a baccae invite them to party with them. First refusal irritates the baccae, a second refusal sends it into a rage.

6. You stumble upon a boulder with a vaguely humanoid face. The boulder whispers that he knows all. The boulder is actually a trapped elemental spirit who been on this road for a thousand years and extremely lonely. He has vast knowledge of everyone who has traveled this road and is willing to share knowledge in exchange for companionship. It is lonely being a rock.

7. A greased pig is dashing down for the road in a panic. Two farmers are settling a bet on who can capture the pig the quickest. The group is invited to participate. Winner gets the finest swine in the land.

8. Dream Wolves stalk the road. A distant howl has been known to put travelers to sleep. A save is needed or you doze off. You awake in shadowy version of the road and terrain. Your physical and mental stats swap places as Wolves of Ethereal descend upon your location. You can't break the slumber until the wolves are dead or your sleep turns eternal.

9. The roadside inn has a problem. It has been shrunk to 1/20th its size and its patrons are in a panic. A Witch has curse them for stealing fruit from her garden. They beg the group to parley with the Witch and negotiate an end to the curse.

10. On the side of the road is a lemonade stand. Two dopplegangers are disguised as teenage girls. They are selling lemonade to raise coin for the local orphanage. Of course, the lemonade is poisoned.

11. An exhausted knight returning home from a distant war. He believes he is the lone survivor of his unit and paranoid that he is being trailed.

12. A barnacle covered galley frigate boat is overturned in the middle of the road. The boat is landlocked and many miles away from a body of water. The group can hear movement from within the boat.

For more random encounters and tables of inspiration, check out my Random Encounter Index


Sunday, May 22, 2016

50 Random Mundane Items XI

50 Random Mundane Items XI

From useless junk to items of immense value. Mundane objects to replace your typical treasure find of simple coins and gems. There are items considered art objects mixed in. When I finish this series I'll sort them into a separate table.


1. Red Tomato Pin Cushion with 7 Mithril Pins
2. Sticky Erotic Art Book
3. Jar of Pickled Rot Grubs
4. Tin Snuffbox
5. Stoneware Feeding Cup
6. Black Metal Urn sealed with Red Wax
7. Ivory Figurine of a Knight on a Horse
8. Oil Painting of a Mother holding a Baby
9. Diamond Tipped Quill
10. Pink Marble Worg Statuette
11. Pair of Loaded Dice
12. Diamond Cravat Pin
13. Velvet Smoking Jacket
14. Glass Bangle
15. Bronze Hasp
16. Finely Crafted Oak Walking Stick
17. Bottle of Drow Mushroom Wine
18. Ornate Wooden Easel
19. Set of Champagne Flutes
20. Hardwood Idol of a Horned Neanderthal
21. Gold and Ivory Gravy Boat
22. Rawhide Hammer
23. Teakwood Bedpan
24. Crystal Oil Lamp
25. Rolled Up Floor Plans to Regions Largest Bank
26. Vial of Dragon Bile
27. Honing Stone
28. Box of Saffron
29. Pickled Fish wrapped in Wax Paper
30. Crimson Felt Robe
31. Bowl of Brined Nuts
32. Chainmail Pouch
33. Electrum Goblet
34. Flask of Smelling Salt
35. Gypsum Flower
36. Ceramic Swan Jar
37. Ivory Pyxis
38. Bronze Terret
39. Rosetta Stone
40. Tribal Incense Burner
41. Conch Trumpet
42. Necklace made of Jade Beads
43. Calendar Stave
44. Medicine Mortar
45. Fur-Encased Manacles
46. Phoenix Effigy Vessel
47. Bamboo Brush and Inkstone
48. Alabaster Headrest
49. Copper Divination Spoons
50.Ancient Palladium Coin

Linked below are an additional 500 mundane items. 
Random Mundane Items
Random Mundane Items II
Random Mundane Items III
Random Mundane Items IV
Random Mundane Items V
Random Mundane Items VI
Random Mundane Items VII
Random Mundane Items VIII
Random Mundane Items IX
Random Mundane Items X
20 Random Treasure Parcels

Tuesday, May 17, 2016

12 Random Prison Cells


Prison Blocks are common dungeon rooms in your typical delve. Provided below is a quick list of 12 random dungeon cells and what they might contain.

