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64 Unique Dragon Names
Following a trend I saw on threads, a post i shared had a fun way to create dragon names. So I collected the 64 best unique dragon names and made this handy pdf for you specifically. They don’t even have to be for dragons, I could see them being used for other fearsome, or wholesome, creatures too. I even included 20 epithets you could use to mix and match up to 1,280 combinations.
Which one is your favorite?
Unique* Dragon** Names
*based on a meme
**could be other creatures tooStop by my Ko-fi page for a print friendly version! Ko-fi.com/craigofinspiration
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6 Lessons I Learned Running My First D&D Campaign
Here are six tips I learned from running my first D&D campaign. What did you learn from running your first campaign?
Have an arrival time and a start time
This allows everyone to hang out and chat a bit before the game starts. I like to use this time to ensure snacks and food are ready, and to remind the players to look over their character sheet and ask me any questions.
Give the players a chance to add to the world every session
Ask the players questions that allow them to create and add to the world. Let them describe their new outfits, how they kill the final enemy, or even how they know an NPC. By allowing the players to add to the world, you connect the PCs to it, and the unfolding story.
see my article 10 Questions To Ask During A Session for PC Worldbuilding for more about this technique
The most important session is the next one
Yeah sure, you may know how your epic campaign will end but if you don’t know what’s happening at the next session will you ever make it there? Instead, focus on the next session and how the characters can affect the story. Who will they meet? What fantastic locations can they explore? What secrets can they learn? What treasure can they find?
Take every chance to connect the story to the PCs at the table
Use all the tools at your disposal here. One of the PCs knows the mysterious new NPC. One of the PCs is wanted at the next city the party must go to. Making it personal creates a sense of connection and immersion in the world and the story. They are more likely to pick up your plot hooks if they affect and matter to the PCs at the table.
This also is about not wasting time on PCs that couldn’t make that session. No need to spend time or energy on what they’re doing while they are away. Just handwave it and get to rolling dice with the players at the table.
It’s not true until it hits the table (usually)
You might have all these notes for the session but sometimes the session doesn’t go as planned or the PCs do something crazy. Being flexible with your planning and worldbuilding will allow you to make changes on the fly to suit the new situation you have found yourself in. This can include upping the BBEGs HP during the fight or even changing details to match up with the cool idea the player came up with.
The players will outthink you most of the time, let them
My job as a Dungeon Master is to present situations for the PCs to overcome. I don’t think much about how they can solve their problems because there should be more than one answer. Any plausible answer will be way better than the one I came up with. I like to be surprised and allow the players, and myself, to be creative in problem-solving.
As always, good luck with your next session. I believe in you. See you in the future!
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The Page of Names | Free Download
If you’re like me you have a hard time coming up with names off the top of your head. So I put together a Page of Names that has over 100 names for you to use. Feel free to use these in the middle of a session, or while you are planning. Not only are they useful for D&D, but also for other TTRPGs like Shadowdark, Tales of the Valiant, and Daggerheart.
Ko-fi members have access to pdf and print friendly versions too. ko-fi.com/craigofinspiration

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Level Up Your Worldbuilding with These 3 Resources
A question I see often from new dungeon masters is: where do I start with worldbuilding? When you are sitting down to play a game around the table it helps to focus on the characters and build out from there. Locations, NPCs, and even religions can vary depending on the player characters. If there are no paladins or clerics, do you really need to flesh out every god and their religion? Likewise, if there are no rogues you may not have to have many details on the local thieves guild. However, if you are creating a world outside of a campaign then go where your heart desires. Wherever you decide to do worldbuilding is correct, as long as you enjoy it. You can always go back and edit, change, or start over because it’s yours. Having said that, the following resources have helped me the most when it comes to any type of world-building.
Worlds Without Number
The sheer amount of worldbuilding tables in this book is amazing. Not only does it help with top-level world details but also geography, nations, societies, governments, histories, faiths, ruins, communities, courts, and wilderness. However, my favorite is the many different tags provided for ruins, communities, courts, and wilderness that help you create characteristics and tropes for the corresponding point of interest. Combining tags is a great way to build distinct and vibrant locales in your world. It is itself a TTRPG, however I get the most out of all the random tables provided. The free version has all the random tables! Don’t forget the sci-fi version Stars Without Number, and the cyberpunk version, Cities Without Number.
