Ratcatchers: Especially in an urban campaign, this term is chosen specifically to disrespect and belittle adventurers. It comes from a more literal place, people who catch and dispose of rats and other vermin. It implies that adventuring is dirty work, unprofitable, undeserving of praise or respect.
Mercenaries: This one is more matter-of-fact. It’s still not a respectful term by any means, but there is a sort of professionalism to it. It also implies greed, that the PCs aren’t willing to do anything without the promise of pay. Also, there is the assumption that they are going to choose the violent solution to any problem, unless
Mercs: You might think this would be the same as mercenaries, but there is a wholly different intent behind the shortened version. This term assumes that the PCs are aggressive, that they only solve problems with violence. Not only that, this term implies that the violence isn’t just a means to an end, but something they actually enjoy.
Rogues: Not in the same context as the class. This is used to describe people who are likable despite their lawlessness. There is an implied charisma or charm, but also the assumption of greed as primary motivation.
Scoundrels: Like rogues in almost all ways, but without the requirement of likability. Still charm and charisma, just often more sleazy than actually likable.
Madcaps: Again, similar to rogue, but with a heavy implication of madness. Villagers who live near a haunted forest might call adventurers who go in there “madcaps.”
Bounders: Like scoundrels, but even without an implied charm. These are people without any sense of honor, motivated purely by greed.
Fixers: This one is straightforward. It doesn’t actively disrespect the PCs, but it also doesn’t elevate them above others. They are simply here to fix a problem, and after the problem is fixed, they’re useless.
Dungeoneers: This one is certainly more specific. It is similar to mercenaries, in that it doesn’t carry any respect, but it does have a professional air. Unlike mercenaries, there is an implied intelligence; a dungeoneer is an expert at dungeon-crawling. There isn’t as much of an emphasis on violence, instead there is an implied sneakiness. However, there is still an implication that greed is the primary motivator.
Explorers: This term may not be used for most PCs, but when it does apply, it is used in a respectful manner. It assumes even more intelligence, and it implies a scholarly bent, that the PCs are motivated by knowledge, not greed.
Wanderers: Like explorers, but without motivation.
Vagabonds: Like wanderers, but with the implication of being problematic to the community. Or, a sort of wandering scoundrel.
Pathfinders: Like explorers, but with the implication that they are clearing the way for the spread of civilization. There is an honor to this word, but also more implication of risk or danger.
Adventurers: There is more of an air of respect in this. The use of the word “adventure” implies a sort of storybookishness, there’s less of an implication of dirt and greed.
Heroes: This is a word chosen specifically to praise the PCs. It implies selflessness, a need to help others, and a certain level of competence.
Champions: Heroes, but tied to a specific place or group. The pinnacle of a community.
(I made this because it gets boring listening to NPCs saying the word “adventurers” all the time.)
Follow the tables below to generate a random piece of jewelry complete with a random material, gemstone, style, and type! Pair this with the Gemstone Generator on my other post for even more random results.
image source: jljewelers.net
Jewelry Material
Pieces of jewelry can be made with a variety of materials. I tried to make it more common to get gold or silver since most sought-after jewelry would be made from those materials. Pewter contains a lot of tin so those were lumped together, and platinum, rhodium, and palladium are all members of the platinum group, chemically, so I lumped those together as well.
Gemstones
Here is a link to my random gemstone generator. It was a little too lengthy for this one blog post so I made it a separate one since it can have a different use. You can also roll randomly on the Gems tables in the Dungeon Master’s Guide (page 134). For the purposes of this jewelry generator, though, you should determine the quantity of gems on the piece. I kept the terminology vague since the jewelry can come in many sizes.
While I could go on about different art movements and list every object in the world that could be turned into jewelry, I tried to keep my terminology open enough here to allow artistic interpretation for your setting. Any specific motifs I added due to their overwhelming occurrence throughout history, like “flowers” and “ribbons.” A roll of 20 will bring you to the Figurines table further down in the generator.
Here we get into what specific piece of jewelry we are creating; what its purpose is. First roll 1d8 on this table, then roll on the next related table below to get your final result.
An eloquent
rapier, with a loops guard made of several strand of steel, intertwining and
curving over the wielders hands. Every time the wielder of this takes the
attack action, they can take an additional attack in exchange for reducing all
attack rolls made by 1.
37. Meat Cleaver
Weapon
(Greataxe), Rare, Requires Attunement
This
top-heavy weapon is in the shape of a giant meat cleaver. With a large flat
head sharpened on one edge. A critical hit with this weapon can be achieved by
rolling a 19 or a 20 (this effect stacks with other effects that lower critical
hit requirements). Additionally increase the damage die of each critical hit by
1 die.
