TEXT:  
   
   
  
  Okay, Dungeon Masters. You know the drill. The 
  party has just successfully defeated the band of 
  goblinoid brigands that ambushed them while on 
  the old abandoned King’s Road. Now your 
  players want to know what their characters find 
  when they loot the pouches of the goblin and 
  hobgoblin bandits. Besides the worse for wear 
  weapons and tattered armor, the player 
  characters 
  recover 
  a 
  few 
  pouches. But what do the 
  pouches contain? You’re 
  not just going to roll a few 
  ten-sided dice to randomly 
  determine how many silver 
  pieces 
  are 
  within 
  each 
  pouch—are you? 
   
  Of course not. That’s what hackneyed Dungeon 
  Masters would do. Where’s the originality in a 
  handful of silver pieces or a few gold coins? 
  What’s that going to get the player characters? A 
  tankard of ale or goblet of mead at the same ol’ 
  run-of-the-mill tavern like the one they first 
  gathered in to start this adventure. (We’ll shake 
  up “tavern preludes” in another supplement.) 
   
  If pouches are found within the spoils of combat 
  encounters, then maybe they should contain 
  something more than just boring old coins of the 
  realm. After all, perhaps the defeated 
  antagonist 
  or 
  unknowing 
  pickpocket 
  victim 
  had 
  a 
  reason to have a pouch to 
  hold intriguing trinkets our 
  small objects of value. 
   
  And, that is where Don’t 
  Slouch On The Pouch comes 
  into play. This supplement is a 
  means to allow Dungeon Masters to add a little 
  more color to their game by means of 
  discoveries within pouches, purses, and packs 
  that just may be an actual loose thread from a 
  seam keeping the leather enclosure together, or 
  it may be the “thread” that unravels the tapestry 
  that is the very campaign story itself.  
   
   
   
  DON’T SLOUCH ON THE POUCH 
   
  Writing & Layout 
  D Taylor 
  dTAYLORrpg.com 
  Twitter: @dTAYLORrpg 
   
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. 
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is 
  copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 
  Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 
  2019 by D Taylor and published under the Community Content Agreement for Dungeon Masters Guild. 
   
   
   
  
  1. A rabbit’s foot that has been prepared by an 
  expert taxidermist, complete with ornamental 
  chain. This amulet will provide the possessor 
  Inspiration that can be used once a day. Or, a 
  small wood carving of a gremlin that will 
  randomly (up to the DM) impose Disadvantage 
  on the character once a day. The gremlin token 
  immediately attunes itself with the character 
  cannot be discarded without the use of a 
  Remove Curse spell  
   
  2. A stale cookie that causes 1 hp of poison 
  damage (no saving throw) if consumed. Or, a 
  flavorful cookie, that if consumed, negates the 
  need for food for three days. (The cookie is non-
  magical and its special trait is due to the secret 
  mixture of unknown spices used during its 
  baking.) 
   
  3. The carcass of a dead tiny snake with colorful 
  bands 
  that 
  has 
  been 
  converted 
  into 
  a 
  wraparound bracelet worth 9 gp. Or, A living 
  very venomous tiny snake that will strike when 
  the pouch is opened. (See Stat Block Appendix.)  
   
   
   
  4. A small vile labeled “Hot Sauce” in Draconian, 
  that if consumed the drinker must make a DC 12 
  Constitution saving throw, taking 2 (1d4) fire 
  damage on a failed save, or half as much damage 
  on a successful save. Or, a small vile labeled 
  “Hot Sauce” in Draconian, which if consumed 
  grants the drinker a minor fire breath weapon 
  that can be used three times within one day of 
  consumption. (10 ft. cone and Constitution save. 
  Target takes 1d6 fire damage on a failed save, or 
  have as much on a successful save.) 
   
