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Showing posts from January 21, 2019

The God Of Nature!? (campign/side quest idea)

Here's one that can be used for a side quest & or for a full fledged campaign. A person with vast magical ability has claimed to be the god of  nature & has said that nature want all civilization destroyed. The person has the plan & means to do so. The players must prevent this from coming to pass.

The Kinslayer whip (Weapon Idea)

Here's a weapon for you all that wants a circumstantial but powerful weapon. Appearance: An ordinary looking chain whip, who's handle has a stylized blood drop that says kin on it Description: This weapon was made by a prince who wanted to kill his brothers so that he could become king. This whip deals more damage to the closer the person is related to the person there attacking. Abilities (apply all of these to regular whip stats) Unrelated: |attack bonus -3| damage -3| Same Class: |attack bonus +2| damage +2| Same Race: |attack bonus +4| damage +5| Distant Blood Relation:|attack bonus +6| damage + 8| Blood Relative: |attack bonus +8| damage +14| Twin:|attack bonus +10| damage +25|

Potion of Time Passing (potion Idea)

Here's a potion for you DMs that want your players to wait, but not actually wait. Appearance: It a brown looking liquid that makes a big bubble every so often Description: This potion causes the person perception of time to shift, allowing allot of time to pass in the blink of an eye. A person affect by this potion will stand still for the amount of time that passes, unless they are hit, in which case the potions effect wares off. Ability For every 3 teaspoons of this drunken by a player an hour will pass for the player who drank it. Must be Drunken to work, does not work with skin contact.

Winged Dagger (Weapon Idea)

Here's an item for you DMs that want something that's fun, weird, & a fairly weak compared to other magical items. Appearance: It looks like a dull copper dagger, with magnificent white wings. Description: Due to alchemy , celestial meddling, & a couple of harpy feathers a dagger with wings was made. Abilities: Works like a regular dagger but has a +3 to hitting enemies when thrown. It comes back to it's user once thrown.

Mimic Spawn (enemy idea)

Here's another ambush enemy idea for you sadistic DMs This enemy is as it suggest is a young mimic. Unlike it's older counterpart, this one lacks the ever so important trademarked ability of mimics, polymorph. Instead it choses to hide in bags, pouches, & any small sealable container, waiting for a time to strike so that it can steal/eat small items/animals. In a fight a Mimic spawn won't last 14 second, so it usually choses to run, making off with any ill gotten gains it's eaten. Stats  CR: 0 AC: 16 (Due to small size & fast speed) HP: 3 Str: 5 Dex: 18 Con: 3 Int: 5 Wis: 9 Chr: 4 Movement: 50 Attacks Bite: |Hit Bonus: -3| Damadge1d8 -3|

The Thunder Scared Sickle (Magical Weapon Idea)

Here's one for those DM's that want a magical item but don't know what to make it. Appearance: A sickle in which the shape of the blade it in a lighting bolt. Background: This sickle one belonged to a farm till a rouge holy thunderbolt hit it, causing it to be imbued with the power of the lighting bolt spell Attacks: (regular sickle stuff for the physical damage) Lighting bolt (can be used once per day):  A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

Let's Punch A Priest (side quest)

Here's one for when your players get blackout drunk & you want them to regret it. The players will wake up from a night of blackout drinking to find themselves locked in the confession both in the local church. After they get out they find out that they trashed the entire place & beat the every living shit out of the priest that presides there. Now the players have to make amends before they get arrested (& or run away from the law).

Cursed By the Wicked (Character Idea)

Here's an idea for you players who want to light a fire under your own bum. (compatible for sorcerers & or warlocks) The idea for this character is that they have miraculously have gained magical powers. But they soon find out that these powers were cursed on them by a malevolent being, & that the longer they possess this power they will slowly corrupt the person till they are only a shell of themselves. (the reason why they are doing this can be explained via the player & or if you want to keep it a mystery you can leave it up to the DM)

Accidental Blackmain (Sidequest idea)

Here's a funny side quest idea for you DM's that need one. The players will one day receive mail stating that unless they pay an absurd amount of gold that some scandalous information about them will come out about them, & that they must meet up with this black mailer at a curtain time & places. If they chose to meet up with the blackmailer the will find out that the blackmail had accidentally mailed his blackmail to the wrong people (IE the party). What happens next is up to the players.

