Welcome to my humble offering for the May 2026 RPG Blog Carnival: Inspiration! I’m a child of the 70s an early 80s. Whenever I hear the word inspiration, I immediately think of this Schoolhouse Rock Number
“Inspiration (Flash!) That creation (Wow!) of ‘magination (Aha!).
Usually bursting through your thoughts with a shout of revelation,
Or like a whisper when the feeling’s more subdued.”
Star Wars, Star Trek movies, Weird Al Yankovic, CHiPs, EMERGENCY! Alf, Saturday morning cartoons, Schoolhouse Rock!, A*Team, The Dukes of Hazzard, Knight Rider, Scooby Doo!, Dynamite magazine, MAD Magazine, Wacky Packages, Spider-Man, Captain Kangaroo, Sesame Street, Pac Man, the Atari 2600, the VIC 20, I could spend the rest of the article just listing the pop culture references that burble just under the surface of my cortex.
It’s the input that we’ve ingested that defines how our creative throughput manifests itself. No one should be surprised that I’ve homebrewed items from Monty Python (The Holy Hand Grenade of Antioch) (Coconut Mounts of Absurd Gallantry), Star Trek (The Codex Omnivista), or Knight Rider (Knight’s Indomitable Thaumaturgic Transport). No, I’m not going to link to every homebrew item, you can see for yourself.
“We are the sum of our experiences. We pick certain things at certain moments that influence us.” – Keanu Reeves
I can’t explain HOW my mind works, just that I’ll suddenly see a yellow hued adventurer twisting and turning in the dungeon trying to claim treasure from the specters. (In my intro article I asked for Haikus, so here is my inspired Haiku)
It reminds me of a conversation I had with one Dr. Checkmate (some 20 years back) about some NPCs he was needing for a Pirates of the Spanish Main adventure he was running. His pirate crew included Captain Norville Rodgers and his parrot Squabby, the first mate Frederick Saint John IV and two wenches whose names I forget. S.L. if you by any chance happen to read this, remind me what you named the wenches. In Dr. Checkmate’s honor I present four adventurers who were friends BEFORE they met in a tavern somewhere.
Fendric “Trapmaster” Jorn
Medium humanoid (human), lawful good
Human Ranger (Monster Hunter)
Known among frontier villages as “The Trapmaster.”
Armor Class 16 (studded leather, defensive tactics)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 14 (+2) | 12 (+1) | 13 (+1) | 15 (+2) |
Saving Throws Dex +5, Cha +4
Skills Investigation +5, Survival +3, Perception +3, Persuasion +4, Athletics +4
Tools Carpenter’s tools, thieves’ tools, cartographer’s tools
Senses passive Perception 13
Languages Common
Challenge 3 (700 XP)
Traits
Natural Leader
Allies within 30 feet who can hear Frendric gain a +1 bonus to saving throws against fear and confusion effects.
Trap Planner
Frendric has advantage on Intelligence (Investigation) checks related to traps, snares, hidden mechanisms, and improvised battlefield plans.
“I’ve Got a Plan!”
Once per short rest, Frendric may spend an action directing allies. Up to three allies who can hear him may immediately move up to half their speed without provoking opportunity attacks.
Improvised Contraption
Given 1 minute and nearby materials (rope, barrels, nets, chandeliers, carts, etc.), Frendric can create a simple environmental trap. The DM chooses one effect:
- Restrains one Large or smaller creature (DC 13 STR save)
- Creates difficult terrain in a 15-foot area
- Drops or collapses scenery for 2d6 bludgeoning damage (DEX save DC 13 for half)
Actions
Longbow
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Net Launcher (Recharge 5–6)
Frendric fires a compact weighted net at a creature within 20 feet. The target must succeed on a DC 13 Dexterity saving throw or become restrained. A restrained creature may use its action to make a DC 13 Strength check, freeing itself on a success.
