When that didn't work, they started looking for patterns and coded messages.Īll in all, I spent way too much time writing down notes on my impromptu descriptions of that mural to maintain consistency every time they revived, walked past again, and reinspected it.įor our Ghosts of Saltmarsh campaign the PC's were hired by the Prosit Blue Banner Brewing Company in Waterdeep to be the gophers, fixers & bag(wo)men for the brewery's new distribution center in Saltmarsh.When that proved untrue and a couple of them teleported them back to the entrance, they assumed that they each needed to die in the way shown to get out.First they decided that they could only die in the manner depicted.The wall exists to give a warning of the traps to come, but the party made a series of hilarious assumptions. With close inspection, they can find themselves in the mix. The first thing the party encounters (after the guest book, of course), is a large mural showing many gruesome deaths. Basically, I rotated in some new puzzles and ramped all the traps up to insta-death with players always reviving just inside the maze. I haven't run Avernus, but I did heavily modify the one-shot Blue Alley into a place known as Murderworld. if none are present you simply spontaneously combust instead, taking 1d4 fire damage.Įdit: I almost forgot about the Draught of Drought a mug that cannot be filled with any liquid, under any circumstance, but can be "poured" to cause liquids to evaporate or substances to dry Should you tell a lie while it is attuned however, you cast create bonfire, centered on your pants or other lower garments. Liar's Lyre: A golden lyre that plays beautiful music, grants a +5 to performance checks made with it. Yarn that Spins itself: a ball of yarn that rolls on the ground toward the nearest mildly adventurous activity.ĭave's Jar of Shrunken Wasps: A glass jar with hundreds of shrunken wasps in it, that grow to normal size when the jar breaks, dealing 1d4 poison damage in a 10ft radius and gaining their own initiative when used. Traitor's Rope 50ft of rope that does not appear to be magical and is immune to identify, always unties itself at an inopportune time, no matter how securely it is affixed to something. Spoon of Necromantic Homestyle Cooking Raises dead food items to cook themselves using surrounding supplies, but requires a spoonful of the creature's flesh as a sacrificeĪnimated Surf / Boogie board has the same properties as the animated shield, but grants no AC, can still be used to carry things though, or fly, at an incredibly slow pace. Goggles of Lightvision literally just a pair of aviators that removed sunlight sensitivity Most of them already have one of those standard items that fit them well and are helpful but are pretty dull and vanilla (+1 weapons, boots of elvankind, pearl of power, etc.) but nothing really interesting yet. The party consists of a Genie Warlock, an Oathbreaker Paladin, a Battle Master Fighter, and an Inquisative Rogue, if that helps at all. Or, what are some items that you wish you could've given out or received if the game lined up well enough for it? I'd like to know some of the items (either official or homebrew I love both) you all have either given out as DMs or received as players that you thought were fun. However, I don't want to end up in a scenario where I have to take an item back or nerf something that I handed out as a reward. I love my friends, and they are great players, so they deserve some awesome loot to help them in their increasingly chaotic adventures. Without also accidentally giving them something that'll break my game that I'll regret later. I've been running a 5e campaign for a couple friends for a while now and have been experiencing the issue of finding magic items that I think they'd enjoy. Combat areas for every conceivable encounter. Collection of Podcasts, Vidcasts, and other D&D Multimedia for your consumption. Worldbuilding, Storybuilding, DM Discussion. The DM Help Multireddit Check out our wiki! Message the Moderators
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