Worlds Without Number Free version: https://preview.drivethrurpg.com/en/product/348809/worlds-without-number-free-edition
Worlds Without Number Full version: https://preview.drivethrurpg.com/en/product/348791/worlds-without-number?affiliate_id=3271765
Stars Without Number free version: https://preview.drivethrurpg.com/en/product/230009/stars-without-number-revised-edition-free-version
Stars Without Number full version: https://preview.drivethrurpg.com/en/product/226996/Stars-Without-Number-Revised-Edition?affiliate_id=3271765
Cities Without Number free version: https://preview.drivethrurpg.com/en/product/449873/cities-without-number-free-version
Cities Without Number full version: https://preview.drivethrurpg.com/en/product/449079/Cities-Without-Number?affiliate_id=3271765
Spectacular Settlements
This massive book provides so many options to help you build distinct and fantastical cities, villages, and towns. Not only does it give you building blocks for 6 different types of settlements but it also provides examples of each. These examples show how all the details you just rolled for come together into a cohesive whole. I have used this to create a few cities and villages for my own games. What I like most is that it provides many options to create diverse, distinct, and vibrant living communities. There are even tables for encounters, rumors, and taverns! If you are looking for help when creating cities, villages, and even fortresses this book is for you.
Dread Thingonomicon
This book from Raging Swan has some of the best random tables you will find. And it’s system-neutral! Some of the categories include lairs, crypts, shops, minions, caravans, warrens, ships, forts, hauntings, villages, undead, towers, taverns, events, landmarks, chases, deserts, and much much more. The result of 7 years of design and content, the Dread Thingonomicon has the right random table you need to fill your session with flavorsome verisimilitude. Seriously, this book is a lifesaver when it comes to filling out locations and adventures with details.
https://www.ragingswanpress.com/system-neutral/the-dread-thingonomicon
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How I Run Initiative In Dungeons and Dragons 5e (and a free download!)
There are many ways to handle initiative in D&D and TTRPGs in general. It took me some time but I finally found a method that works for me. I know this won’t work for everyone but at least I hope it inspires you. Let me know what you think.
So the first thing I do before the session even starts is determine the initiative I’m going to use for the monsters. Depending on the combat I’ll use their DEX score, 10 + DEX mod, or at intervals of 15, 10, and 5. For short combats, or combats I’m not expecting, I’ll roll initiative at the table.
As we get the session going I will ask the players for their AC and HP and write it on a notecard for reference during the session. This isn’t to track it for them but so they know where to look for it during the session. When combat begins and I call for initiative I will pass this notecard around and they will write it down for me. This allows me to focus on getting what I need ready for the combat. For online games, I call out to each player individually rather than playing popcorn.
Then I will make an initiative chart like this with columns for character, AC, HP, damage, conditions, and round #. Using a pencil allows me to make adjustments on the fly. This is a great place to add spots for legendary actions, lair actions, or even roleplay moments. As we all take our turns I’ll put a checkmark to indicate who has gone already. I will also use baseball terms to let the players know who is on deck and in the hole (up next and third in line). I’ll even mention if it’s my turn as the dungeon master.
So one trick here is to add the damage up instead of subtracting. It makes it faster for me to calculate the damage. Once we get over the damage threshold I’ll have the PC narrate how they got the kill. If the monster has a recharge ability I will have them automatically recharge and use that ability once the creature gets to half HP. This allows the monsters to get at least two uses out of their awesome abilities. Have the players say a specific phrase like “I’m done,” or “that’s it for me” when their turn is over to eliminate the DM having to ask everyone every turn.
Finally don’t forget to add in roleplay moments in between a character’s big turn. Whenever someone does a lot of damage or just something cool in general is a great time to add a bit of roleplay into the scene. This goes for PCs and monsters as well. Imagine a monster getting attacked from behind and turning to face the PC in reaction while raising its sword to attack. How do you respond? Yes, it’s that simple.
The same goes for the top of the round. A second wave of enemies, changing terrain, or a small roleplay moment with the big bad can help make a combat encounter stand out from the rest. The top of the round is also a great time to quickly recap a bit of what has happened so far.
You see the barbarian smash into the wight with their axe before being flung across the room like a pile of rags. They turn their head towards you slowly gliding your way raising their black blade above their heads. How do you respond?
So, am I crazy? Get in the comments and let me know what I’m missing!
As always, good luck with your next session, I believe in you. See you in the future!
Free download here:
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d100 Fantastic TTRPGs and Where to Find Them
I wanted to put together a list of a bunch of tabletop games with short descriptions for each. Well, I found about 100 of them. It’s in alphabetical order, no preference indicated. Just because it’s not on here doesn’t mean it’s not a good game. If I missed any games please let me know in the comments! Please enjoy and share with others.