1. An apparently locked empty cell. An invisible stalker is the lone prisoner.

2. Opened cell, the ceiling, walls, and floor are filled with blood and charcoal etching. The etching depict floor plans to prominent locations throughout the region.

3. Locked cell, with Gregor Littletoes, a burglar with narcolepsy. He offers to join the party for his freedom. There is a 10% chance each turn that Littletoes begins dozing off.

4. Empty cell, on a find secret doors check the group notices a loose flagstone. Pulling the tile up reveal a caches of items. A pin cushion with 7 mithril pins, a velvet bandana with banana imagery, a sticky erotic art book, and 69 coppers coins.

5. Locked cell, Ambrosia Cain, an Assassin with ritual scarring throughout his body for each person he has murdered. Appears able bodied and offers his assistance. Will at the right opportunity pick off each group member one by one.

6. Empty cell, a lone wooden bunk sits in the corner. Upon inspection you notice beneath the bunk there is a cramped tunneled hole that leads to another area of the dungeon.

7. Locked cell, the prisoner is a siamese cat. The siamese cat sleeps on a nest of straws. If the cell is opened the cat attacks. The cat needs to be killed nine times before it is finally slain.

8. Closed cell, not locked. This cell is empty except for a ruby in the center. The floor of the cell is a concealed pit trap. It drops down 20ft and at the bottom of the pit is a Gelatinous Cube.

9. Opened Cell, a mirror is on the wall. The mirror has a trapped soul in it. The imprisoned soul ask to be released from its eternal torment. Only a magical hammer can shatter the mirror and it is located somewhere in this dungeon.

10. This a matryoshka cell with a dozen layers. A cell within a cell within a cell. The smallest cell is locked and requires a diminution potions to reach. The lone prisoner is a cigar smoking intelligent slug with a quest of utmost importance.

11. An opened cell with a dead goblins on the floor. The goblin is infested with rot grubs. Any examination of the goblins sets off the colony of rot grubs, who quickly attempt to find a new host.

12. A locked cell with a straight jacket hanging on a hook. Entering the cell animates the straight jacket, who attempts to attack the nearest intruder. Upon a successful hit the straight jacket wraps around the victim. While engulfing its victim all damage is split between them.

Wednesday, May 11, 2016

6 Adventure Seeds


6 Adventure Seeds

1. The location of the cairn is hidden among nomadic barbarian tribes lore. These people don't have a written history, but littered throughout their oral tradition are hints to the cairn whereabouts. The group must interview multiple tribes to piece together nuggets of information on the location of this ancient burial site.

2. You meet a 13 year old boy who claims to be wise old sage. He recently delved into an ancient tomb and was cursed. He is getting younger by 1 year every day that passes. He pleads for the group to break the magical curse before his last 13 days are up.

3. A renegade band of elves have recently fallen to infernal worship. Their devil lord is the only being that deserves reverence and his religion is absolute. The fanatic elves have sent lone martyrs that have strapped themselves with alchemist fire and set themselves ablaze at local shrines and temples.

4. A grizzled veteran has one last delve in him. He remembers the first dungeon he delved and how it changed his life. Lost many friends that expedition. The dungeon was never fully explored. He has gathered together a new band of cut throats for one last great adventure.

5. To enter the dungeon complex you must solve a riddle. The riddle is four lines and each line is scattered across the region. Each line must be collected and compiled, then answered at the doors of the dungeon complex.

6. A bounty has been placed on a serial murderer. Rumors of his whereabouts has placed him in a small fishing village. He has blended in with local fishermen and discreetly kept a low profile.

Sunday, April 3, 2016

50 Random Mundane Items X


50 Random Mundane Items X

From useless junk to items of immense value. Mundane objects to replace your typical treasure find of simple coins and gems. There are items considered art objects mixed in. When I finish this series I'll sort them into a separate table.

