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Showing posts from March 30, 2020

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.