  5. A single gold coin minted with an unfamiliar 
  seal. Or, a single gold coin minted with an 
  unfamiliar seal that, as long as it is left in the 
  pouch, will produce a second identical coin that 
  can be removed and spent as an actual gold 
  piece. No more than one additional coin is 
  produced as long as the original and duplicate 
  coin or in the pouch.  Each time the duplicate 
  coin is attempted to be removed there’s a 50/50 
  chance that the original magical coin will be 
  removed. The gold coin radiates slight magic if 
  detected. 
   
  6.  A small single button carved from bone 
  depicting an unknown coat of arms worth 5 sp. 
  Or, a small single button carved from bone of a 
  simple shield that radiates slight magic if 
  detected. If sewn onto an article of clothing or 
  light armor it will provide +1 to the wearer’s 
  armor class. 
   
  7. Upon opening the pouch, a Stinking Cloud is 
  unleashed (per the 3rd level spell.) 1d10 silver 
  pieces are also within the pouch. Or, a strong but 
  pleasant burst of Jasmine scent is released that 
  bestows Inspiration on the character for the very 
  next attack roll, saving throw, or ability check.   
   
  8. The skull of a pixie that grants the possessor 
  Magic Resistance (advantage on saving throws 
  against spells and other magical effects) versus 
  fey creatures. Or, The skull of a quasit that 
  grants 
  the 
  possessor 
  Magic 
  Resistance 
  (advantage on saving throws against spells and 
  other magical effects) versus fiend creatures. 
  Either skull radiates light magic if detected.  
  
  9. A small non-distinguishable skeleton key with 
  no apparent key wards cut into the bit. The key 
  may be inserted into any keyhole (door, gate, or 
  padlock) and open any non-magical lock with a 
  Pick 
  Locks 
  roll 
  +5. 
  Or, 
  a 
  small 
  non-
  distinguishable fake skeleton key, that when 
  inserted into any keyhole, instantly fuses itself 
  with the lock making it inoperable and unable to 
  open with even the proper key or lock picking. 
  The later version radiates slight magic if 
  detected. 
   
   
  10. A small jar with a metal lid sealed with wax. 
  Within the jar appears to be swirling smoke. If 
  the wax seal is broken and the lid removed a 
  Smoke Mephit will billow forth from the jar and 
  act in appropriate Smoke Mephit nature. Or, a 
  small jar with a metal lid sealed with wax. 
  Within the jar appears to be churning mud. If the 
  wax seal is broken and the lid removed a Mud 
  Mephit will ooze out from the jar and act in 
  appropriate Mud Mephit nature. Both jars 
  radiate slight magic since they contain their 
  prisoners through magical means. (See Stat 
  Block Appendix.) 
   
  11. A wooden drink token worth one free ale, 
  mead, or wine at the The Kicking Ass tavern. 
  The token features artwork of a donkey kicking 
  over and spilling a tankard burned into the 
  wood. “Good at any tavern or inn” is inscribed 
  on the back. The token will reappear in the 
  character’s possession the next day. Or, a cursed 
  copper piece that will transmute up to twenty 
  gold pieces a day that the character possesses 
  into copper, and cannot be discarded without the 
  use of a Remove Curse spell.  
   
  12. A small tin whistle that when blown into 
  seems to not produce any sound. In fact, the 
  sound 
  produced 
  an 
  inaudible 
  sound 
  to 
  humanoids. Once per day the whistle may be 
  blown and it will summon a random affable 
  woodland creature that will befriend and aid the 
  character for one day. Or, a small tin whistle that 
  when blown into seems to produce any sound 
  that will summon a random hostile woodland 
  creature from that will attack the character with 
  much animosity. 
   
  13. A small military emblem of an unknown 
  army made of iron. The emblem depicts an 
  eight-pointed star behind a falcon. Among some 
  historians or antique dealers it may be worth 
  somewhere between 5 gp to 15 gp. Or, a small 
  military emblem of an unknown army made of 
  electrum. The emblem depicts a falcon in front 
  of crisscrossing swords, and grants the wearer 
  advantage during combat once a day. 
   
