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Showing posts from January 9, 2020

Devilish Dimonds (REVAMP Side quest)

REVAMPED Version: Here's one for you DM's who wants a timed side quest based around finding a treasure! The players are exploring a coastal area, when they something weird in the distance. They see a beached ship that is on fire, with the ever so enjoyable sound of people dying from being on fire. Once they get closer, they see a tiefling pirate slowly crawl out of the ship & then promptly pass out. If the players get close & are able to wake up & interrogate the tiefling (& or receive if they got their quick enough) they will be told quite the tale. Apparent the tiefling pirate was the captain of the ship & had bought a magical map that would lead to the secret treasure of a legendary ancient pirate captain. The captain & the crew mutually decided to look for the treasure. However on their way, they met up with "the guardians of (insert pirate name here) treasure" who promptly use magic to blow their ship away & set it ablaze....

Moist Maker (Weapon idea)

Here's one for you DM's that want to make your enemies/players wet. Appearance: A staff that has the smell of the ocean coming from it. An audible slushing noise is heard when waving it about. Description: This staff, made by an ocean based monk, allows the wielder to make people wet when they hit them. This is due to it being made with a magical underwater stone, that can transfer water wetness to whoever it touches (which is made into the part of the staff that hits opponents). This effect works till the person who is wet, dries off naturally (which itself counts on their local environment). Attribute: Deals 1d6 damage to an enemy & makes them wet. -Being wet does the following -- Has a chance of them slipping whenever they move (dex check of 12) --  Takes more damage from attacks that conduct/freezes ice --Disadvantage on stealth/slight of hand rolls -Holding this weapon causes disadvantage stealth checks (due to audible slushing)

Children of the wild (Encounter idea)

Here’s one for you DM’s who want some druid children. The players are going through either a forested area or a swampy area. As they travel through it, they can feel something watching them. As they continue to go through the area, nature seem to get in their way every so often. At first is is fairly sneak how it happens (roots unrooting & tripping people,  thorn bushes appearing in areas that the party is going but doesn't see), but ramps up in obviousness as they continue (Trees falling over, then new trees coming in their place FULLY FORMED & then falling over again). This stuff continues to happen, till the party hears giggling voices. The players should be able to track it down (& if they fail, then the person will use nature to trick them again, giving the party another attempt), & they will find that it’s a group of very wild looking children who are gilging up a storm. Soon enough the party should be able to tell that these children were causing these...