I created this random generator to create millions of combinations of random worlds, magic items, quests and other things for 5e DMs.

An example of the output:

  • Worlds

Vashygh, a grim plane of distant snowfields, vermin-infested canyons, and marshy highlands, beneath a stormy sky. Vashygh is inhabited by both Lapine and Porcine beast-folk, with humans serving as pitiful, abused slaves. In a rocky depression lies a darkened altar to Grazzt, Dark Prince of Lust.

Yesterq, an intricate world of ash-puffing volcanoes, shimmering islands, and forgotten gardens, illuminated by a starry sky. The world is inhabited by peaceful halflings in humble towns and villages, separated by vast, verdant wilderness.

Curucia, a vast plane of jagged glaciers, deep-trench pulsating egg-clusters, and quiet gardens, lit by a dusky sky. Curucia is devoid of life.

Khaspin, a grim plane of stormy seas, ruin-smothering wastelands, and buried ruins, beneath a bright, warm sun. Khaspin is wandered by sluggish yet powerful, rusted military robots that can barely remember their original programming.

Onnnnomtis, a sealed world of alien glades, forested lakes, and rippling highlands, under a starry sky. Onnnnomtis is scattered with blackened bones. In a clearing lies a abandoned shrine to Bhaal, God of Murder.

  • Campaign

'Saga for the Chipmunk' In a hidden plane known as Samogh, a party of heroes wake up with no memories in an unfamiliar desert. Struggling to survive, they are dogged and harassed by the minions of the bandit Priest Ostyghcu the Otherworldly, and after exploring further, they learn that the Lich Experimenter Pzaty the Aching plots to conquer the world by using a combination of an extremely contagious plague, and an army of ogres, to serve only them, forcing all good folk to bow to their whims.

But as players seemingly triumph, the actions of the Lich Experimenter Pzaty the Aching have rent open the portals between various planes and worlds, and as such, players must now defeat three destructive forces simultaneously and seal their portals: the marching Modron Army, on a mad crusade to impose mathematical order, water elementals backed by a divinely monstrous Kraken, and mind flayers and their various ceremorphs.

  • Loot Pile

1 - 100 gold coins 2 - Whip 3 - Rod 4 - Spikes, iron (10) 5 - Bomb of Plants: Instant Thorny Bush Growth on the spot, 10' radius. Half speed and 5 dmg to walk through. Can be cut with an attack, 1 tile per attack. Saving throw is the user's 8+Prof+Dex Mod. This item is thrown as the 'Use Object' standard action. 6 - Trap of The Illusionary Fiend: Summons a random Illusionary Fiend, which will roar, threaten, and attack nearest. Has 1 hp and 1 ac. Can force an Int Save for 2d12 psychic damage on fail. Saving throw is the user's 8+Prof+Dex Mod. This item can be set as the 'Use Object' standard action. Each hour spent hiding the trap adds 5 to the DC. 7 - Hollow King's Faith, Sandals (Footwear/Equipment)

  1. Aura of Speed: Allies starting turn within 10' have +10 speed
  2. +10 to Speed
  3. Makes no sound when walking
/r/d100 Thread Link - ancientquests.com