- .dungeon – virtual fantasy world
- 13th Age – seek your fortunes in the Dragon Empire
- Advanced Lovers & Lesbians – draw your sword and bear your heart
- Alice is Missing – a silent storytelling game
- Alien RPG – sci-fi body horror
- Apocalypse World – gritty narrative survival
- Avatar Legends – step into the world of Avatar the Last Airbender, https://amzn.to/3HY88wz
- Blade Runner RPG – neon-noir and intrigue
- Blades in the Dark – criminal underworld heists
- Breathless – survival horror
- Brindlewood Bay – cozy murder mystery
- Cairn – classless dark adventure
- Call of Cthulhu – eldritch horror and mystery
- Candela Obscura – occult horror investigation
- City of Mist – cinematic modern fantasy
- Cortex Prime – genre mash-up roleplaying
- Coyote & Crow – indigenous heroic fantasy
- Crown and Skull – story-focused tactical fantasy
- Cyberpunk RED – dark future sci-fi
- Cypher System – multi-genre game engine
- Dark Souls RPG – tactical horror combat
- Dungeon Crawl Classics – old-school gonzo fantasy
- Delta Green – government cosmic terror
- Dragon Age – video game fantasy
- Dragonbane – fast, classic fantasy
- Dune – 2d20 sci-fi strategy
- Electric Bastionland – dystopian OSR fantasy
- EZd6 – rules lite dice pool
- Fabula Ultima – JRPG fantasy
- Fallout RPG – post-nuclear apocalypse
- FATE – flexible fantasy
- Fiasco – gm-less and cinematic
- Five Torches Deep – modern and streamlined OSR
- Goblin Quest – slapstick adventure
- Gumshoe – investigative adventures
- GURPS – universal role playing
- Honey Heist – one-page RPG
- Index Card RPG – rules-lite fantasy
- Into the Odd – industrial cosmic horror
- Iron Kingdoms – 5e arcanotech setting
- Ironsworn – perilous quests
- Kids on Bikes – small towns and big mysteries
- Kids on Brooms – magic school mystery
- Knave – OSR rules toolkit (second edition coming soon)
- Lancer – narrative and tactical mechs
- Level Up Advanced 5e – alternate 5e ruleset
- Magical Kitties Save the Day – all-ages storytelling
- Marvel Multiverse RPG – superhero fantasy
- Masks – young superheroes
- Mausritter – rules lite mouse adventures
- Microscope – epic history creation
- Monster of the Week – action horror, https://evilhat.com/product/monster-of-the-week/
- Mörk Borg – pitch-black apocalypse fantasy
- Mothership – sci-fi horror
- Mutant Year Zero – mutant apocalypse
- Mythic – game master oracle
- Ninjas and Superspies – martial arts combat
- Old Gods of Appalachia – cosmic horror
- Old School Essentials – classic old-school fantasy
- OSRIC – first edition fantasy
- Paranoia – sci-fi
- Pathfinder 2e – fantasy roleplaying
- Pendragon – Arthurian knights and chivalry
- Perils and Princesses – pretty fairy tail adventures
- Power Rangers – storytelling and epic combat
- Powered by the Apocalypse – using the Apocalypse World engine
- Rifts – multi-genre roleplaying
- Roll for Shoes – micro-system
- Root – woodland creature fantasy
- Ryuutama – cozy pastoral fantasy
- Savage Worlds – fast and fun
- Shadow of the Demon Lord – dark demonic fantasy
- Shadowdark RPG – modern old school
- Shadowrun – dystopian sci-fi fantasy
- Skate Wizards – wizards that skateboard
- Skull & Bones – swashbuckling pirate adventures
- Star Trek Adventures – Starfleet exploration
- Star Wars: Edge of the Empire – grim and gritty Outer Rim adventures
- Star Wars: Age of Rebellion – Rebel Alliance roleplaying
- Starfinder – science fantasy adventure
- Stoneburner – demon-hunting space dwarves
- Symboreum – dark fantasy roleplaying
- Tales From the Loop – fantastic 80s mystery
- Tales of the Valiant – kobold press 5e variant
- Ten Candles – tragic horror roleplaying
- Terminator RPG – fight the onslaught of Skynet
- The One Ring – Lord of the Rings roleplaying
- The Quiet Year – community building
- The Walking Dead – zombie survival
- Thirsty Sword Lesbians – queer dramatic fantasy
- Thousand Year Old Vampire – solo roleplaying
- Traveler – science fiction fantasy
- Troika – science fantasy roleplaying
- Twilight 2000 – World War survival roleplaying
- Vaesen – Nordic horror roleplaying
- Vampire the Masquerade – political storytelling
- Warhammer Fantasy RPG – grim and perilous fantasy
- Werewolf the Apocalypse – horror storytelling
- Worlds Without Number – fantasy roleplaying
- Zweihander RPG – dark fantasy adventures
Good luck, I believe in you. See you in the future!
