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Showing posts from September 6, 2019

Loyalist Lost Puppo (Side quest idea)

Here's one for you DM's who want a feel good side quest. The players are wandering about a town when they hear a soft jingling following them. If they go to see what the jiggling is, they will find a a tiny baby doggo is following them. If the players go to interact with the dog, it will roll on it's back & wait for the belly rubs. If the players play with the dog awhile, they will hear someone yelling from the distance. The person shows up to be a small poverty child. The child will be yelling a name & the dog will perk up whenever they hear it. After this the players decide what's next.

Item’s On Loan (Shop idea)

Here’s one for you DM’s that want a shop the lends out powerful weapons/equipment for a time, for a small payment. This shop is an established building near the entrance/exit of a walled up town. The shop has a main area that shows of many adventuring items & the price per hour that they are used. The shop is run by a gnome, who no one knows how they get all the items up to the front.  Adventures, when they take  a loaned weapon, must return it to two weeks & if there is afa the trailer to do so, the person will be charged for the price of the weapon, plus incurred interest. If this payment isn’t paid, the person who got the loaned weapon will have a very friendly visit by some very friendly berly orcs who have anger issues...

The Final Action (Game mechanics idea)

Here’s one for you DM’s that want your players, npcs, or important villains, to go out with one last action. This is the end, their life’s flame  is now being ebbed & it’s only a matter of seconds before they meet an ultimate end. But they will not go down without fighting back. This is their final action. The way this works is that, once an NPC/Player/Villain are at the point where death is 100% guaranteed, they can do one action before their death. The players at this point get one of three actions which they are allowed to do. These being “Final Attack”, “Spirit Succession”, & “Embrace Death”. These actions are usually a guarantee hit/success, but that's more up to DM policy than actual mechanics.  Final Attack: For their last action, they send out a hail Mary attack that will deal critical damage if it hits. Spirit Succession: For their last action, they send out the last of their emotions, potential & spirit out to their teammates. This will p...