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Showing posts from January 27, 2020

Sleepy Sheep Stuck Somewhere Steep (Side quest idea)

Here’s one for you DM’s that want a quest on a perilous place . The party is in a mountainous herding community area, when they start to hear some yelling. When they go over, they will find a brawny gnome lady yelling at a sheep that is taking a nap on the side of a mountain ledge that is about 80 feet up from where she is. The lady will see the party & ask them to go up the cliff & carry down the sheep (since the gnome is too short to get up to the cliff & bring the sheep down). So now the party will have to get up the cliffs to the sheep & find a way to bring the sheep down (without hurting the sheep [or themselves] in the process)

Replica Replacement (one-shot idea)

Here’s one for you DM’s that want a daring heist… that is to cover-up an original crime. The heist of the century has gone off without a hitch & now the spoils are to be gained… or it would have, if someone didn’t forget the replacement artifacts. In their highest they have stolen many important artifacts in the world's most prestigious museum, but accidently left the replacements back at the heights hq. This group of hiesters hire a group of people (the party) to go in & replace the artifacts for them. If they succeed, the hiester will give the part 1/4th of the heists proffit (Which in itself, would make them some of the richest people in the world). However, if they fail, they will not only be pinned for the current crime they are pulling, but the original one as well. They have a day before the museum opens up (it’s closed on weekends & the original heist was on Saturday), & if all the artifacts aren’t replaced, then an inquiry will begin & the par...

The Wake-up Wacker (Weapon idea)

Here’s one for you DM’s that want a weapon that is good for night ambushes Appearance: A medium size iron club that is bat shaped. The club has multiple downwards facing spikes & on it’s tip, has a tpke the protrudes upwards. Description: This club, made by a bandieterr, is majorly effective against incapacitade/sleeping enemies. It does this, due to the way the spikes are shaped (Being able to graze & cut more on such opponents). That being said, due to it’s dangerous spikes, any natural fails will deal more damage towards the user/allies. Attribute: Deals 1d6 + str damage -If target is Incapacited, sleeping, paralized, & or stunned, this weapon will deal 1d8 damage, on top of the original damage --hitting a target that is,  Incapacited, sleeping, paralized, & or stunned, will relieve them of that alignment. -Crit fails deal twice as much damage to whoever it hits