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Balancing Exploration, Roleplay, and Combat in Your D&D Campaign
One of my goals when I’m planning a session for a long-term campaign is to make each session different from the last one. What I don’t mean by this is to make every session in the campaign completely different from each other. What I mean is to rotate between the focus on each of the three pillars of play – exploration, role play, and combat. If I have a big combat at the end of a session, the next session is going to start with role play and exploration, especially if it was a big bad involved. The next session is going to be relaxing in town, then getting the quest at the end.
For me, this helps because I get to rotate between the three pillars throughout two or three sessions. Which means they all will get hit hard and focused on. This allows all of the players, depending on what they like the most, to get what they like out of the game. If my players are exploring a dungeon, there’s going to be lots of role-play involved. Then towards the end, we might get into a big combat. The next session is going to start with meeting a new NPC in the dungeon that helps them out or hurts them, who knows? It depends on what the PCs do.
I find one of the easiest ways to rotate through these three pillars of play is to go in on one of the pillars hard at the beginning of a session. Start strong right away. Start with initiative. Start with a player discovering new information. Start with an NPC coming out of nowhere and introducing themselves, etc. By thinking of the different pillars, themes, and tones that you want to convey over a session, encounter, mini-arc, or whole campaign, that intentionality will show to the players. They will feel it, but they might not realize that it’s happening. By focusing just on those things that you can control – roleplay, combat, exploration, theme, and tone – you can provide a well-rounded experience for everyone at the table, including yourself.
So when you’re planning your next session, think about what pillars you focused on the last time and focus on different ones this time. Rotate between the three pillars, exploration, combat and roleplay. When possible, try to have an encounter including all three. It’s super fun. Let me know how it goes.
Good luck with your next session. I believe in you. See you in the future.
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Helping Granny Gnawtooth | Free 4-Hour Adventure
Adventure Summary
The goblins are sent to a ruined temple to clear it of the mutant rats that infest the area. If they bring proof that the area is clear their patron Granny Gnawtooth will let them keep anything they find.
Goblins and Giant Rats are a staple of roleplaying games, but let’s shake them up a bit shall we? Here you will find a d20 list of monster mutations, twelve level 2 goblin character sheets, and an adventure showcasing both. Also included is my Roll Your Own Goblin Tribe supplement.
Free download here
Ko-Fi Shop
DriveThru RPG
Roll Your Own Goblin Tribe pdf
12 Pre-Made Lvl 2 Goblin PCs (spell cards included)
All of these docs in one zip file
The pre-made goblins folder has a file called ‘1 all goblins with spells’ that has blank pages between PCs if needed so you can just print all 12 of them at one time.
P.S. thanks to nBeebz for the 5e Spell Cards. find them here: https://www.reddit.com/r/DnD/comments/7ygbag/5eoc_by_popular_demand_reupload_of_all_300_spell/
here are some excerpts from the adventure
Roleplaying Granny Gnawtooth
Old Granny Gnawtooth radiates wisdom and mischief through a raspy voice that tells tales in flowery language. She absent-mindedly taps her foot while she gossips the day away. Adorned with a myriad of tattoos, each one speaks of a long and colorful life. Her mischievous nature and love for riddles infuse her narration, using her various tattoos to aid in her storytelling.
4. The Pit
Bones and scrapes of leather litter the floor of the pit. Rats that get pushed into the pit will reemerge from the pit or the secret door after 1 minute. Any search or investigation reveals an old adventurer’s journal with entries about searching for the lost temple of Verona and praying at the altar (2A) to gain her blessing. Crossing one of the bridges triggers a falling pillar trap. DC 15 WIS (Perception) check to see the pressure plate. Each creature on the bridge must make a DC 13 DEX saving throw, taking 1d10 bludgeoning damage and knocked prone into the pit on a failure, and half damage on a success.
Giant Rat Mutations
Roll a d8 for an easy ability, a d12 adds more, and a d20 includes the most powerful options. Or choose your own.
- Fire. Hurls a ball of fire at a creature within range.
- Fire Bolt (Range 30 ft.), +4 to hit, 5 (1d10) fire damage.
- Fey. A fey mystique surrounds the giant rat.
- Fey Presence: One creature the rat can see within 30 ft makes a DC 12 WIS save vs being frightened or charmed for 1 min.
- Rat of Magic Missiles. A giant rat with a wand of magic missiles taped to its back.
- Can cast Magic Missile at 2nd level 3 times per day.
I really hope you enjoy it, let me know how your adventure goes!
Good luck with your next session, I believe in you. See you in the future.
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- Fire. Hurls a ball of fire at a creature within range.