Bonus Actions
Coordinated Maneuver
Frendric chooses one ally he can see within 30 feet. That ally gains advantage on their next attack roll if they move at least 10 feet first.
Personality Notes
Frendric is brave, practical, and perhaps overly confident in plans involving ropes, pulleys, bait, and collapsing staircases. He genuinely cares about his companions and instinctively steps into the role of organizer and protector.
Despite his tactical mindset, Frendric’s plans have a tendency to become chaotic halfway through execution… though somehow they usually still work in the end.
Shagwyn “Shaggy” Mossfoot
Medium humanoid (human), chaotic good
A nervous hedge wizard, wandering herbalist, and accidental survivor of horrors far beyond his pay grade.
Armor Class 12 (mage armor optional)
Hit Points 44 (8d6 + 16)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (–1) | 14 (+2) | 14 (+2) | 16 (+3) | 15 (+2) | 13 (+1) |
Saving Throws Int +6, Wis +5
Skills Nature +6, Survival +5, Arcana +6, Animal Handling +5, Perception +5
Tools Herbalism kit, cook’s utensils
Senses passive Perception 15
Languages Common, Druidic (badly pronounced), and Scoobert
Challenge 4 (1,100 XP)
Traits
Herbology Savant
Shagwyn has advantage on checks involving:
- medicinal herbs
- fungi
- smokeables
- alchemical plants
- identifying edible or poisonous flora
Given 10 minutes and natural ingredients, he may create one of the following:
- Healing Poultice (restores 1d6 + 3 HP)
- Soothing Tea (advantage against fear for 1 hour)
- Dense Smoke Bundle (10-foot-radius lightly obscured area)
Easily Distracted by Food
If food is visible, smelled, mentioned, or suspiciously nearby, Shagwyn must succeed on a DC 12 Wisdom saving throw or become distracted for 1 round.
While distracted:
- he has disadvantage on Perception checks
- creatures have advantage on Sleight of Hand checks against him
- he may spend his movement approaching snacks
Magical or especially delicious food increases the DC to 15.
Cowardly Survival Instinct
When reduced below half hit points, Shagwyn may immediately move up to his speed without provoking opportunity attacks.
He must move away from the nearest visible threat if possible.
Weirdly Lucky
Once per short rest, when Shagwyn fails a saving throw, attack roll, or ability check, he may reroll it.
The reroll must be accompanied by panicked stumbling, accidental property damage, or unintended chaos.
Spellcasting
Shagwyn is an 8th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
He prefers practical, defensive, and plant-themed magic.
Cantrips (at will)
- Druidcraft
- Prestidigitation
- Mage Hand
- Poison Spray
1st Level (4 slots)
- Goodberry
- Mage Armor
- Fog Cloud
- Grease
2nd Level (3 slots)
- Web
- Enhance Ability
- Locate Object (usually food)
3rd Level (3 slots)
- Plant Growth
- Stinking Cloud
- Tiny Hut
4th Level (2 slots)
- Hallucinatory Terrain
- Polymorph
Actions
Quarterstaff
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Improvised Snack Toss
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature.
Hit: The target takes 1 bludgeoning damage and must succeed on a DC 13 Wisdom saving throw or be distracted until the start of its next turn.
Bonus Actions
“Like, Scoob—RUN!”
One ally within 30 feet who can hear Shagwyn may immediately move up to half their speed without provoking opportunity attacks.
If the ally is Scoobert, both creatures gain temporary hit points equal to Shagwyn’s Intelligence modifier (+3).
Personality Notes
Shagwyn is kind-hearted, chronically hungry, and profoundly uncomfortable with danger, undead, curses, and “creepy old mansions.” Despite this, he repeatedly survives encounters through sheer luck, improvisation, and a surprising knowledge of herbs and natural remedies.
He firmly believes most problems can be solved with:
- running away,
- eating something,
- avoiding dark basements,
- or all three simultaneously.
