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Showing posts from March, 2020

Haste Hash (food Idea)

Here's one for you DM's that want some edible haste Appearance: A hash brown biscuit, cooked to it's natural brown/orange color. If placed down, the food shakes a bit. Description: This hash brown, made by a former cook turned wizard, has magic imbued in it. Not only does this hash brown taste great, it also gives the eater the haste spell. Please note you have the eat the whole hash brown for this to apply. Attribute: Once eaten, the eater has the haste spell applied to them for 3 turns -Counts as a ration.

Clockwork Crossbow (Weapon idea)

Here's one for you DM's that want a weapon that takes awhile to fire. Appearance: A metal cross bow, with crank on the side, spinning the crank makes an oddly satisfying *cl-click* sound. Description: This crossbow, made by a construct maker, allows the user to wind up the crossbows to shot automiticly, after having been wound up. This crossbow dosn't have a regular firing mode so this is the only way to harm an enemy. Please note the wound-up for the shot is a bonus action, & the crossbow will shot after three turns of being wound up. Attribute: Deals 1d8 +dex damadge -Can't be manually shot -Has to be win before shot (Bonus action) -Get's shot at the beginning of the player's turn, after 3 turns since it was wound up.

A Reaper's Due (Side Quest Idea)

Here's one for you DM's that want a couple of side quest, based around death. The reapers take the recently dead to their specific after life. Howevr the reaper in the current area the players are in, decidied to take an in-prompt-to break from their job. With this, the entire region will be out of wack for a good week or so. With this, the players will start reciviing more & more side quests around ghosts of those who have recently past. Eventually after dealing with a couple of these, they will find out why this is all happening & put a stop to it (Ie, make the reaper go off of their in-prompt-to break.).

Hordes Of Hell (One-Shot Idea)

Here's one for you DM's that want a one-shot, based around betting the crap out of demons. The world has been a peaceful place these last few years & people have be taking advantage of it. A group of cultists have sought to bring forth a demon to conquer the world, with the cultists wihing to gain favor for doing this task. Of course that doesn't work, the demon comes, kills them all, & is now going to conquer the world on their own. The party is sent by the local government, to nip this invasion in the bud before it can get out of hand. The party is tasked to go into the cultist HQ, kill the demon leader, & close the portal. The local government will note, that the longer this takes, the more damned can get through that portal, making it harder to achieve their goal.

Runner's Amulet (Equipment Idea)

Here's one for you DM's who want your players going fast! Appearance: An Amulet with a tear shaped gem at the end of the chain, it's smells bad & has a soft blue hue coming off of it. Description: This amulet, made with the soul of a professional runner, make's it's wearer move fast. The wearer will be moving at sprinting speed whenever they wear this amulet, without having to take an action/bonus action to do it. Please not you can't use an action on top of this sprint to sprint again. WARNING: Exestuation still applies when you wear this Attribute: Increasers wear's speed to their sprinting speed. -Doesn't cost an action/bonus action -Can't sprint on top of this sprint -Exestuation still applies.

Delayed Exsplosion (Trap idea)

Here's one for you DM's that want to freak out your players (or at least make them more worried). The players are traveling through an area which naturally houses some explosives' (like a mine, or a place with cannons). After awhile of traveling in this area, they notice that a bomb that's in their path has some how activated itself, but is thankfully far enough away to deal with itself. At least, it would have been, but when the activation runs out, it doesn't exsplode. From that point on, the DM will roll a 1d12 every turn or every other turn. If the die lands on a 1, the bomb exsplodes. If the players mess around with, jostle, & or move the bomb (& or you just want to explode it sooner), increase the number which it can exsplode on. Of course, this leaves the players with two ways to solve this problem without harassing's the bomb enough to make it go boom. Disarming the bomb, or waiting out the bomb. When the bomb finally does go off, make it dam...

Where Evil Grows (Encounter Idea)

Here's one for you DM's that want a plant battle! The players are traveling across a heavily wooded area. As they travel, every so often they will see a branch or a vine move. As they continue down the path they are traveling, something seems wrong, they continue to go down the same path that they were traving. Once they notice this & actively try to deviate from the repeating path, they will find themselves in an area full of vines. Soon enough, a bud from which these vines comes from, sticks out from the center, & the vines start to actively whip or grapple the party. Once this enemy is defeated, the path that the player originally traveled on will no longer loop them about, & or a path out of the wooded area will open. A good loot item for this baddie to drop, would be some type of magical plant/flower or a magical object made of the plant or flower.