1. Worg Fur Cloak
2. Spice Jar made of Hammered Silver.
3. Ceramic Urn filled with Diamond Dust
4. Steel Scepter with Vine Motif
5. Leather Girdle
6. Dozen Mithril Spear Tips
7. Block of Pig Iron
8. Rag Doll
9. Box of Hazelnuts
10. Barrel filled with 100 arrows
11. Spidersilk Bag
12. Chipped Glass Eye
13. Gold Coin on a Silver Chain
14. Dried Squid Tentacle
15. Pouch filled with Holy Wafers
16. Pillow stuffed with Vulture Feathers
17. Clockwork Heart made of Brass & Gold
18. Copper Asp Statue
19. Crystal Dragonfly
20. Vial filled with Crushed Pearls.
21. Leather Gag
22. Book of Star Charts
23. Aspen Cross
24. Ornate Brass Casket
25. Woven Seaweed Net
26. Beaver Pelt
27. Ivory Oval Frame
28. Bottle of Pure Alcohol
29. Tome of Sheet Music
30. Webbed-Shaped Censer
31. Teal Rope Belt
32. Cashmere Blanket
33. Blank Brass Bound Codex
34. Silver Whisk
35. Encyclopedia of Obscure Words
36. Spiked Leather Knee Pad
37. Skipping Stone
38. Bound Sheets of Glass
39. Roll of White Linen Bandages
40. Dollhouse
41. Stained Glass Turnip
42. Bronze Candle-Snuffer
43. Coiled Snake Gold Bracelet
44. Bamboo Sugar Box
45. Terracotta Bust
46. Wooden Sparring Sword
47. Bowl of Fortune Cookies
48. Imperial Letter written in Braille
49. Empty Beehive
50. Gold Plated Opium Pipe


Linked below are an additional 450 mundane items. 
Random Mundane Items
Random Mundane Items II
Random Mundane Items III
Random Mundane Items IV
Random Mundane Items V
Random Mundane Items VI
Random Mundane Items VII
Random Mundane Items VIII
Random Mundane Items IX
20 Random Treasure Parcels

Sunday, January 31, 2016

20 Town Crier Proclamations

20 Town Crier Proclamations

The group has recently arrived in town and a man is pacing down the street ringing a bell. Once he has gathered everyone attention he issues a proclamation on behalf of the ruling body. Another option are messages left on the town bulletin board. Presented below are 20 proclamations. A lot of these were inspired or taken from weird US State laws.

1. On behalf of the Baron all citizens are invited to witness the beheading of Xavier Minner. He has committed grand treason against our benevolent lord.

2. All urination in the town river is suspended for one week.

3. The town has enacted a strict curfew. All resident must be in door before sundown. All those violating the law shall be arrested and flog.

4. Due to the rise of witchcraft, we ask all citizens to please put down any black cats by weeks end.

5. Fornication in the town garden is strictly prohibited.

6. Bounty has been issued for goblins! Recent caravans raids have played havoc on trade. Each goblin scalp turned in will be rewarded with 5 gold coins and a free meal at the Frisky Rabbit Tavern.

7. Beginning next harvest all taxes will increase tenfold. Failure to pay your taxes on time will result in forfeit of land and imprisonment.

8. We regret to inform you Miss Tolly has passed away. She leaves behind her husband Moe and their son Tommy. Please offer your condolences to the family.

9. Winter Festival Parade will begin on Main Street at noon. All resident are forbidden from emptying their chamber pots onto the street during the parade.

10. Due to an infestation of mice on our grain supply, the town is rewarding 1 copper piece per tail turn in.

11. It is illegal for eight dogs to occupy the same block.

12. Due to an increase in carriage accidents, we have outlawed falling asleep or being intoxicated while riding a horse.

13. Prayer service begins at midnight. Please bring appropriate sacrifices to the Temple of Mephistopheles.

14. The penalty for jumping off a building is death.

15. Cats must have a permit signed by the Lord to congregate in a group of three or more on public property. Thank You.

16. The Carnival will arrive in town tonight. Please refrain from feeding the chimpanzees.

17. Being barefoot is allowed around friends and acquaintances, but outlawed among strangers.

18. All wives are not allowed to cut their own hair without their husband permission.

19. The town has outlawed catching fish with your bare hands.

20. Bathing is prohibited during winter.

Wednesday, January 27, 2016

50 Random Mundane Items IX


50 Random Mundane Items IX

From useless junk to items of immense value. Mundane objects to replace your typical treasure find of simple coins and gems. There are items considered art objects mixed in. When I finish this series I'll sort them into a separate table.