Velindra “Vel” Cogwhistle
Medium humanoid (human), lawful good
A razor-minded artificer, investigator, and master of mechanical deduction whose inventions routinely save the party from doom… usually seconds before catastrophe.
Armor Class 17 (enhanced leather coat, defensive gadgets)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (–1) | 14 (+2) | 14 (+2) | 20 (+5) | 16 (+3) | 11 (+0) |
Saving Throws Int +9, Wis +7
Skills Investigation +13, Arcana +9, History +9, Insight +7, Perception +7
Tools Thieves’ tools, tinker’s tools, alchemist’s supplies, smith’s tools
Senses passive Perception 17
Languages Common, Gnomish, Draconic
Challenge 6 (2,300 XP)
Traits
Master Deduction
Velindra has advantage on all Intelligence checks involving:
- clues
- hidden passages
- magical mechanisms
- trap construction
- monster weaknesses
- identifying hoaxes or illusions
After observing a creature for 1 minute, she learns one of the following:
- damage vulnerability
- highest saving throw
- lowest saving throw
- whether the creature is disguised or transformed
“Jinkies!”
Once per short rest, when Velindra succeeds on an Investigation check, she may immediately reveal one additional hidden detail the DM had not yet described.
This may include:
- concealed mechanisms
- secret doors
- invisible creatures
- inconsistencies in testimony
- fake supernatural effects
Tactical Genius
At the start of combat, Velindra may designate up to three allies. Until combat ends, those allies gain:
- +2 bonus to initiative
- advantage on checks to resist traps or ambushes
Missing Glasses
If Velindra is separated from her glasses:
- she has disadvantage on Perception checks beyond 15 feet
- ranged attacks suffer disadvantage
- Investigation checks relying on sight are made with disadvantage
However, her passive Investigation remains unchanged because her brain refuses to stop working.
Artificer Spellcasting
Velindra is a 9th-level artificer. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).
Cantrips (at will)
- Mage Hand
- Mending
- Fire Bolt
- Guidance
1st Level (4 slots)
- Detect Magic
- Identify
- Alarm
- Grease
2nd Level (3 slots)
- Arcane Lock
- Web
- See Invisibility
- Heat Metal
3rd Level (3 slots)
- Dispel Magic
- Tiny Servant
- Glyph of Warding
4th Level (2 slots)
- Fabricate
- Arcane Eye
Infusions & Gadgets
Velindra typically carries:
- Repeating Shot Hand Crossbow
- Enhanced Defense Cloak
- Clockwork Trap Detector
- Smoke Pellet Capsules
- Spring-loaded Grapple Launcher
- Mechanical Lockpick Spider (“Pickles”)
Actions
Repeating Hand Crossbow
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target.
Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6) force damage.
The weapon automatically reloads.
Flashbomb (Recharge 5–6)
Velindra throws a compact alchemical device at a point within 30 feet.
Creatures within 10 feet must succeed on a DC 15 Constitution saving throw or become blinded until the end of their next turn.
Bonus Actions
Analyze Weakness
Velindra targets one creature she can see within 60 feet.
The next attack made against that creature before the start of Velindra’s next turn has advantage and deals an additional 1d8 damage.
Personality Notes
Velindra is analytical, skeptical, and perpetually frustrated that everyone else ignores obvious clues. She has little patience for superstition, fake hauntings, or “clearly impossible” ghost stories.
Ironically, she now travels with:
- an herb-wizard who talks to plants,
- a trap-obsessed ranger,
- a glamorous sorceress,
- and an antlered mystical hound.
Despite her constant exasperation, she deeply cares for the group and functions as its intellectual center.
She is usually correct.
She is rarely listened to in time.
Lady Daphyra Valebloom
Medium humanoid (human), chaotic good
A glamorous sorceress of noble birth whose magical talents focus equally on arcane elegance, battlefield flair, and keeping dungeon grime off her boots.