Stairs & Booze Barrels (Trap idea)

Here's one for you DM's that want a trap that will catch your player's off guard. The players are having to climb up/down some stairs for progression in your dungeon. But soon enough they start to hear a falling sound coming from ahead of them or behind them. Soon enough, they will find a barrels full of booze are falling towards them, & they are about to roll right through by these barrels. Give your players a bit of time to try & figure out a way to 'disarm' this trap. After they succeed or fail at doing this (failing will cause them to take damage from getting crushed by some of the falling barrels), they might have to deal with another problem. Some of the barrels didn't fall down the stairs intact, & so, some if not most, of the stairs are now covered in booze. Tread carefully, & snuff out your torches, or an inferno will start & stay awhile, dealing some ticking fire damage.

Oozed Wall (Trap Idea)

Here's one for you DM's who want a trap based on climbing. Let's say your intrepid party of adventure's need to climb up something to progress, like a vertical wall in a cave, or a weird wall in a wizard tower. Now as they climb, no mater how hard they try they will always have something attempt to push them off, & make them trip up. Soon enough this thing reveal's itself to be the left over ooze from a traveling slime. Now if the party wants to progress, they will have to find a way to either get around the wall, or clean the wall of the slime. Of course water works to clean off ooze's ooze, but water is itself slippery, perhaps heating up the ooze might work, but what if that causes something to go a-light! This trap provides lots of ways to solve it, most of which aren't obvious on the first go around.

Golden Toad Stack (Treasure Idea)

Here's one for you DM's that want's a treasure that has to be assembled. Description: Three toads, that are made of gold, which can be stacked on each other. The three frog are noticeably different from each other. The bottom frog, is the least in height, by the most in length. The middle frog is average in both height & length. The top frog is the least in length, but most in height. Backstory: How these toads came to become golden, is a honest mystery to the world, but their is a commonly believed myth behind it. Long ago, three swamp druids decided to mess with a witch that lived in their swamp. After bugging her for months on end, the witch decided to make a spell that would turn them to gold, but with the limitation on size. So she tricked the brother into turning into to toads, & then casted the spell on them, leaving them stuck in their current form. Material Value: This treasure will fetch a high ...

Coat of the Cold (equipment idea)

Here's one for you DM's that want some non-armor, that is resistant against cold & punishes the enemy. Appearance: A long white fur coat, with blue trimmings. The air around the coat is noticeably a bit darker & colder. Description: This coat, made by a cold elemental for their lover, allows one to be resistant to the cold attacks & immune to cold temperatures. Not only that, but this coat makes it so all of those who critically fail at hitting you, takes an extra 1d8 cold damage. Please note this coat counts as just regular clothing & not wearing it will provide the regular 10 + dex ac. Attribute: Give cold resistance, & immunity to cold environments -If an enemy crit misses you they will take 1d8 cold damage. -Doesn't Count as armor, so it give's the base 10 ac + dex

Moon Snatchers (Campaign idea)

Here's one for you DM's who want some space fantasy, based around a time limit. The moon has been stolen, & for what reason, we do not know. But what we do know, is that devastation will come to our world, if we don't get it back soon. We are using our best spell casters, to make an illusionary moon in it's place... but it will not last forever, & when that happens, it will only be a few day's till the effect on our planet is irreversible However, we still have a chance to get it back. One of the being that stole our moon, left one of their craft's behind. With this, we will send individuals that the governments see fit for this mission (the party). They will not only have to find our moon, but defeat those who took it, & find a way to bring it back. They are the only hope for our world...

The Far-Flail (Weapon idea)

Here's one for you DM's that want a far reaching melee weapon. Appearance: A regular looking flair, that when used, has a small blue portal open up at the end of the handle, that chain comes out of! Description: This magical flail, made by a sorcerer who wanted a weapon as 'fantastical' as they were, we made to extend the chain length up to 10ft, without require extra force. Besides that, the chain on the whip, can be used to help one grapple an opponent easier. Note: The weapon will lose it's magicalness if any of the chain is broke, but can be repaired, if more chain is repaired manually with a forge or spell blue portal at the flail's entrance Attribute: Deals 1d8 bludgeon damage to any enemy within 10ft of the users. -User get's advantages on grapple's when using the chain.

