d6 Writing Implements

  1. Pencil
  2. Chisel and tablet
  3. Calligraphy brush
  4. Chalk
  5. Quill pen
  6. Stick and packed soil

d6 Symbols of Office

  1. Hat
  2. Amulet
  3. Ring
  4. Scepter
  5. Mask
  6. Cape

d6 Psychopomp

Psychopomps guide the souls of the dead to their final resting place

  1. Anubis
  2. The Morrigan
  3. Valkyries
  4. The Grim Reaper
  5. Charon
  6. Papa Ghede

d6 Exotic Woods

  1. Everburn: Wood from the everburn tree can burn constantly without ever being consumed.
  2. Steelgum: The steelgum tree is remarkably flexible and pliable while alive or freshly harvested, but after harvest is begins harden. A week after harvesting, it becomes as strong as steel.
  3. Soarwood: Soarwood trees can grow to immense heights, due to their wood actually being lighter than air. Soarwood is a prized commodity, despite not being very durable.
  4. Blood: The wood from the blood tree has a rich crimson color, but otherwise isn’t remarkable. The sap from the tree, however, is all but indistinguishable from blood.
  5. Mufflewood: Mufflewood seems to absorb sound. Halls and rooms lined in mufflewood won’t produce echoes and mufflewood-lined floors are practically silent to walk on.
  6. Stormwood: Stormwood trees wick water up their trunks at a very high rate, filtering the water and eventually releasing the excess. It always seems to be raining under a stormwood. A stormwood trunk maintains this property for years after being harvested, and can be used to transfer water up an incline or as a filter.

d6 Ways for a Wizard to Prepare Spells

  1. Spellbook: Tried and true, the wizard writes spells in the book and studies them to prepare new spells
  2. Runes: A bag of stones with runes etched on them. Wizard casts the runes to prepare spells, and adds in new rune stones for new spells
  3. Arcane Stylii: A collection of short wands with various gemstones attached to their heads are used to trace out symbols
  4. Alchemy Set: A variety of beakers are used to combine various ingredients.
  5. Prisms: Small blocks of glass and other exotic materials which can split light. Spells are prepared by arranging the prisms to form various patterns with the light.
  6. Scarification: Sharpened picks from a variety of materials such as woods, bone, metals, and stones are used to scratch patterns into your skin.

d6 Outdoor Environments

  1. Woods
  2. Swamp
  3. Mountain
  4. Coast
  5. Hilly Plains
  6. Ruins

d6 Unconventional Types of Livestock

  1. Crustaceans
  2. Insects
  3. Worms
  4. Birds
  5. Sentient fungus/lichen
  6. Drakes (or even dragons!)

d6 Objects Found while Pickpocketing

  1. Key with a number on it
  2. Coin from a distant land
  3. A letter threatening blackmail
  4. A (cleaned) octopus beak
  5. A small bag filled with bat guano
  6. A deck of cards with unfamiliar suits

d4 Bad Golems

  1. Rusty Needle Golem: Save vs. hepatitis!
  2. Robotic Lion Golem: A.k.a. Voltron
  3. Katamari Golem: Now that’s what I call a sticky situation
  4. Soccer Ball Golem: A.k.a. GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAlem

d4 Generic Dungeons

  1. Sewers. Hallways are long, straight, wide, and round; a sludge-filled trough runs down the middle of the halls. Pits and vermin are common.
  2. Crypts. Hallways are cramped, but well-worked. Traps, treasure, and undead are common.
  3. Worm tunnel. Footing is uneven and the slope changes frequently and drastically. Burrowing beasts are common, and cave-ins are a constant worry.
  4. Caves. Size of areas is unpredictable, from tunnels you can barely squeeze through to colossal caverns you can’t even see the ceiling of by torchlight. Stealthy predators and dark-adjusted humanoids use the terrain to great effect.