Armor Class 15 (enchanted gown, magical reflexes)
Hit Points 49 (9d6 + 18)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (–1) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 20 (+5) |
Saving Throws Con +6, Cha +9
Skills Persuasion +9, Deception +9, Performance +9, Insight +4
Tools Disguise kit, fine tailor’s kit
Senses passive Perception 10
Languages Common, Elvish, Sylvan
Challenge 5 (1,800 XP)
Traits
Noble Presence
Creatures who first meet Daphyra often underestimate her as merely fashionable or vain.
Daphyra has advantage on:
- Persuasion checks involving nobility
- attempts to distract creatures socially
- maintaining composure under pressure
“Oh No, My Dress!”
Whenever Daphyra takes acid damage, mud damage (DM discretion), slime exposure, or becomes grappled by an ooze, she immediately gains:
- advantage on her next spell attack or saving throw DC
- +10 movement speed until the end of her next turn
Pure outrage fuels her magic.
Accidental Trap Finder
Once per dungeon or dangerous location, Daphyra may unintentionally trigger a hidden trap while moving.
If she survives the effect:
- all allies gain advantage on checks and saves against that trap thereafter
- Daphyra loudly insists this was deliberate reconnaissance
Immaculate Magic
Daphyra instinctively keeps herself and her companions presentable through minor magical effects.
At the end of every short rest:
- clothing becomes clean and repaired
- odors vanish
- hair and makeup reset flawlessly
- up to six willing creatures gain temporary hit points equal to Daphyra’s Charisma modifier (+5)
Spellcasting
Daphyra is a 9th-level sorcerer. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
Her magic leans toward glamour, utility, elegance, and dramatic displays.
Cantrips (at will)
- Prestidigitation
- Mage Hand
- Friends
- Fire Bolt
- Minor Illusion
1st Level (4 slots)
- Charm Person
- Mage Armor
- Feather Fall
- Color Spray
2nd Level (3 slots)
- Mirror Image
- Enhance Ability
- Suggestion
3rd Level (3 slots)
- Hypnotic Pattern
- Counterspell
- Tiny Hut
4th Level (3 slots)
- Greater Invisibility
- Dimension Door
5th Level (1 slot)
- Mislead
Metamagic
Subtle Spell
Daphyra casts social magic with barely a gesture.
Twinned Spell
Because one makeover is never enough.
Actions
Arcane Bolt
Ranged Spell Attack: +9 to hit, range 120 ft., one target.
Hit: 14 (2d10 + 3) force damage.
Perfumed Flash (Recharge 5–6)
Daphyra releases sparkling magical perfume in a 15-foot cone.
Creatures in the area must succeed on a DC 17 Wisdom saving throw or become:
- charmed until the end of their next turn
- distracted by dazzling lights and scent
Bonus Actions
Emergency Wardrobe Correction
Daphyra magically repairs or cleans one visible object, outfit, or creature within 30 feet.
This may:
- remove stains
- mend tears
- polish armor
- untangle hair
- dramatically billow capes for effect
Personality Notes
Daphyra is vain, dramatic, and deeply offended by poor dungeon hygiene. She believes every adventure should include:
- proper lighting,
- coordinated color palettes,
- and enough warning before undead attacks to “prepare emotionally.”
Despite her theatrics, she genuinely loves her companions and repeatedly places herself in danger for them — usually while loudly complaining the entire time.
Her greatest enemies are:
- slime,
- cobwebs,
- humidity,
- and “that absolutely dreadful smell coming from the crypt.”
Scoobert of the Greenwood Glades
Large fey beast, chaotic good
A towering antlered hound of fey lineage whose courage fluctuates wildly depending on proximity to danger… and snacks.
Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 8 (–1) | 14 (+2) | 12 (+1) |
Saving Throws Con +7, Wis +5
Skills Perception +5, Survival +5, Stealth +5, Athletics +8
Damage Resistances charm effects, fear effects
Senses darkvision 60 ft., passive Perception 15
Languages Understands Common, Sylvan; speaks broken Common with pronounced rhotacism
Challenge 6 (2,300 XP)
Traits
Fey Beast
Scoobert is considered both a beast and a fey creature for spells and magical effects.
