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Showing posts from July 28, 2019

Sharpnel Shooter (trap idea)

Here's one for you dm's that want a deadly one time weapon. The player are walking though a room when one of them press down on a floor panel. The panel *clicks* inwards & from the ceiling, out pops a barrel that hit's the ground & then bounces. Once it is halfway in the air from the third bounce it will explode, sending metal & wood shards all around the room. -Any player who is within 5 - 15ft of it when it explodes has to make a dex save with disadvantage * on fail will take 4d6 - dex damage. -Any player who is within 16ft - 40ft of it when it explodes has to make a dex save & on fail will take 2d6 - dex -Any player who is within 41ft - 80ft of it when it explodes has to make a dex save with advantage & on fail take 1d6 - dex damage. -The shrapnel from the trap cannot go though thick walls or metals.

Crab Chaos (Side Quest Idea)

Here's one for you Dm's that want funny/weird side quest The players are traveling around the harbor area of a harbor town when they notice that a bunch of people are just standing around something. If the player go to investigate they will see about three harbor workers with brooms fighting against a literal horde of crabs. Well 'fighting against' is the wrong word, the crabs are just chilling out & eating all the fish in the selling stands, while the works just try to get them away. One of the workers will get fed up & ask the crowd if someone could help them with this. If the players agree & are able to get the crabs away, they will get some complementary fish [preferably ones that were not as damaged by the crabs.]

Faitfull Fist Fight (Encounter idea)

Here's one for you Dm's that want a optional (& hard) fight. The players are up in a mountainous region, when they noticed a lone monk training in the not so far distance. If players go up & interact with he monk, the monk will tell them that they are just practicing some moves. The monk then ask the party if they wish to spar, & if the party does they will bein a sparring session. The monk will go all out on the party & if any of the party goes to 0 hp they will be incapacitated instead of having to make death saves. If the players make it to the point where the opponent becomes blooded, they will start some sort of ritual that takes two turns & once finished they will now deal extra holy damage per hit If the party losses they will wake up at the monks house & are told that they have been knocked out for three days & that they can stay for dinner if they want. If the party wins the monk will pass out & if the players don't loot him, t...