1. Lead Statuette of two Worms Entwined
2. Wool Mittens
3. Crystal Bobeche Chandelier
4. Fox Fur Sporran
5. Pouch with Mulberry Powder
6. Sock Puppet
7. Marble Cutting Block
8. Satin Sheets
9. Troglodyte-Skin Belt
10. Jade Grasshopper Statuette
11. Kelp Cloak
12. Ivory Scrimshaw Pendant
13. Snail Shell Bracelet
14. Turtle Shell Helm
15. Flint Short Sword
16. Chunk of Raw Platinum
17. Rectangular Wicker Shield with Monkey Motif
18. Elephant Tusk
19. Web Shaped Porcelain Dish
20. Bottle of Pear Brandy
21. Petrified Hamster
22. Origami Butterfly
23. Bone Smoking Pipe
24. Puppeteer Booth
25. Hobnail Boots
26. Silent Whistle
27. Fishing Rod
28. Alchemist Formula Book
29. Hourglass filled with Emerald Dust
30. Bronze Skinning Knife
31. Metal Hip Flask with Skull Shaped Stopper
32. Black Smock
33. Wooden Dwarven Alphabet Blocks
34. Tablet with strange Ideograms
35. Feather Duster
36. Model Sailing Boat
37. Alabaster Vase with Insect Motif
38. Gold Collar studded with Topaz Chips
39. Rubber Ducky
40. Pouch filled with Halfling Jerky
41. Graphite Votive Figure
42. Kilt of Silver Scales
43. Fur Coat encrusted with Bloodstones
44. Topiary Hedgehog
45. Outdated Almanac
46. Blood Soaked Journal
47. Silk Scarf tasseled with Tiny Beads
48. Rolled Up Portrait of an Old Woman and a Dozen Cats
49. Bronze Codpiece
50. Black Eye Patch

Linked below are an additional 400 mundane items. 
Random Mundane Items
Random Mundane Items II
Random Mundane Items III
Random Mundane Items IV
Random Mundane Items V
Random Mundane Items VI
Random Mundane Items VII
Random Mundane Items VIII
20 Random Treasure Parcels

Sunday, January 10, 2016

6 Random Dungeon Rooms VIII


6 Random Dungeon Rooms VIII

1. This 10x10 area is a dungeon cross road, with exit and entrances to the south, east, west, and north. The 10x10 floor is a pressure plate and if the area exceeds more then 300 lbs it sinks down about six inches. Underneath the dungeon tiles is a reservoir of a glue like substance. The substance is pushed through the cracks of the tiles, creating a strong adhesive that causes anyone in the 10x10 area to be stuck in a sticky mess. A dexterity check is allowed to escape to one of the adjoining corridors.
     Once stuck only a universal solvent will dissolve the glue. After 1 hours the glue softens and the room resets. Once the floor descends this alerts the local humanoid tribe of intruders who quickly dash towards the cross road with crossbows loaded to easily pick off trespassers.

2. This room has an ornate bronze plaque that hangs from the door or the walls. This plaque has a superimposed face of demonic origins. The plaque houses a sentient demonic soul who whispers to be released from the plaque and be free from its eternal prison. The plaque can cast dominate person 3 times per day. Once it has successfully dominated a victim it forces them to approach the plaque and kiss it. Once the kiss has been performed the victim and the demonic soul trade places.
     The demon now possesses the victims body while the victim takes the place of the face on the plaque. The only way to release the victim from the plaque is to find someone to kiss the plaque once again, this time without the benefits of dominate person.

3. This large chamber houses dozens upon dozens of chest high pedestals. On top of each pedestal is a head. The majority of the heads are made of stone or wax, with the exception of a half dozen severed human heads. Once an adventurer has examined one of the severed heads it begins to animate and fly up from the pedestal. All remaining severed heads do the same thing and begin to attack. The stone and wax heads begin to animate and cackle with laughter that echoes throughout the chamber. The intense cackling imposes -2 penalty to all attack rolls, disrupts spell casting due to lack of concentration, etc.
     Treat the flying severed heads as zombies with their movement replaced by a fly speed and their slam replaced by a bite. Once all the severed heads are destroyed the wax and stone heads return to normal.

