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Showing posts from August 23, 2019

A Moment of Truth (encounter idea)

Here’s one for you Dm’s that want your npc & your players to be forced to tell the truth for awhile. The players are about a town, when they find a weird blue orb. If the players interact with the orb nothing will seemingly happen to them. However anyone who touches the orb (after 30 minutes) will be unable to tell a lie for the next 24 hours. This encounter is used best in combination with some form of  diplomatic/charisma challenge.

Funky Fungi (entity idea)

Here’s one for you Dm’s that want some funky fungi that force the players’ to dance The Funky Fungi is a magically enhanced fungi that naturally give of bardic music while flashing colorful lights. Both of these have been enhanced with evolution & now the funky fungi has become a  natural rave making plant that can cause their predators to be too preoccupied dancing. Besides this, the flashing colors tend to hide where they are when they do it as a group. Please Note that this fungi has no sentience Cr: 0 Hp: 3 Ac: 6 Str: 1 Dex: 4 Con: 18 Int: 1  Wis: 1 Cha: 1 Movement: Stationary Abilities:  -Bardic ballid: Anything that can move within 10ft of the fungi will have to make a wisdom check (DC 12) & on fail, will be compelled to dance -Flashing Lights: Anything that attempts to attack the funky fungi will get a disadvantage on there attack Attacks: None...

Relationship Tracker (game mechanic idea)

Here’s one for you DM’s that need an easy way to keep track of how npc’s view the players of the world & eachother in the world. The relation tracker, tracks relationships (as if the name wasn’t a dead give away). It does this by using a negative to positive point tracker but adds a layer of complex by adding a maximum amount that it can go positively or negatively, this is due to the pretense of the relationship. For instance let’s say we have a generic NPC that works at a shop. When a player interact with them, a relationship scale from -10 +10 will start at 0. If the player interact with them in a positive way, it may go from 0 to +1 or +2. If the player is rude to the shop keep, the amount may go from 0 to -1 to -2. This amount is remembered till nextime & will affect how the NPC interacts with the player on their next interaction. Their relations can go from just random customer/shop-keep -} that jerk customer/crappy shopkeep -} Ughhh it’s this *expletive again. But...