Storytelling & Worldbuilding
Bad Omens
Bad Places
Bad Places 2
Defining Life Events
Dubious Discoveries
Festivals and Holidays
Ignoble Ends
Incendiary Incidents
Inns and Taverns
Maritime Encounters
Odd Skills and Traits
Quest Seed Generator NEW
Reasons to Be Evil
Reasons to Leave the Shire
Travel Encounters
Travel Location Generator NEW
Wild Wild Weather NEW
Creatures & Characters
A Life in Three Acts NEW
Animal Oddities
Extremely Unexpected Creatures
Lost and Broken Demigods
Normal People
NPC Generator
NPC Name Generator NEW
Personal Mottos
Suspicious Strangers
Location Generators
A Cabin in the Woods
A Mysterious Tower
A Seaside Altar
A Sinister Sepulchre
Dour Dour Docks
Six Establishments in Squalor
Powers & Effects
Curses! Curses!
Diseases
Double Deformity
Dumb Cantrips for Bad Wizards
Peculiar Potions NEW
Items & Artifacts
Abhorrent Artifacts
Arcane Artifacts
Books of the Damned
Does It Have a Name?
Rods, Staffs, and Wands
Spell Components NEW
The Dagger of Erratic Crits NEW
Things Found in a Dungeon
Things Found in a Mage's Tower
Things Found in an Abandoned Mine
Things Found in an Alchemist's Lab
Things Found in a Rickety Shack
Things Found in a Tree
Things Found in the Pocket of a Stranger
Weird Weapons
The Dagger of Erratic Crits (d66)
A dagger imbued with the wild magic of a woebegone sorcerer, on a natural 20, it does… something.
11
A full bodied red wine spills out from the target creature’s wounds.
12
Vines surround the target creature's feet and bind them to the spot where they stand. The vines can be destroyed with modest effort.
13
A fireball explodes, centered on the attacker. It damages all within 30 feet.
14
Both target and attacker begin to float into the air.
15
A static charge of magnificent force erupts. Both combatants are thrown back 15 feet.
16
A jet of black water streams from the weapon, coating the ground beneath the target creature's feet in ice.
21
The seed of a mythical horror is implanted in the skin of the target creature. It will burst forth into the world one hour after their death.
22
The skin of the target creature is turned a deep cerulean blue, permanently.
23
The head of the target expands roughly three times its normal size. If struck by another critical blow, it will explode and damage all those around it.
24
The target creature contracts a terrible illness which will not make itself known for many years.
25
The weapon begins shouting vicious, horrible, and borderline offensive insults at the target creature.
26
A swirl of purple smoke and sparkles surrounds the target creature. When it clears, their appearance has radically changed and become far more glamorous.
31
A swirling portal opens up below the target and they are teleported 30 feet in a random direction.
32
A gentle mist sprays forth from the weapon and coats the target creature. They heal 1d8 hit points.
33
The target creature goes absolutely berserk, recklessly attacking all those around them.
34
Thick smelly mud fills the target's shoes. Their movement is halved and they feel gross.
35
Paper replicas of the targets clothing and armor replace what they're wearing. For two rounds, their armor class is reduced.
36
The weapon begins to play a soothing lullaby. Those who fail to resist are put instantly to sleep.
41
The target creature is divided into two creatures, each identical to the original but half the size and half as strong.
42
Thousands of black grubs apparate in the stomach of the target creature. They spend an entire turn violently vomiting.
43
A bright flash of light temporarily blinds both attacker and target.
44
No matter where you are, it begins to rain upon the target creature.
45
The target creature shrinks by two inches for every subsequent blow. They can save against this effect with sufficient chutzpah.
46
Rage fills the target creature's eyes. They can think of nothing but cleaving the attacker to bits.
51
A dimensional doorway appears behind the target creature, which they fall through. They are banished to a frozen wasteland for 1d4 turns.
52
The target creature is swept off their feet. Not in a romantic sense. They fall down.
53
A random limb is cleaved from the target, it flops around on the ground like a fish.
54
The target creature is sliced in half, in a manner chosen by the attacker. Both halves remain alive and fighting.
55
The weapon begins to glow fiery red. A critical hit is more likely on the next attack.
56
All nearby creatures are struck by a chain of lightning. The lightning has no maximum distance, but it stops at the first creature to resist the attack.
61
A magical syphon appears in the air between the attacker and target. 1d8 hit points are transferred to the attacker, from the target.
62
The weapon erupts into black and red flames. The next few attacks deal additional fire damage.
63
For one round, the target creature is transformed into a baby version of itself.
64
A calming, gentle feeling overcomes the target creature. They immediately see the attacker as a trusted friend.
65
The primary weapon of the target creature gets floppy and starts to make a twangy rubber band sound.
66
A swarm of black snakes shoots from the target creature's mouth.