He has advantage on saving throws against:
- enchantment magic
- illusions
- magical sleep
Easily Distracted by Food
If food is visible, smelled, mentioned, or rattled in a pouch nearby, Scoobert must succeed on a DC 13 Wisdom saving throw or become distracted.
While distracted:
- his movement is halved if moving away from food
- he has disadvantage on Perception checks
- he may abandon tactical positioning to pursue snacks
Magical treats or meat increase the DC to 16.
Timid Giant
If Scoobert begins his turn frightened, outnumbered, or below half hit points, he must succeed on a DC 14 Wisdom saving throw or take the Disengage action and retreat.
During retreat he often shouts:
“Ruh-roh!”
“Rike, no thank roo!”
“Raybe we should run!”
Scoobert Snacks
If Scoobert is fed a Scoobert Snack as a bonus action:
- he gains 15 temporary hit points
- becomes immune to fear for 1 minute
- gains advantage on Strength checks and attack rolls
- may immediately move up to his speed toward danger instead of away from it
For the duration, Scoobert transforms from trembling coward into improbable hero.
Loyal Companion
Scoobert may use his reaction to impose disadvantage on an attack against a nearby ally within 5 feet by physically intercepting or shoving them aside.
Gentle Mount
Small creatures may ride Scoobert as a mount.
While carrying:
- a Small rider gains advantage on saving throws against being knocked prone
- Scoobert gains advantage on checks involving jumping or climbing unstable terrain
Scoobert is especially protective of:
- children
- gnomes
- frightened companions
- anyone carrying snacks
Actions
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage.
Antler Charge
If Scoobert moves at least 20 feet straight toward a target before hitting with a Bite attack, the target takes an additional 9 (2d8) bludgeoning damage and must succeed on a DC 16 Strength saving throw or be knocked prone.
Panicked Flailing (Recharge 5–6)
Scoobert spins, yelps, and crashes through nearby creatures in absolute terror.
Each creature within 10 feet must succeed on a DC 15 Dexterity saving throw or take:
- 13 (3d8) bludgeoning damage
- and be knocked prone
Scoobert may immediately move up to half his speed afterward.
Bonus Actions
“Ruh-roh!”
Scoobert warns allies of danger.
Up to two allies within 30 feet gain:
- advantage on Perception checks
- advantage on saving throws against ambushes or traps until the start of Scoobert’s next turn
Reactions
Heroic Panic
When an ally within 10 feet would drop to 0 hit points, Scoobert may move up to his speed toward them and make one Bite attack against the triggering enemy.
If empowered by Scoobert Snacks, this attack deals an additional 2d8 force damage.
Personality Notes
Scoobert is:
- profoundly cowardly,
- deeply loyal,
- constantly hungry,
- and far more intelligent than people assume.
He fears:
- ghosts,
- skeletons,
- thunder,
- dark hallways,
- suspicious portraits,
- and “creepy old mansions.”
Yet when his friends are truly endangered — or when bribed with sufficient snacks — Scoobert becomes capable of astonishing acts of bravery.
His speech replaces many “R” sounds naturally:
“Ragic,”
“Rungeon,”
“Run away!”
He is especially fond of:
- sleeping near campfires,
- oversized sandwiches,
- and being told he’s a “rood boy.”

Lead photo Image Credit / Adobe Stock image #1754864472
The 70s montage is borrowed from the Facebook group 1970s Memories no attribution at the page.
The 80s montage is borrowed from this Patch.com article. No attribution is given at the article. Some modification by Alien Graphics.
Pac Man Dungeon was generated by ChatGPT using prompts by Alien Graphics
All artwork of The Mysterians is generated by ChatGPT using prompts from and modifications by Alien Graphics








