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Showing posts from April, 2020

Key Knife (Weapon idea)

Here's one for you DM's who want to combine two items into one. Appearance: A small knife, that is in the shape of a false key. The handle is slim & made to be used with the least force possible. Description: This knife, made by a thief, can be used as a part of a lock picking set as well. In circumstances where one would be able to use their proficiency in a burglar kit/lock picking set, this knife can be used instead. Due to it's flimsy nature, it will always break on a nat 1. Attribute: This knife can be used as a lock picking set/ burglar kit -deals 1d4 damadge (like a regular knife) -Always breaks on a nat 1.

Madness Painting (Trap idea)

Here's one for you DM's that want a trap that can be inconspicuously placed into areas where one might not expect! The players are exploring about a mansion, looting a bit here & their. After awhile they will come across a big painting, showing a lady in a black gown holding something that is incomprehensible to any realm of existence. If a person's eye looks at this specific part of the painting, make the do a wisdom save. On a failure they will take 2d12 psychic damage, on a success this is reduced to 1d12 damage. [NOTE: This trap is recommended for players who are past lvl 2]

Mage Hand Handle (Item Idea)

Here's one for you DM's that want to make mage hand offensive. Appearance: A blue glowing handle... it fazes in & out of existence, unless touched by mage hand, inwhich it becomes solid & glows with a great blue & white light. Description: This handle, made by an ethereal wizard, allows mage hand to hold whatever object it is attached to. Please note that the only way to hold this handle is with mage hand, so to install it into an object, you must also use mage hand (along with some nails or something to sauder it onto the  object). Attribute: Allows mage hand to use the object it is attached to (even if it is something that mage hand is specifically said not to use. -Has to be attached onto that object via mage hand -Can't be unattached after attached.

Air-Bed (Item Idea)

Here's one for you DM's who want a literal flying air bed. Appearance: A regular looking white mattress, that will start to glow & hover when someone lays on it. Description: This mattress, made by air elementals using enchanted harpy feather, starts to move upwards when layered on. How far up it goes depends on the room it's in, though using it outside is highly dangerous if you go to high, or fall off. To get off the bed, all you have to do, is dangle your legs of the side of it. Attribute: This bed will raise to 15 feet bellow the celling of the room it's located in. -It raises at a rate of 5feet per second -To lower the mattress, the user must dangle their feet over the side --It lowers at a rate of 5 feet per second. -This mattress is magic, so anti-magic spells affect it.

Unwieldablity (Curse Idea)

Here's one for you DM's that want a curse to make great weapons, unusable for awhile How To Get Cursed: This curse has to be applied to the item before hand, during a ritual. Affliction From Curse: Makes it so this weapon can't be used as a tool or as a weapon, as long as it's cursed. How To Un-Cures: Have to either kill the person who put the curse on the object, have it uncursed by a fairly powerful spell, & or carry the weapon with you (on person) for about 2 weeks.

Fire Sling (Weapon Idea)

Here's one for you DM's who want a bit of an unconventional weapon that deals fire damadge. Appearance:A regular looking stone slinger, with the exception that the part that slings the actual stone is painted in the colors of fire. Description: This sling, made by an achient wizard warrior, causes the stones slinged from it to catch fire. It catches fire a good 3 feet after it comes out of the sling. After a stone hit's a target, it will remain alight for a minute. WARNING: The fire that comes from the stones will cause flammable object to got alight if it hit's it. Attribute: Deals 1d4 + 1d4 fire damadge -Causes flammable objects it hits to start on fire -The fire damage only applies when it's a ranged attack. -The stone will remain alight for 9 turns, & if anyone stands in the same square as it, they will take 1d4 fire damage (starts AFTER the turn of the hit)

Deadfull Desert (Campaign Idea)

Here's one for you DM's that want a campaign in a unique setting In the midsts of a grand desert, some devious things are going down. The remains of a dracolich, which once ruled the area, has been awaken by an unknown entirety, & from it's energy dead the begin to raise in the desert. These dead room the sands in the night, & wait in ambushes during the day. The plot of the campaign will be to find what is causing these undead to raise (ie finding the dracolich's revived curse), then finding what caused that. However during this, the world will be reacting to this which will put the players in either less or more advantages situations to dealing with the issue. Eventually tho, help from the outside world to deal with this issue will dwindle till it stops, which will leave the people who can deal with this issue, being lessened, till a point where the party will be the only one's who can actually deal with this issue, increasing the burden & import...

