Random Dungeons & Dragons (and other fantasy tabletop RPG) resource #137: reasons why the party can’t buy the thing – roll 1d20 or choose:
Local regulations require anyone who wishes to buy or sell the item or service in question to obtain the personal approval of a particular political or religious leader. How’s your schmoozing?
Local regulations require anyone who wishes to buy or sell the item or service in question to obtain permission from a particular bureaucratic institution and adhere to a complicated and onerous set of rules; the punishment for flouting them is severe.
A powerful regional organisation (guild, cult, mercantile concern, etc.) wields an absolute monopoly over the item or service in question. Dealing with them may be risky, or – particularly for lawful or good parties – pose sticky ethical quandaries.
The item or service in question can’t legally be provided to the party in particular, and anyone who does so will face considerable censure. What obscure law or taboo have they run afoul of?
The item or service in question is entirely prohibited by a local bylaw, religious taboo, or regional curse, forcing merchants and providers underground. There’s probably a story there.
The item or service in question is entirely prohibited by recent edict of the local ruler, and merchants and providers who deal in it have found themselves newly outlawed. There’s definitely a story there!
The merchant or provider lives somewhere extraordinarily inconvenient and keeps odd hours. Making the purchase may be easy enough, but being in a position to make it will be a challenge.
The merchant or provider is itinerant and travels a circuit of several communities. Maybe the locals know their next destination?
The merchant or provider will only deal with members of a particular guild, cult, or social club. Can the party get a member to act as a go-between, or will they need to obtain (or fake) membership themselves?
The merchant or provider requires an introduction or letter of reference from an existing customer before they’ll deal with the party. Who are their existing customers? Good question!
The merchant or provider refuses to accept gold, and wants a particular item or service in exchange. What are they after?
The merchant or provider hates the party’s guts for some unspecified reason, and refuses to deal with them. Persuasion or intimidation may be in order, but push it too far and the authorities will end up involved.
The entire local supply has been stolen by monsters or bandits (for goods) or the local provider(s) have been kidnapped by the same (for services). If the party wants to buy, a rescue mission is in order.
The entire local supply has been confiscated by the ruler (for goods) or the local provider(s) have been conscripted (for services). As above, but with more awkward explanations if the party gets caught.
A wealthy private individual bought up the entire local supply (for goods) or hired the local provider(s) for a long-term project (for services) shortly before the party arrived. Will they be willing to share?
A band of rival adventurers bought up the entire local supply (for goods) or hired the local provider(s) for a long-term project (for services) shortly before the party arrived. Are they after the same goal?
The item or service in question is readily available, but the merchant or provider proves to be a skilled con artist, confused ghost or mischievous fae. Can the party catch them in the act, or will they be obliged to give chase to get their money back once the deception comes to light?
The item or service in question is readily available, but the items carry strange magical quirks (for goods) or the provider is a magic-user with eccentric new ideas they’re just itching to put into practice (for services). Is it worth the hassle?
The local community obtains the item or service in question in an unconventional and typically magical fashion; for example, a party in need of weapons finds that the village has no weaponsmith, but in the foothills outside of town lies a grove where swords grow on trees, guarded by an ill-tempered but sleepy manticore.
The merchant or provider is powerful monster, who deals in strange coin. How did this arrangement come to pass?
The preceding entries are arranged into subtables so you can target specific types of inconveniences with suitable rolls, as follows:
Legal barrier: roll 1d6
Annoying or inconvenient provider: roll 1d6+6
Someone else has it: roll 1d4+12
The weird stuff: roll 1d4+16
Ireland before the great potato blight famine
Ireland during the great potato blight famine
Ireland after the great potato famine
It's called Ohio
God I wish there was a wasteland I could banish people to.
Humblewood is an exciting new Campaign Setting for 5e DND that includes original birdfolk player races, new monsters, magic items, and a compelling adventure for 1st to 5th level characters.
In the world of Everden, nestled between the mighty Crest mountain range and the vast marshes of the Mokk Fields, lies a mystical forest known as Humblewood that hums with the Great Rhythm of nature. It has been ruled for generations by the birdfolk who inhabit the Great Tree-City of Alderheart. Humblewood has endured for centuries thanks to the industry and compassion of its people…
…but now the fires have come, and the Woods have been thrown into chaos. Flames ravage the land and destroy the homes of the humblefolk, stoking a growing resentment against the birdfolk, whose cities have managed to avoid the worst of the fires so far. Hatred burns in the hearts of those who have lost lives they cherished, and these once peaceful peoples now take up the sword and turn to banditry. The disaffected turn their gaze on Alderheart, and threaten to reduce an age of peace to ashes…
…yet there is still hope. Even in these dark times, brave heroes can be found within the Wood. Only they can quell the raging flames that have been unleashed upon the land, and restore balance to the realm. Will you answer the call?