A ring made
of ivory, stained yellow after years and years of exposure. The face of the
ring is wrought in the shape of a skull, with 3 spikes of amethyst shaped in a
triangle around the skull. When the creature wearing this ring makes an unarmed
melee attack with the fist the ring is on, it applies 1 stack of “Soul Pincher”.
When a creature dies with 3 stacks of “Soul Pincher” it becomes reanimated a
skeleton in your control. You may have a maximum of 3 skeletons under your
control. One spike of amethyst fills up with necrotic energy for each skeleton
under your control.
39. Mark of The
Bold Heart
Wondrous
Item (Tattoo), Rare, Requires Attunement by a Monk of level 5 or higher.
Magic ink is
set into the skin of the character receiving this boon. The image crafted Is a
scholar, blocking a warriors blade with his book. If the Monk attuned to this
tattoo uses their Flurry of Blows to attack a fourth or higher time hits on at
least 4 attacks out of the action – the Ki point spent on Flurry of Blows is
regained.
Note: The main reason I made this a
tattoo is because I feel like that could work into the concept of a Monk well.
It could just as easily be a ring, or a necklace or even a blessing from a god if
the idea of magical tattoos don’t fit your world or tickle your fancy. (You can
read a blog I wrote about blessings as a replacement for magical items here)
If you’re
unfamiliar with the idea of tattoo’s as a replacement for magical weapon you
can read up a bit more on it here.
40. Pazuzu’s
Kiss
Wondrous
Item (Ring), Legendary, Requires Attunement by a spellcaster
This ring is
crafted of simple metals, it has claws to hold a center stone, but the gem is
missing. The magical aura around this ring is faintly disturbing to those who
are lawful – as it emits faints negative energy. This ring can be used to
control a demon or devil when activated by a ritual known to anyone who casts
the “Identify” or similar spell.
Attunement Ritual – To activate the
abilities of this ring the creature must complete a blood sacrifice. The
creature must offer 7 pints of blood from a living human, while chanting the
ancient incantations given to them telepathically by the ring, during the
ritual. The ritual takes an hour and requires the summoner to yell at the top
of their lungs.
Once the
ring is activated, the attuned creature can summon a Demon or Devil from the
Monster Manual or similar book. They must sacrifice an amount of spell slots
that level is equal to 1.5x the monsters CR. While a monster is under the rings
control, the center piece fills with a crimson red ethereal gem. The fiend is
telepathically bonded to its owner, and will obey – albeit begrudgingly, taking
its own turn in initiative. When the fiend dies, the player receives their
spell slots back, and the ritual can be completed again.
Whispers abound within the tavern’s soft lamplight. You happen to overhear some strange bits and pieces:
1. The magistrate’s sword has gone missing, and the only leads point towards a prominent jewel thief. The thief has been dead for a decade.
2. While digging a well, some townspeople have discovered a gaping cave under the water. It doesn’t seem like too much of an issue until several local children go missing. Their bodies show up days later in the well.
3. A mysterious but important figure is sending out invitations to a grand masquerade. It is said that the figure is particularly keen on inviting adventurers, for some reason or another.
4. The forest that has long been seen as peaceful seems not only sentient, but angry. It waits for wrongdoers to set up camp before strangling them in the roots of its trees. Recently, it’s become more and more violent- towards more than wrongdoers. Someone or something is forcing the forest to do their bidding.
5. A local guild of explorers has discovered a manuscript about an ancient artifact. They want it, badly, but anyone who follows the map to the temple where it is rumored to be, never returns. The guild is offering a high pay to whoever can bring back the artifact.
6. Drow, Drider, and other people and creatures of the Underdark are becoming more common on the surface. Something is forcing them out of their home, and it isn’t pretty.
7. A powerful, evil dragon has had their eyes on the kingdom for a while. Now, they might be coming to claim the territory as their own. Or so the local rangers say, from their posts at the borders.
8. A messenger is found, dead, with the scroll of their delivery clutched in their hands. It was an extremely important and time sensitive message, and if it isn’t delivered quickly, really bad things could happen. Someone didn’t want it delivered, that’s for sure.
9. A dangerous conman/woman has been going from town to town, selling fake cure-alls and so on. People are just now discovering they’ve been swindled, and boy are they mad.
10. An important figure has passed on, and a massive power struggle and chaos grips the area as people vie for the figure’s position.