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Showing posts from August 8, 2019

Vampire Problem? (Side quest Idea)

Here's one for you Dm's that want a short mystery side quest around a person finding out that they are a vampire spawn. The players are out in the usual hub area, when a rather wealthy person comes up to them. Apparently their daughter has been showing strange symptoms & the wealthy person thinks that this is due to a curse. They ask the players to help find who is causing this, & to stop it. If the players agree they will be given a letter of invitation to the wealthy person's house (Which they will have to use to be able to get past the guards). Once the players are actually in the house, they can look around for clues on what the curse is. If they ask the daughter, the daughter explains all the strange things that have been happening (Ie she will tell them about the lack of a reflection, how both sunlight & running water hurts her, & how she's been having a craving for... something.) If the players find out & tell the family what has happene...

Feats Bundle (Feat ideas)

Here's one for you DM's that want more feats in your campaign. Last Stander: If they are the last friendly unit in a battle (& or the only friendly unit in battle), they will gain +1 ac & gin 25% of there total hp in temporary Hp Diplomatic: Gains +1 charisma & will either gain proficiency & or expertise (if they already had proficiency) in persuasion/intimadation Muleish: All charisma checks done against this person has a -2 added to it. Defensive expert: Gain access to the 'fortify' action. Fortifying improves a person ac by +5 but costs all that turns actions (bonus action exempt) Destined Enemy Slayer: If the person attacks someone who is on the other end of the alignment chart (ie good v evil, lawful v chaotic or any combination of the two) they will gain x2 to all there damage rolls Out-Witter: All intelligence checks/persuasion checks/deception checks done against this person will have a -1 added to it. Add +1 intelligence. Keen-eyed...

The Duck Zone (area idea)

Here's one for you dm's that want a funny little side area in your campaign! Appearance: A tiny lake that has a variety of ducks in/around it. There are wood benches around the lake (may or may not have alot of duck poop on it). Description: The duck zone is a tiny realm that ducks sometimes go to. How the ducks access the duck zone is unknown, but people suggest it is accessa le from the bottom of certain lakes. The ducks of the duck zone come & go as they please, so the amount of ducks that might be in there may vary. How To Access: Ducks access the duck zone through there own secret duck ways, but humans get in there through other means. The other side of secret magic doors may lead here tthrough either error (ie the other planned side of the magic door is inaccessable) & or by purpose.