The birdfolk races have ruled over Humblewood from their canopy villages and fortified cities for as long as anyone can remember. Play as one of the five core birdfolk races:
The astute crow-like Corvum who safeguard Humblewood’s knowledge
The dignified fowl-like Gallus who have faith in the power of community
The aloof pidgeon-like Lumas who use their gifts to bring joy into the world
The agile hawk-like Raptors who blaze new trails through the forest
The powerful owl-like Strig who defend what they believe is right
The humblefolk live in small villages throughout the Wood, but are occasionally found in birdfolk cities. Play as one of the five core humblefolk races:
The hearty deer-like Cerva who strive to achieve their goals
The sensitive hedgehog-like Hedges whose empathy lets them see what others cannot
The brave mouse-like Jerbeen who inspire those around them with deeds of heroism
The resourceful raccoon-like Mapach who can craft a solution to any problem
The cunning fox-like Vulpin who are always one step ahead of their foes
Once a loosely organized confederacy of crime, its ranks have swelled with humblefolk displaced by the spreading fires who have turned to banditry to survive. Under the guidance of a new leader, they seek to exact retribution upon the birdfolk cities and sow discord throughout the Wood.
Deep within the murk of the Mokk Fields live several species of this most resilient life-form. Battle your way through caustic slimes whose touch is a deadly acid, sticky slimes that can suck a weapon right out of your hand, and the rare shifting slimes which feed on magical energies to become ever stronger.
Humblewood is home to a variety of beasts whose size, strength, and abilities can only have grown thanks to the Wood’s magic. Face craggy skinned mountain lions whose roar can summon rockslides, hunt the deadly forest prowlers in their woodland lair, and tangle with the giant sea monster (art coming soon!) in a battle on the high sea!
The great calamity which produced the part of Humblewood known as the Scorched Grove also made the area an ideal home for fiery creatures. Withstand the searing heat of an emberbat swarm: a vortex of tiny flying creatures, each one a smouldering ember with wings! Confront the terrifying ashsnake and it’s deadly pyroclastic breath! Legends say there may even be a primal elemental force lurking within the Scorched Grove. Have you the courage to find out?
Our latest playtest v0.4 contains the first chapters of a full-length campaign, and the tools you’ll need to get started playing as birdfolk characters in this setting.
Want to experience the world of Humblewood today? Download the latest version of Humblewood for free from our website:
https://thedeckofmany.com/products/humblewood-playtest
Note: You will need to register for a free account to get the download.
Kickstarter campaign ends: Thu, April 11 2019 3:00 PM BST
Website: The Deck of Many
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
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Body: broken
Mind: mush
Soul: corrupted
Wish to live: gone
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Eating Disorders Hotline: 1-847-831-3438
Rape and Sexual Assault: 1-800-656-4673
Grief Support: 1-650-321-5272
Runaway: 1-800-843-5200, 1-800-843-5678, 1-800-621-4000
Exhale: After Abortion Hotline/Pro-Voice: 1-866-4394253
Child Abuse: 1-800-422-4453
Samaritans (for any problem): 08457909090 e-mail jo@samaritans.org
Childline (for anyone under 18 with any problem): 08001111
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(Source)
Ever wanted to play a horrible eldritch monstrosity? To Slowly watch as your character is corrupted into a terrible beast? Or Maybe you are looking to play the mad scientist who mutilated his own body to gain resident-evil style powers? The Mutophage is my take on a Mutagenist class. Mixing both permanent and temporary mutations to become a terrifying and unnatural force. Mutophages are beings cursed with the power to warp and mutate their bodies in violent and dangerous ways. Sacrificing their own life force to become something truly monstrous!
The Previews here low resolution and incomplete. In total there are upwards of 40 mutations, which can be found in the full PDF using this handy dropbox link.
If you like what I do and want to support me, Check out my Patreon or Ko-Fipages, or just come say hi on my Discord!