Showing posts with label tricks n traps. Show all posts
Showing posts with label tricks n traps. Show all posts

Thursday, June 15, 2017

1d6 Magic Boxes

1. Nested boxes, the outer, largest box is a weathered but sturdy traveler's chest, locked with an ordinary padlock.  The inner boxes are finely crafted, each different, and of more expensive material and craftsmanship (2d4x100 GP value ea) as they become smaller, each has a magical ward, none are locked.  Innermost box contains one Potion of the Big Heal, which restores all but 1d4 HP of damage.
   Ebony, silver accents, Glyph of Paralysis
   Crimson bloodroot, purple garnets, Fire Trap, 1d4+12 damage
   Copper and Bronze, Glyph, Electricity
   Fitted ivory, gold tracery, onyx inlay, Curse, Fear Spell
   Jade, deep green, reliefs of vines, citrine flowers, Glyph, Blindness
   Gold, mirrored lid, tiny pearls, Magic Mouth, screams bloody murder until shut, resists with STR of 19

2. Talking, Mimic-like adamantium plated metal box will only relinquish some fabulous Magic Item, which it will happily describe at length, if 'fed' two Magic Items it deems acceptable

3. Box of Faith; nondescript chest contains a sandwich, a location beacon, a short sword, a helmet, and a potion.  If any item is used, all others must be used during a one-time 24 hr window, thereafter all but the beacon become non-magical.  The sandwich satisfies all hunger, and all Saves are rolled with Advantage.  The location beacon is a crystal sphere which will shine as a Light Spell in a 10’ radius, or ‘strobe’ with the same intensity.  The sword is +1, and Vorpal.  The helm adds +4AC.  The Potion is Healing for 3d8+3, or three doses of 1d8 ea

4. Six Pack; leather satchel, padded compartments hold six Potions, each corresponds to an Ability Score, will raise this stat to 18 for one day

5. Pencil Box; fine quality writing set, exquisitely enameled porcelain, contains quills, rare inks, 40 sheets of vellum parchment.  There's a random Scroll inserted somewhere in the stack, and there is just enough extra-special magical ink to allow on memorized Spell to be transcribed into Scroll form in only 1 Turn/Spell Level, and the copied Spell is not expended doing so.  Only the writer can use the Scroll.

6. Puzzle Box; various exotic woods, layers of fitted panels slide and shift, the exact combination must be performed to open, roll vs INT, ten successive successes (one roll/rnd) reveal the Magic Ring rattling around in there.

Sunday, November 27, 2016

‘Deck of Many Things’/Weird Effects Generator, d6 Version

My attempt at a relatively quick and easy table, based on the classic Deck, using only a d6.
Also makes a handy table to consult for ‘Dungeon Tricks’, like magic statues and forgotten shrines, pulling that rusty lever, etc…
Roll d6 for ea Draw (or use, exposure, etc); 1-2 Gain, 3-4 Loss, 5-6 Fate
Most effects are immediate. All draws Blink back into the Deck!
Option: Prior to drawing, PC must commit to 1d6 draws.

1. +/- 1-3 to Ability Score(s); equal chance of:
            1. Highest/Lowest, 50/50 Chance
            2. Any one Random
            3. Distribute among any Abilities, by choice
2. One Experience Level
3. Gain 1d6 items of cool jewelry worth some cash/Lose all gems/jewels/coins
4. Experiences of Momentous Consequence
            1. Get Lucky/Crotch-Blocked (first opportunity)
            2. Messenger avian delivers Treasure Map/Footwear spontaneously combusts
            3. Every Roll during Next Encounter at Advantage/Disadvantage
            4. Automatically Make/Fail next 1d6 Saves
            5. Inherit haunted keep – if you spend a night within…/Random Nipple Migration
            6. Kickass Superhero appears from Nowhere to Help Out/Beat you near to death
5. Gain loyal Henchman from Nowhere/Soon-Fulfilled Prophecy of Doom for current Henchman
6. Gain One Class-Appropriate Magic Item/1d6 Items of choice are ‘safe’, all others automatically lost

Fate (Fulfil task, or 50/50 Chance of Good/Bad)
1. ‘Defeat’ Opponent, solo, for a roll on Gain tbl
1. Avatar of Death (Max possible AC, 100 HP, Immune to all Magic, Automatic hit at end of every rnd for 10 HP damage)
            2. Random Party member
            3. Goateed Duplicate of Self (Play continues, bearded or not, after this fight to the death)
2. Granted 1d6 Random Spells, regardless of Class/1d6 Random Spell cast upon you, possibly others in Area as well
3. Misc Change, equal chance of: Gender swap, Re-roll HP, Pick a new Class (same XP)
4. Favor/Disfavor of Higher/Lower Power; 1d6 instances of relatively minor favors (cast minor Spell on behalf of PC, heal one injury…), or moderately dickish problem causing (ambush, ill fortune…)
5. Grants one Wish/Removal from play (No Save!):
            1. Forlorn Encystment, entombed in eternal stasis, far below the surface of the planet
            2. Immediate Death by Heart Attack (-11 HP)
            3. Swarm of Valkyries haul PC to Valhalla to be Odin’s foot washer for a year and a day
            4. Body Functions, Soul/Mind Trapped Elsewhere
            5. Total Bodily Disintegration, possessions clatter into a shiny pile
            6. Complete Erasure from History (“Who??”)
6. DM determines Special Magical Ability, such as a Spell usable 1/day, or creates fiendish Curse, effective at start of next session.  A particular McGuffin must be sought and obtained to activate/deactivate this effect.

UPDATE: Check this out too, it's pretty cool