4. This room is 10x10 with shelves along each of the walls and a lone hammer sitting on a bottom shelf. The shelves house thousands of glass vials, containers, jars, etc. A chain with a large bronze bell hangs in the middle of the room. Once someone has entered the room the hammer animates and quickly darts towards the bell. The interloper has one round to prevent the hammer from hitting the bell. If it does the bell causes all the glass to shatter in the room doing 6d6 points of damage from the glass shards and 1d6 points of bleed damage until healed.

5. This 80' corridor is 5' wide and circular. The corridor flickers with lights that changes each round. From white to grey to black. You hear agonizing screams coming from the corridor. Anyone entering the corridor must make a save. A successful save means you can proceed with your normal movement. Failure you take 1d6 points of wisdom damage as horrifying voices assault your mind and sanity. It also stops you in your tracks and prevents movement until the following round. Each round in the corridor requires a save.
     If your wisdom is reduced to zero you die and your body is quickly absorbed into the corridor. There are rumors that a set of helmets exist in the dungeon that will protect you from the strange voices.

6. This room is 20x20 with metal doors equaling the number of PCs in the party. The metal doors are black with no blemishes or markings. A large turn dial is set in the center of each door. The number combo to open the door corresponds to each of the player characters date of birth. Once the combo has been figured out the black metal door slides up revealing a glass pod. Inside the glass pod is a clone of the player character in suspended animation. The secret of that mystery is up to you...


The Random Dungeon Room series is meant to be modular and help generate ideas for when you are creating your own dungeon. The rooms can be placed in a section of your dungeon with ease and hopefully provides some inspiration. I tend to write with OSR Dungeons & Dragons in mind, but most of the stuff is easily converted to other rule sets. If you enjoy this series consider subscribing to my blog for future articles.

I have a pdf compilation of the Random Dungeon Room series on rpgnow. Link provided below
50 Random Dungeon Rooms

Sunday, January 3, 2016

20 Random Treasure Parcels

Treasure Parcels

20 Random Treasure Parcels


Easy to use Treasure Parcels to help populate a room, a chest, items found on a devious monster, etc. There are 20 parcels to choose from. A mixture of mundane items, coins, art objects, gems, minor magic items, etc. Many of the parcel have a collection theme while others are more haphazard.

1. Two Shadow Puppets, Puppeteer Booth, Ball of Cotton String, Pouch with 10 Copper Pieces, and a Tin Cup.

2. Ivory Scroll Case, Scroll of Burning Hands, Scroll of Knock, Quill Pen, Glass Ink Pot, Six Sheets of Blank Parchment, and a Blank Spell book.

3. Brass Thumbscrew, Rusted Saw, Bag of Dried Human Ears, Bucket of Nails, Iron Hammer, Leather Book on Torture Techniques, and a Teak Wood Cross(humanoid size).

4. Alembic, Formula Book, Vial of Vitriol, Ceramic Mortar and Pestle, Copper Retort, Lead Ingot, and Mahogany Chest with 1,000 Lead Coins.

5. Baby Rattle Shaped like a Pig, Red Stocking with Coal, Riding Stick-Horse, Corn Husk Rag Doll, and Agar Wood Toy Boat.

6. Gold Holy Symbol, Bottle of Holy Water, Prayer Book of Hymns, and a Silver Religious Box with 3 Scrolls of Cure Light Wounds.

7. Silk Slippers, Silk Shirt, Embroidered Robe, Box with Sewing Needles and Threads, Pouch with 4 Bloodstones(10gp each), and 34 Silver Pieces.

8. Jar of Dried Seeds, Mahogany Quarterstaff, Pouch filled with Wolfsbane, Blowgun, Bamboo Dart Quiver, and 18 Darts.

9. Coral Ring, Black Pearl(300gps), Sea Shell Helm, Small Brass Sextant, and a Lock Box with 88gps.

10. Pair of Bronze Cymbals, 2 Panpipes, Brass Hunting Horn, Bag with a dozen Satyr Hooves, and a Vial of Gold Dust.

11.  Crowbar, 6 Sheets of Honey Paper, Glass Cutter Ring, Thieves Tools, Signet Ring, Bag of Caltrops, and a Skeleton Key.