Confused Corgi (event Idea)

Here's one for you DM's that just need a cute little thing to lighten the mood for you campaign a bit. The players are walking about in the hub city, when they start to hear a small jingling sound. Soon enough, one of the players will feel something paw their leg. Looking at that thing, they will find it's a corgi with a bow& bell, that is carrying a small package with a note on it. If the players inspect the note, it will read "Happy Birthday Yuey!". Inside the box are some cookies. If the dog is let loose, it will eventually lead to it's target (ie Yuey).

Getting The Gang Back Together (Side Quest Idea)

Here's one for you DM's that want some adventurers that isn't the party. A good 15 years ago, a group of five adventures use to room the world, solving as many problems as they could. Eventually the group splintered apart, before eventually dissolving. They were fondly remembered.... for a good 5 years or so, now they are just trivia questions you'd get in a bar. However someone wishes to change this... In whatever place the party uses as a local hub, a person in a cloak walks up to them. This person asks if they new about the old group & if the players don't know, the person will explain it to them (along with what each group member was like [will leave this up to the dm to decided]). Eventually they ask if they can bring the people tighter at their old headquarters. They will the location of the old headquarters & where the old party members are, along with promising an award. If the players accept to do this quest, they will be given a small amount ...

Waste Water (Food Idea)

Here's one for you DM's that want some deadly water Appearance: It flows a bit slower than regular water, & green sparkles come off of it every other second. Besides that, noting lives in the water (unless it has poising immunity)! Description: This water, created through nefarious means, is poisonous! If the water touches one's skin that person will have to make a con save to take less damage from it. Drinking the water is considerable dangerous thing to do, since it will cause even more damage (due to harming your organs). Boiling the water will produce actual drinkable water. Attribute: This water is poisonous! - Touching this water with skin will cause the toucher to have to make a con save (14) on fail they take 2d8 damage, on success they get halved damage from it -Drinking the water will deal 4d10 damage. The person can attempt to throw up [ie make a 16 con save] to take halved damage from it. -The water can be cured by boiling -Poison immunity peo...

Painting Phylactery (Treasure Idea)

Here's one for you DM's who want a cool treasure for you party to have. Description: A paint of a forest, with the focus of the painting be an extraordinarily tall tree that looms over all the other trees. When viewing the painting at night, the large tree glows an astounding blue.  Backstory: This painting was made by an old vampire queen, to specifically house their phylactery. However, it has since become the permeant residence of both the vampire's soul & mind. This happened due to a party coming in & killing her, but being unable to find the phylactery. To work around this, they split up her body parts, feed all her limbs to different carnivorus animals around the world, & put her head in a box & chained it to an anchors, which they promptly through into the bottom of the ocean. With all of this, the queen vampire decided that they would rather just wait in the painting, forever, talking to whatever passer-bye's co...

Wandering Warhorse (encounter idea)

Here's one for you DM's who want an encounter based around an aggressive yet tame-able animal. The players are travelling from one area of the world to the other. As they do this, one of the day's that they are walking, they see a strange figure in the distance. As they get closer, the figure starts to look more minusing & minusing. The figure looks to be an armless minitour in demon armor. That is, till they get closer & find it's just a really heavily armored war horse. Counting on how the player have reacted towards the horse so far, the horse may either ignore them, or be rude to them (ie kicking them when they aren't looking at it). This can escalate into a battle. However with good animal handling rolls, this horse of war can be recruited.

Short-Circuiter (Weapon idea)

Here's one for you DM's who want a good weapon to counter constructs. Appearance: A neon blue lance with yellow glowing tubes on the side. At the tip of the lance's spike, a yellow/blue discharge comes out of it. Description: This lance, made by a constroctphobe, is highly effective against constructs. Not only does this weapon deal more damage to constructs, but it also has the possibility of stunning them. However, for all living creature who aren't constructs, get a reduced damage die. Attribute: Deals 2d12+str damage -If the being is a construct, they will have to make a con save & on a fail, the construct will be stunned for that turn. -If the being is living the damage dealt is 1d8+str, with no con save having to be made -If the being isn't living, but is not a construct, they will take 1d12+str damage, but can't be stunned

Brutal Rage (Game Mechanic Idea)

Here's one for you DM's & Players that want to make your rage, really feel like a RAGE! Raging, the barbarians favorite feature. However, most of time I have seen it used, it's usually just someone saying I'll active/use rage, & then that's the end of it. But should it really be that simple (at least flavor text wise), after all it is your character getting so unbelievable pissed that you gain a resistances & extra strength. When you rage, you wanna feel it, or at least have it be described upon. This gameplay mechanic basically adds flavor text for when you get medieval on all those annoying little enemies that decided to do whatever they did to piss you off, & your going to want them to be ANNIHALATED when you get your hands on them. With nothing else to say, let's get to the brutalization. Critical Hits: -Blunt: 1: You hit your enemies (insert limb here), so hard, you hear something crack 2: You baseball bat your enemy's head cau...

