Showing posts with label 10gp gem. Show all posts
Showing posts with label 10gp gem. Show all posts

Friday, October 30, 2020

Updated d100 Potions

 Some familiar oldies/goodies, some newbies, some for the PC's, some for their enemies, some that aren't meant for ingestion, a few for sharing, and a slight chance that any of the above are 'Skunked' (bad fun ensues!).  Click Potion Page

Also fun: http://udan-adan.blogspot.com/2020/10/20-double-edged-potions-for-ingenious.html

Sunday, September 6, 2020

RANDOM/RESTOCK ROOM CONTENT/TREASURE (d6) plus caltrops

 

ROOM CONTENT (TREASURE) (d6)          QUICK TRAPS (d12) *Poison         HAZARD (d6)

1 Empty/Boring (None)                                   1 Jaw/Snare    7 Contain/Separate   1 Water

2 Dress/Debris (1:6 Hidden, Minor/Clue)       2 Pit/Chute      8 Glyph/Symbol          2 Unstable

3-4 Monster, Wander/Misc (1:6 Carried)        3 Crush           9 Blade/Saw               3 Block/Bar

5 Monster, Lair (Hoarded, per DM)               4 Monster        10 Spear/Arrow          4 Gas/Vapor

6 Special/Trap/Hazard (1:6 each) +Reroll     5 Fire/Oil         11 Needle/Dart*          5 Chasm/Pit

            (6 = with Treasure)                            6 Ray/Bolt       12 Gas*/Acid              6 Magic

 

5TH ED Rules:

As an action, you can spread a bag of CALTROPS to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."

(House: Damage reduces MV by half)

Wednesday, August 12, 2020

Impregnable Vending Machine

Sits in a corner, random periodic bells/whistles/flashes, vanishes if mistreated, un-tippable

Sells Labeled Potions for exact type/amount of coins; six choices, prices, levers

For each, Roll four d10 to determine four-digit price, Roll d4 for coin type: CP/SP/EP/PP (No Gold)

300 coins may be fed into machine per hour  

When correct amount entered, selection lights up, two rounds of loud buzzing indicates to Pull Lever, then vial drops to trough, 1:6 chance to break/spill unless cushioned/caught (DEX Check/Contest)

 

Unrelated Link https://www.nationalgeographic.com/animals/2020/08/rare-bee-mutations/



Tuesday, February 18, 2020

High INT Bonus - "Floating" Spell Slots


Bonus Slots per Day
INT 13-15 +1
INT 16-17 +2
INT 18 +3
High INT Sorcerers gain “Floating” Spell Slot(s), each equivalent to One Spell Level. 
At higher Casting Levels, these may be combined; a Sorcerer of INT 16-17/+2 has two Bonus Slots, and may choose either two 1st Lvl Spells, or one 2nd Lvl Spell.  
A Sorcerer with 18 INT/+3 may choose from three 1st, two 1st and one 2nd, or one 3rd Lvl Bonus Slot/Day 

Friday, February 14, 2020

Fun with Personal Journals of NPCs/PCs/Party

 
(One of) the NPCs accompanying or otherwise in cahoots with The Party keeps a written journal/diary/record, from which he/she is fond of  reading aloud, possibly out of megalomania or narcissism, maybe vanity or passive aggression or simple obliviousness... or perhaps the entries are delivered as a meta-game 'narration insight' explicitly via DM, intended more for the Players than their Characters.

This could be a fun recurring 'gag'; a way to begin each session, like a TV serial introduction, or tersely summarize before setting watch each night... handle the exposition, recap status and such, foreshadow, drop in a laugh or eyebrow-raiser, as The Players gain otherwise unavailable insight into their NPC companion, and the DM gets to explore the personality and voice of their character creation, prepared or impromptu.
  
Tradition could start in bittersweet moment of gravity, as a dying NPC, inexplicably still vocal at -37 HP, passes their beloved book to a Party member for continuation of the tradition...

A 'Party Journal' detailing resources/treasure/contacts/clues/maps etc, might be the responsibility of the Party Leader, or whomever is in charge of the current expedition, or perhaps it is passed to each Character in turn, each session or so, giving each Player a chance to put their own spin on records of Encounters, include personal remarks, take up running gags...

Party monetary fortunes could be depleted/augmented through experiences of publishing failure/success, post-quest?!  "No one is buying 'Lord Kelder and the Tomb on the Moon' dammit!"

What if... nefarious forces acquire the Party Record?  What if that Fireball took out our Rogue AND all our paperwork?

Personal/Party record books might have mechanical locks, maybe special Magical wards or glyphs, like Spellbooks.  A Magic "Password"?  Journal as Magic Item; transcribes/draws spoken words to endless scroll instantaneously... Spirit Book; Possessed by Psyche of long-dead Bard/Sage/Playwright, of Haughty/Critical/Sarcastic/Melodramatic disposition, writes with ghost quill...

In game, Journal entries could be oral, spoken in character during play, or "written" in a leathery tome... but could also written for reals by the Players & DM - a collection of short e-mail synopses penned by the participants, and organized in a word file, or even a ragged pile of post-its in a cardboard folder, would both be fun to collect and look back upon after concluding an Adventure.


Random Link o' the Day  https://ruinsofarduin.blogspot.com/p/downloads.html