Rob & Run (Side quest idea)

Here's one for you DM's that want a quick side quest about chasing down some coin purse snatchers. The players are in a town center, exploring, doing the usual player things. After awhile, they will notice people going up to a local guard, complaining that their coin purse got snatched. Soon enough more & more people will start coming up claiming that their coin purse got taken. Soon enough the players will be witness to one of these quick thefts, or even the victims of it. They will then be tasked (or take it upon themselves) to chase down the thief in order to get their/the stolen person's coin purse back. Cue a chase through the local area to get it back, that will eventually lead the thief either getting caught or away. If the players catch them, they will be rewarded with some coins form the person who got their coin purse stolen (& if it was the player's that got their coin purse stolen, they will get to loot the thief)

Unarmed Combat Enhanced (Gameplay Mechanic Idea)

Here's one for you DM's who want some more Girth to unarmed combat. Oh no, you have been made unarmed & the enemies are closing in, whatever shall you do? Simple, bust out those moves that you see in fighting movies & bar fights to try beat them to a pulp. This unarmed combat enhancement, allows for your players to have more options when left defenseless or when put into a setting where traditional combat weapons can't be used (Or if the player just doesn't want to use traditional combat weapons). More importantly, it can add more flair to your combat encounters, by allowing player/enemies to damage in a more specific way! Simple put this idea allows for variations on the 'unarmed strike' hit, which will still take a action, & still can only be preformed when one lacks a weapon. I will now list all the new variations on unarmed hits the players/enemies can preforms. 1: Precision Strike: User uses their precisions to hit the opponent in a partic...

Skeleton Stalker (enemy idea)

Here's one for you DM's that want an enemy that can ambush players, when looting the long since deceased.  This monster, is a natural ambush predictor, that likes to stay under the bones/bodies, of the dead. These creatures are a type of mimics, that actually turn themselves into the shadow that is under the dead body, & just so happens to be one of the generally smarter types of mimics, behing able to keep it's form relatively well, even when the body is disturbed. Stats CR: 3 Hp: 48 AC: 13 Str: 8 Dex: 16 Con: 15 Wis: 13 Int:  13 Cha: 4 Movement:15ft Abilities: Stealth Adept (has +8 in stealth) -Grappler: The mimic has advantage on attack rolls against any creature grappled by it. -Shape Changer: The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying...

Necro-Exsplosive Arrow (Trap idea)

Here's one for you DM's who want a very deadly trap. The players are going through a higher level lair, when they encounter a good old fashion, arrow dispenser from wall trap. However, when one of those arrow's hits any target, it ignites & gives off an explosion's (players that are within 5ft of the expulsion must a dex save or take 1d10+4 damage), if. Not only that, but if it actually hit's something organic, it will rot away ( 2d10+8 necrotic damage) but no explosion's happens afterword. Of course if the arrow doesn't hit any target it can be re-used for later, so if you want a reward for your players, just make it so they can crack open a dispenser & steal the necro-explosives arrows.

Pictuomicon (Magic Item Idea)

Here's one for you DM's who want to use illusions in battles. Appearance: A small pink coloring book, that has no pre-made outlines in it... it's pages glow ever so slightly with a yellowish hue Description: This book, made by a powerful wizard for their child, allows it to bring it's drawings to life. Of Couse these drawing being can be used for multiple means, & basically act like minions. However the book only has 25 pages (uses) so be careful not to use it to quickly. Also, how well the minions do, stat wise, is based on a performance roll done by the drawer Attribute: Creates one 'drawn minion' when someone draws something in this book. -Stats for drawn minion is based off how well the performance roll the person who is drawing is doing [General stats synopsis] Average Roll (ie 12 on performance) HP: 12 Ac: 14 (10+dex) Str: 6 Dex: 18 Con:4 Wis:10 Int:10 Cha: 14 Weakness: Slashing, fire, acid, water Attributes: Flat B...