The venus player trap (Enemy Idea)

For you DM's who want to keep there players on there toes with some homebrew ambush badies. This mob works akin to a mimic, but instead of being a treasure chest that attacks the players once they get up in it's face, it will be in the shape of an oddly large plant. In the plant on a visible area will be a weapon, (whether it's real or not is up to the DM) that if the players try to grab it, the plant will bite them & or shot acid which begins combat. Stats CR:1/8 Ac: 11 HP: 15 Str: 14 Dex: 6 Con: 18 Int: 14 Wis: 8 Cha: 4 Movement: 0 (Stationary)  Attacks: Bite: |hit bonus +2| Damage roll 1d4 +2 Acid Spit (acidic damage): |hit bonus -2| Damage roll 1d8 -2

Definently not Castlevania (campaign idea)

Here's a campaign idea for those DM's who want there campaign to be in an enclosed area & on the shorter end of the scale that is more combat focused. The idea of this campaign is that the players will have to invade the castle/fort of a very powerful evil entity that has been harassing the people of the land. The invasion of the evil entities fort will be a mutli-attempt fight to try & get there way though castle/fort to the evil entity. After each attempt the players will go back to a small town out side the castle/fort & gear up/ready themselves for another go at it. The players will keep repeating this cycle of attempt & rest till they ether get to the evil entity & or fail & die. Nifty ideas to go along with this is having that after each attempt have the players go back though the rooms they cleared to make it out of the castile/fort to rest. This may seem irrelevant & time wasting but serves as a great sense of progression. It will show th...

The Very Very Very Helpful Cleric (Simple Character Idea)

Here's an idea for you players that can't come up with a character & want to player the swish army knife of classes (cleric). So the idea for this character is that you are playing a cleric who's god only gave them one goal in life, & that is to help everybody. The catch is that they must help everybody, & when I say everybody I mean everybody. No mater how big or small, or how long or short the problem is they must help that person or risk getting there powers revoked by there patron god. (bonus points if you make your character a stuck up prik)

Brave new world (how to start a campaign idea)

Here's a campaign idea for you DM's who have a world to play with, but don't know where to start. The players start the campaign separated, & the DM will ask them to describe there daily lives. After this the players will go to sleep & will then have to describe there dreams. Interrupt each player halfway though there dream. After the last player you tell them that they all feel like they are falling. Once the players wake up & look around they will notice that they are in-fact falling, with unknown strangers (said strangers being the other players). After awhile they will hit a body of water, which will break there fall. The player's, after getting there stuff out of the water & onto the land, will have to figure out where they are, how they got there, & how do they get back home.

Sacred Weapons (Long Side Quest)

Here's a side quest for you DM's that want a side quest which can be done every so often by the party & can last throughout the majority of your campaign. One of the players are contacted by a god (up to the DM who said god could be) in there sleep telling them that they want to help out the party by giving them the location of sacred weapons. If the player accept then mark some location on the map that shows where these treasures will be. Right after the player accepts the gods says that each of the sacred weapon location is guard by some form of a test (test up to the DM discretion). It will then be up to the players to find time to find these Sacred Weapons (abilities of said weapons also up to DM discretion).

Confused Hitman (side quest)

Here's an idea for a side quest in which the party has an adversary the plays dirty. The players will be in town doing what players do & when one of them is on there own they will be approached by a man asking if they seen a person. The person they ask for is a party member, & if the player asked why the hitman will just straight up admit to being & a hitman & will says that "I will be willing to pay you X (amount decided by DM) amount of gold if you can give me some correct information on where I could find [insert player name here]" What happens next is up to the player.

Necromancy Child (side quest)

If your Campaign has a darker setting & or a setting involved in necromancy/dark forces then this side quest might be up your campaign's tracks. The idea of this side quest is that a group of local people asks the party to help to investigate a local family, which haven't come out of there home in 2 weeks. If they chose to investigate the house they will find out that the reason the family hasn't been seen is due to the parents dying & their daughter having accidently manifested necromancy powers & have brought them back to life. It will then be up to the players what to do next.