  14. Six arrowheads crafted from dragon scales. 
  If fashioned with an arrow or bolt by a skilled 
  fletcher, they enable a +1 to hit modifier to the 
  projectile. Or, six arrowheads crafted from the 
  bones of the undead that will enable a +1 to hit 
  modifier, but will also only cause 1 hp of damage 
  regardless of damage rolled or modifiers. Both 
  types of arrowheads radiate slight magic if 
  detected. 
   
   
  
  15. A nondescript small bar of soap wrapped in 
  parchment. If used to wash or rubbed on skin 
  will grant the user +1 to AC for 24 hours. The 
  bar of soap has six uses and the bonuses do not 
  stack. Or, a nondescript small bar of soap 
  wrapped in parchment. The soap itself is nothing 
  more than a flowery smelling bar of normal 
  soap, but the parchment wrapper is actually a 
  crudely drawn treasure map that may or may not 
  lead to an actual treasure.  
   
  16. A simple ring made of silver that will adjust 
  to fit any finger that it is slid on. The ring 
  provides the wear to wield their finger as a 
  weapon with a simple flick. When the wearer 
  flicks their finger and makes a successful to hit 
  roll, the wearer may cause 3 (1d6) hp of 
  bludgeoning damage. Or, a simple ring made of 
  silver that will adjust to fit any finger that it is 
  slid on. Once on, it cannot be removed by any 
  means other than a Curse or Wish spell, and it 
  will negate any benefits of any other magical 
  rings worn by the same wearer. Both rings 
  radiate slight magic if detected. 
   
  17. A meerschaum pipe that when smoked 
  allows the smoker to see invisible creatures and 
  objects out to a range of 60 feet when peering 
  through the exhaled smoke. The pipe radiates 
  slight magic if detected. Or, an ordinary 
  meerschaum pipe, though carved with an 
  intricate design of the face of a treant that is 
  worth 30 to 50 gp to a collector of such items. 
   
  18. A 10 foot length of string that is actually a 
  wondrous item known as a String of Durability. 
  The string can stretch to a length of 15’ feet and 
  can support weight as if it were a strong piece of 
  rope. This strong string has an AC of 12 and 8 
  hp. Or, a 10 foot length of string that is actually a 
  wondrous 
  item 
  known 
  as 
  a 
  String 
  of 
  Strangulation. This corrupted cord will spring 
  from the pouch to wrap itself around the neck of 
  the nearest creature. The target must succeed 
  on a DC 15 Dexterity saving throw. On a failed 
  saving throw, the target receives 4 (1d4 +2) 
  bludgeoning damage and is grappled (escape DC 
  12). Until this grapple is broken, the target can’t 
  breathe, and any other attackers have advantage 
  on attack rolls. Both strings radiate slight magic 
  if detected.    
   
  19. A bird feather that upon close inspection, 
  appears to have ink on the end of the shaft as if 
  were used as a quill. Upon further inspection, it 
  will become apparent that the quill appears to 
  produce 
  unlimited 
  ink 
  when 
  pressed 
  to 
  parchment or other similar surfaces. Or, a bird 
  feather hat appears to have fresh blood on the 
  end of the shaft. If utilized as a quill, it will write 
  in blood on parchment or similar surfaces. The 
  blood quill has an endless supply of blood as 
  well. Both quills radiate slight magic if detected.
   
  20. A small clay jar that contains a translucent 
  clear healing gel that when applied to a wound 
  will head 4 hp (1d8). There is enough gel for two 
  applications, but the healing does not stack. Or, 
  a small clay jar that contains a translucent clear 
  Pain Jelly that will leap out of the jar upon being 
  opened. The Pain Jelly is a tiny ooze that causes 
  acid damage by contact and will attack if it feels 
  threatened, which it always does. (See Stat 
  Block Appendix.) 
   
