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Showing posts from October 11, 2019

Orb Of Experiece (Item idea)

Here's one for you DM's that want an item for your under-leveled players to catch up Appearance: A dark orb, that has a faint blue glow when active. (If the owner has the most exp, the orb will resonate with a purple hazy glow) Description: This orb, made by an unknow entity, allows the user to gain more experience. However, for some unknow reason, this orb only works for team members who don't have the most Exp. Who ever made this must of had some knowledge about how people gain experience... Attribute: The current holder of this orb, gains x1.5 to x5.0 more exp. -Only works if the owner isn't the party member with the most exp.

Diplomatic Meeting Painitng (Treasure idea)

Here's one for you DM's that want a nifty painting treasure. Description: A large 20 by 60 painting that depicts a group of  stern human diplomats & a group of stern dog diplomats talking to each other. In the middle of the painting, a human & dog diplomat are sharing a pipe & cigar, while laughing. Backstory: This painting came about as a political satire of noble human's relations with their pets. The center figure in the panting is a well know ruler of a duchy, who is know for being very visually loving with their dog in public.  Material Value: This painting has good value amongst historians, political cartoonists, satirists, & nobles who like self deprecating humor. Besides that, people who have large houses would like it just as a show off. Magical Value: Has no innate magical value beyond it's materials can be used for spells. 

Revolution In The Night (Campaign Idea)

Here's one for you DM's that want a campaign based around subterfuge, stealth, & revolution. As the world marches on science & magic have advanced to improve the life of the citizens of the world. Well all the citizens, except for the nation of Kelvor. The rulers of the realm have reaped the benefits of the current age, but have made sure to keep it out of the hands of the populace. With this technical & magical advantage, they enforce their dictatorial police-state rule. But this won't last... at least not under the players eye. The players are set to task to take down the government. However they will never have the strength to take them out in a long fight. the players must plan a date to take over the government in one swift action, in hope that this will win them the revolution, or at least give them enough advantage to win the long fight. But how will the players plan this revolution under the nose of the government's watchful eyes.