Booksmart Barbarian (Character Idea)

Here's one for your Players that want to play a barbarian, but want to also be smart. When people think of barbarians, they think of a swole dumb figure with a big weapon that has anger issues. You are only 3 out of those 4 things. You have made sure your mind is keen. You know the classics in litrature, mathmetics, philospohy, & make sure to keep up with whatever new book releases their are. Of course since your both strong & smart you have to be flawed at something. Maybe you aren't to quick on your feet. Maybe your just not the wisest, after all being smart, & being wise are two different stats. Maybe your just a bad talker, not knowing how to say your words in a way that appeases people.

Shotting Knife (weapon idea)

Here's one for you DM's that want a surprise range weapon. Appearance: A regular looking switch blade, that has the blade pop out from within the handle. Thiers a strange button on the bottom of the handle for some reason... Description: This knife, made by an assassin who liked to build their own equipment, allows for the knife's blade to be shot out! This allows for a more likely critical hit zone, but should only be used in emergencies. Reloading the knife in the blade take's a turn, or longer, considering blade replacements for this are quite rare, & usually have to be self made or custom ordered. Attribute: Deal's 1d4+dex damage -Blade can be shot out 15 feet for the same amount of damage -When blade is shot out, 18-20 are considered critical hits. -Shooting the blade is a bonus action -Reloading the blade is an action

Battle Of The Carts (Encounter Idea)

Here's one for you DM's that want a fight on carts. The players are having to travel from a crat from one place to another. As they do this, they will notice another cart is following them. After awhile this cart starts to get closer & closer. Soon enough a crossbow bult will go through the back of the cart & the other cart will show itself to be full of bandits. After that roll initiative & being the battle. Make sure to put in some of the classic cart/car chase combat things to this battle. Stuff like car hopping, one cart trying to ram the other off the road, tossing someone of the car, ect. After the battle (if the party won), they will get all the loot in the enemy bandit cart.

Familiar Whistle (Item idea)

Here's one for you DM's that want an item to quickly balance the scales on a situation. Appearance: A small platinum whistle, inside of it, is a small golden bell that glows with a silvers hue. Description: This whistle, made by a warlock, calls the user's familiar to a square right next to them. This of course doesn't work if the user don't have a familiar. It also doesn't work if something would silence the sound of the whistle, or the user doesn't have an open square next to them. The familiar is in the same condition that it was before being called. Ability: Teleports user's familiar to an adjacent square of their chosing. -Can't  call familiar into an occupied space (ie enemy, wall, dramatic height increase/decrease) -Familiar remains in same condition it was in before called -Doesn't work if the user lacks a familiar.

Health Hitter (Equipment idea)

Here's one for you DM's that want a weapon that heals the wearer Appearance: A surprisingly long bat with 4 spikes, that has red engravings of hearts & blood on it. Description: This bat, made by a vampire, gives the health to the wielder. The amount that it give them is half of the damage it deals. Please note that criting with this weapon will not only deal the natural double damage, but increase the health brought back to a 1:1 ration instead of it's natural 1:2 Attribute: Deals 1d8 damage + str damadge -Gains health to half the damage dealt. -Ration increase to 1:1 on a crit (along with other crit effects)

The Reapers (Campaign Idea)

Here's one for you DM's who want an intense campaign. Over thirty years have pasted since the great necromancer, had taken over the world with their armies. Most of the people in the world are either dead, undead, or in hiding. In these troubling times, where the great necromancer is on the final steps of crushing the last of the opposing living, & cementing their forever rule, a few courageous individuals take a stand against them. They call themselves the reapers, a nod to how reapers are told to bring the dead to the after life, & they plan to uproot the great necromancer's rule. But considering how few reapers their are, their missions are more stealth based, or quick destruction & leave mission. Of course as the DM, you should make some sort of overarching mission/goal the is directly related to destroying the great necromancer. For instances, this could be attempting to make a coup in the great necromancers higher ranks, finding out that a bunch of t...