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
Working Stiffs NEW
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!
Devilish Deals NEW
Diseases
Double Deformity
Dumb Cantrips for Bad Wizards
Peculiar Potions NEW
Items & Artifacts
Abhorrent Artifacts
A Critical Armament NEW
Arcane Artifacts
Books of the Damned
Does It Have a Name?
Rods, Staffs, and Wands
Spell Components 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
Devilish Deals (d12)
It ain't a deal with the devil 'til it's signed in blood.
1
A Kind of Empathy: You gain advantage on any insight into others as related to their feelings, including discerning whether they’re lying to you. You feel the emotions of others deeply, and in return you have no feelings of your own.
2
A Traveler Lost: You gain the ability to teleport up to one mile once per day. Each time you do so, you are duplicated and either you or the duplicate is the one transported. The duplicate has your abilities but no recent memories. Whichever copy is not transported suffers a quick and miserable death.
3
The Health of the Sick: You’ve made a pact with a demon of pestilence. You become a carrier of a single deadly virus in exchange for your own immunity to all poison and disease.
4
A Thief of Time: A demon of time grants you the ability to briefly rewind certain events, re-rolling critical checks once per day. You steal this time from others, forcing another member of your party to re-roll their next successful check and take the new result.
5
A Gift to Remember: Steal and destroy items of great personal importance from any random individuals or institutions to maintain your perfect eidetic memory. If you don’t, critical and meaningful pieces of your memory will be forever erased.
6
A Mark of Death: You gain the ability to mark victims in combat, lowering their armor class. Those you kill remain shackled to your soul. You can forever hear them shouting into your mind to be freed. At times, others can see your ghostly retinue surrounding you. Their influence grows...
7
A Stay of the Dead: Rise from death an hour after any killing blow, but with less humanity. Each resurrection leaves you more craven and immoral. Eventually you are resurrected as a shambling husk, wishing for nothing more than to drink blood and eat brains.
8
An Artificial Artistry: You are given all the gifts of the muse. Your art is iconic and moving. Your music enthralls. But you are destitute in knowing that these works come directly from the gods. They contain nothing of you, or your own creativity, which you fully lack.
9
A Vandal’s Luck: Appease a devilish trickster with profane graffiti and vandalism and he will occasionally tip the scales of fate in your favor. Failure to vandalize the world around you will enrage the impish figure into sabotaging your luck.
10
A Persistence of Beauty: You must take the life of an innocent youth every New Year's Day. Do so, and your youth and beauty will be maintained. Fail once and you will age many years in a single instant.
11
A Method of Acting: You gain the ability to perfectly mimic the vocal intonations of others. However, doing so robs you of your own individuality. With each impersonation, you lose more of yourself until you’re nothing but a bad facsimile of yourself.
12
A Futurity Report: A godlike, ruthless arbiter of justice has future-sight and knows who will harm you later in life. They demand that you deal with these individuals before they do so. A smooth path to success awaits you, if you are willing to mete out justice upon those who have yet to do anything wrong.