12. Quilted Cloth Cloak, 4 Wooden Sparring Swords, Pouch of Tobacco, Bottle of Pear Brandy, Roll of Gauze, and 2 Sets of Light Trousers.

13. Live Slug in a Glass Container, Vial of Vampire Blood, Mummified Kitten, Ivory Box with Eagle Feathers, Obsidian Cylinder, and Book about Magical Components.

14. Ceramic Imp Statue, Marble Bust of a Gold Dragon, Slab of Malachite(250gps), 125 gold pieces, and a Wand of Light.

15. Cypress Tree in Burlap, Bag of Fertilizer, Garden Hoe, Lead Watering Pot, and a +1 Magical Sickle.

16. Polished Human Skull with Jade Eyes, Snakeskin Gloves, Tarot Deck, Necklace of Finger Bones, and a Scroll of Animate Dead.

17. Book of Goblin Poems, Peacock Feather Tiara, Copper Tea Kettle, Bag of Mint Tea Leaves, and a Bone Dagger.

18. Canopic Jar, Silver Ankh, Oil Painting of an Oasis, 100 Ancient Gold Coins(worth x2 value), and Clay Offering Tablet.

19. Kilt of Silver Scales, Bagpipes made of Sheepskin, Ornate Claymore, Copper Laced Chainmail Necklace, and Coin Purse with 16cps.

20. Bracelet of Snake Fangs, Primitive War Drums, Pair of Drum Sticks, Kobold Skull Goblet with War Paint, +1 Magical Spear, and a Fur Cloak.

Monday, December 14, 2015

50 Random Mundane Items VIII


Random Mundane Items VIII

From useless junk to items of immense value. Mundane objects to replace your typical treasure find of simple coins and gems.

1. Oil Painting of Demons Fornicating 
2. Ebony Walking Stick
3. Sack of Mulch
4. Porcelain Spittoon 
5. Bag of Fertilizer 
6. Box of Basalt Tiles
7. Pouch of High-Quality Coffee Beans 
8. Bucket of Sponges 
9. Dartboard with 6 Darts (3 red/3 green)
10. Cherry Red Yak Hair Wig
11. Faience Figurine of a Mummy
12. Hollowed Out Book containing Diamond Dust
13. 25' Spool of Sinew
14. 6' Elastic Cord
15. 10' Wooden Pole with Chain Noose
16. Red Velvet Cushion
17. Bone Nose Ring
18. Red Stocking with name "Tim" sewn in
19. Empty Stone Barrel
20. Leather Tarp
21. Curtain made of Interlinking Steel Coins
22. Necklace made of Weeds
23. Box of Muslin Gauze
24. Marble Bracer in the shape of a Cobra
25. Miniature Wooden Anvil branded with Bull Horns
26. Necklace of Acorns
27. Thick Burlap Coat
28. Barrel of Fermenting Yeast
29. Balloon made out of Buffalo Bladder
30. Birch Bark Canoe 
31. Octopus Door Handle 
32. Sparrow Ear Cuff
33. Crinoline Hoop Cage Skirt
34. Wax Tablet
35. Alabaster Bathing Vessel
36. Brocade Altar Cloth with Gold Trim
37. Wooden Figurine of an Elven Warrior
38.Bag of Dried Human Ears
39. Leather Bound Book wrapped in Oil Cloth
40. Jar of Palm Oil
41. Copper Lace Chainmail Necklace
42. White Burial Shroud made of cotton with the symbol of an Ankh
43. Ivory Box with Peanut Husks
44. Vial of Gum Arabic
45. Mahogany Footstool
46. Brass Sundial with Nautical Designs
47. Clay Bird House
48. Rolled Up Hemp Hammock in a Large Sack
49. Pair of Satyr Hooves
50. Container of Sulfur Ointment 

Linked below are an additional 350 mundane items. 
Random Mundane Items
Random Mundane Items II
Random Mundane Items III
Random Mundane Items IV
Random Mundane Items V
Random Mundane Items VI
Random Mundane Items VII