   
   
   
   
  
  Very Venomous Snake 
  Tiny beast, unaligned 
   
  Armor Class 13 
  Hit Points 2 (1d4) 
  Speed 30 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (-4) 
  16 (+3) 
  11 (+0) 
  1 (-5) 
  10 (+0) 
  3 (-4) 
   
   
   
   
   
   
  Senses blindsight 10 ft., passive Perception 10 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Actions 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage, and the target must 
  make a DC 12 Constitution saving throw, taking 9 
  (2d8) poison damage on a failed save, or half as much 
  damage on a successful save. 
   
  Smoke Mephet 
  Small elemental, neutral evil 
   
  Armor Class 12 
  Hit Points 22 (5d6+5) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  14(+2) 
  12 (+1) 
  10(+0) 
  10 (+0) 
  11(+0) 
   
   
   
   
   
   
  Skills Perception +2, Stealth +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Auran, Ignan 
  Challenge 1/4 (50 XP) 
   
  Death Burst. When the mephit dies, it leaves behind a 
  cloud of smoke that fills a 5-foot-radius sphere 
  centered on its space. The sphere is heavily obscured. 
  Wind disperses the cloud, which otherwise lasts for 1 
  minute. 
   
  Innate Spellcasting (1/Day). The mephit can innately 
  cast dancing lights, requiring no material components. 
  Its innate spellcasting ability is Charisma. 
   
  Actions 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 +2) slashing damage. 
   
  Cinder Breath (Recharge 6). The mephit exhales a 15-
  foot cone of smoldering ash. Each creature in that area 
  must succeed on a DC 10 Dexterity saving throw or be 
  blinded until the end of the mephit’s next turn.  
  Appendix: Creature Stat Blocks 
   
   
   
  Mud Mephet 
  Small elemental, neutral evil 
   
  Armor Class 11 
  Hit Points 27 (6d6+6) 
  Speed 20 ft., fly 20 ft., swim 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  12(+1) 
  12 (+1) 
  9 (-1) 
  11 (+0) 
  7 (-4) 
   
   
   
   
   
   
  Skills Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan, Terran 
  Challenge 1/4 (50 XP) 
   
  Death Burst. When the mephit dies, it explodes in a 
  burst of sticky mud. Each Medium or smaller creature 
  within 5 feet of it must succeed on a DC 11 Dexterity 
  saving throw or be restrained until the end of the 
  creature’s next turn. 
   
  False 
  Appearance. 
  While 
  the 
  mephit 
  remains 
  motionless, it is indistinguishable from an ordinary 
  mound of mud. 
   
  Actions 
   
  Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 +1) bludgeoning damage. 
   
  Mud Breath (Recharge 6). The mephit belches viscid 
  mud onto one creature within 5 feet of it. If the target 
  is Medium or smaller, it must succeed on a DC 11 
  Dexterity saving throw or be restrained for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
   
  
  Pain Jelly 
  Tiny ooze, unaligned 
   
  Armor Class 13 
  Hit Points 7 (1d10) 
  Speed 10 ft., climb 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 (-4) 
  12 (+1) 
  9 (+1) 
  2 (-4) 
  6 (+2) 
  1 (-5) 
   
   
   
   
   
   
  Damage Resistances Acid 
  Damage Immunities Lightning, Slashing 
  Condition 
  Immunities Blinded, Charmed, Deafened, Exhaustion, F
  rightened, Prone 
  Senses Blindsight 10 ft. (blind beyond this radius), 
  Passive Perception 8 
  Languages — 
  Challenge 1/8 (25 XP) 
   
  Amorphous. The jelly can move through a space as 
  narrow as 1/2 inch wide without squeezing. 
  Spider Climb. The jelly can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
   
  Actions 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage, and the target must 
  make a DC 12 Constitution saving throw, taking 9 
  (2d8) poison damage on a failed save, or half as much 
  damage on a successful save. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/dTaylor/dTaylor - Dont Slouch on the Pouch v1.pdf