Tabletop Plot Hooks – 2

basalt-dnd:

There seems to be quite a bit of chatter on the streets, as of late! The most interesting details are lost to all but the most perceptive.

1. The town guard has captured a doppelgänger. It insists that there are others of its kind in the city, and that one of them must have committed the crime it is locked up for. If only anyone could tell them apart.

2. A prestigious and wealthy museum in a large city has several magic items on display. One of them is a decanter of endless water. Unfortunately, the town inland from the city has had an awful drought that has started to claim lives. The town’s leader has requested the decanter, but the museum is unwilling to give it up without a price. The town can’t quite pay the price.

3. A friendly mimic in the form of a small berry bush waits on the side of a small village road. It accepts gifts of trinkets and coins as food from children, never attacking. A group of adventurers marches into town claiming that it ambushed them and that it should be killed.

4. An alchemist needs someone to run an errand to get a prized ingredient. They’re offering a very hefty reward in treasure, but refuse to disclose what type of potion they’re making. It seems sinister, but anyone who takes the job is sworn to silence.

5. A distorted map that continues to change is uncovered. It only barely correlates with the real world, and seems like it’s of some other plane. Judging by the map, the plane is in extreme danger.

6. Everyone within a certain area starts having supernatural dreams. The dreams draw on the person’s deepest fears and insecurities. They become more and more harmful, until they hurt the person in their waking life. The dreams don’t stop until the person confesses their dream to the person it would hurt the most.

Trinkets, Valuable, 4: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.

tabletoptrinketsbyjj:

  1. A top hat made of black glass that
    cleans the bearer’s hair if worn for one minute.
  2. A triangular crystal pendant that
    causes the bearer’s hair to stop growing while worn.
  3. A velvet lined wooden box containing a
    full set of silverware used by a king for his last meal
  4. A velvet pouch with a gold colored
    drawstring that feels and sounds heavy with coin but, when opened, is
    wholly empty.
  5. A warm granite wand that shouts
    “Truth!” whenever the creature holding it makes a factual
    statement.
  6. A well made obsidian statuette of an
    emaciated child dressed in rags that cries blood at midnight.
  7. A well made wig made of human hair,
    that is reversible from blonde-to-black.
  8. A white cozy pillow filled with owlbear
    feathers. If slept upon there is a 25% chance it will produce 1d6
    similar pillows. If this occurs anyone within a 25 foot radius will
    immediately become compelled to pick one up and engage in a pillow
    fight. This humorous rage will not end until a single pillow remains
    which can allow the process to function again if another creature
    sleeps on it.
  9. A white, one-foot-square, cotton face
    cloth that is always clean, cool, and slightly damp
  10. A wine skin that refills itself with
    good quality wine when interred with a dead humanoid for one night.
    It will not function with the same corpse more than once.
  11. A child’s wooden bear toy that screams
    loudly when in the immediate presence of fire.
  12. A wooden box that, whenever it’s
    opened, releases an illusionary yellow lizard, which skitters for
    freedom. The lizard always attempts to hide somewhere out of sight or
    makes a mad dash in any direction. Either way it disappears when it
    hides, after 12 seconds pass or if it gets more than ten feet away
    from the box.
  13. A wooden case containing five gold
    coins depicting the emperor of some ancient and long forgotten
    empire.
  14. A wooden dinner plate masterfully
    painted with the symbol of an overflowing cornucopia. Over the course
    of one uninterrupted hour, the plate will restore one rotten piece of
    fruit or vegetable placed on it to perfect ripeness.
  15. A wooden flute that plays colors which
    drift up and around the musician instead of sounds
  16. A wooden lyre carved with elven motifs
    that plays notes impossible to hear by anyone under the age of 100.
  17. A wooden mask resembling the visage of
    an old halfling woman that, when donned, causes the bearer to glimpse
    the very moment of their own birth.
  18. A wooden walking stick that reappears
    somewhere behind its owner whenever they’ve lost sight of it for more
    than an hour.
  19. Adornment of the Vain: A pair of cheap
    looking earrings consisting of small pieces of asymmetric glass set
    into tarnished brass settings. However, when worn in pierced ears
    they look like pinkie fingernail sized, masterfully cut, sparkling
    diamonds in perfect platinum settings. This illusion will pass any
    kind of mundane scrutiny by even the most talented jeweler but is
    incredibly obvious as an illusion to any sort of magical detection.
    The illusion instantly ceases to function on both earrings if either
    one is not worn in a pierced ear.
  20. An acacia wood spinning top which never
    topples. When spun on flat wood, it carves elegant abstract
    engravings into the surface.
  21. An amulet bearing a small obsidian
    rooster which crows loudly at dawn, which is only ever heard by the
    bearer.
  22. An ancient gold coin that has been
    defaced with the symbol for an evil god of greed. While the coin is
    in a creature’s possession, any coin he seems to acquire or find is
    similarly marred. If the ancient coin leaves the bearer’s possession,
    the other coins revert to their unmarred state.
  23. An earring shaped like a demon’s ear,
    made of finely worked light gold and set with point-cut rubies. It
    fits over the curve of the wearer’s ear, changing it’s shape over
    time. If worn for enough time, the bearer’s ear will permanently
    change in shape to that of a demon’s
  24. An egg shaped leather ball made of
    pigskin that emits the sound of large hog squealing in pain whenever
    its thrown.
  25. An eight-piece silver dining set
    inscribed with images and motifs important to a forbidden cult.
  26. An electrum sleeping mask shaped like
    the eyes and snout of a cow.
  27. An empty copper tube that constantly
    blows warm air through one end.
  28. An enchanted waterskin that can hold up
    to one gallon of water, while only taking up space and weighing as
    much as a waterskin half that size.
  29. An engraved platinum latrine sponge
    rod.
  30. An impossibly sharp pen that will
    always be in it’s owner’s pocket when they reach into it. It’s
    owner is the last creature to write their own name with it.
  31. An incense burner made from a silver
    plated human skull.
  32. An incense burner of the grim reaper
    sitting in a tree, holding a snake and a crystal ball. Two skeletons
    kneel in front of him. It is made of ceramic and set with tiny simple
    rose-cut diamonds and rubies.
  33. An invisible, empty, hollow metal
    cylinder that is nine inches long and four inches in diameter.
    Objects stored inside of it are fully visible.
  34. An ivory figurine of a ballerina that
    dances when blown upon.
  35. A fist sized ornate clay pot that fills
    itself with blue sand each day.
  36. An ornate music box that plays a
    chiming version of the favorite song of whoever opens it.
  37. An ornate silver scroll case
  38. An unassuming brown scroll case that
    can hold a single scroll. A creature holding the case can speak the
    command word “Secrets” which causes the containing scroll to
    become invisible and the case to appear empty. The scroll returns to
    normal if the command word is spoken again or if it is physically
    removed from the case.
  39. An unbreakable clear glass bottle
    containing a lighting storm that has been shrunk down to fit inside
    it. The storm rages eternally, its thunder sounding out barely
    perceivable rumblings and its lightning creating harsh flashes of
    white and red.
  40. An unbreakable stemmed wine glass that
    always looks empty, even when it’s full
  41. Madman’s Blanket: A large hide blanket
    made from cattle that were fed beef and went insane and had to be
    slaughtered. Any creature who sleeps under the blanket with
    experience horrible, maddening nightmares. It is however comfortable
    and warm.
  42. Portable Pocket: A deep fabric pocket
    that, if applied to fabric and the command word is spoken it attaches
    itself to the fabric and instantly matches the type of fabric as well
    as style and design. The pocket blends in perfectly and seems like it
    was meant to be there. After being used, it must be carefully removed
    from the item it’s attached to so it can be reapplied to different
    clothing.
  43. Two shaped glass lenses, a piece of
    leather, and some cord that can be fastened to create a spyglass
    capable of seeing over long distances.
  44. Fey Pillow: A silvery cushion which
    sparkles in the moonlight and always feels cool to touch. When used,
    the creature will hear the whispers of the fairy king while they
    sleep. In the morning the cushion will produce a small crystal that
    contains the creature’s dreams which may be watched on it’s
    reflective surface. There is a 5% chance that the crystal’s dreams
    belong to a prior owner of the cushion. The crystals the pillow
    produces melt into fresh dew after 24 hours.
  45. A small wooden jewelry box that is
    locked and has no key. The lock itself has no tumblers and seems to
    be for decoration rather than security. If a creature holding the box
    says the word “Keepsake” the box will open. When closed the
    box automatically locks itself again. The box is empty when found.
  46. A necklace bearing a small crystalline
    dog which barks loudly whenever the bearer is attacked or harmed.
  47. Thief’s Regret: A delicate woman’s
    jewllery box that screams loudly whenever opened by a male creature.
    It remains screaming until it is closed or until one minute passes,
    at which point it must be closed again before it can resumes
    screaming.
  48. Log of Restful Fire: A single small
    wooden log that when lit, will as bright and hot as a roaring
    campfire for eight hours before turning to ash. The log can be lit be
    touching the wood and uttering the command word and can be doused
    prematurely with sand, water or another command word. The full set of
    instructions as well as both command words are carved into the wood
    itself.
  49. Sweet Air Pin: A steel hairpin topped
    with a trio of clear glass beads that emit a barely perceivable
    magical force. The protective aura extends in a one-foot radius
    centered on the pin and prevents natural smoke from entering the
    area. Smoke created inside the aura is not effected until it leaves
    the bubble, at which point it is not able to reenter the area.
    Creatures wearing the hairpin around their head or neck find
    themselves virtually unaffected from smoke irritating their eyes or
    burning their lungs. In areas of extremely thick smoke the bearer may
    still find it hard to locate breathable oxygen or see through the
    dense clouds.
  50. A wooden spool that causes any thread
    wound on it to instantly match the color of any fabric that it is
    touched to. The spool itself retains the magical property and should
    the tread be used up, it can be rewound with new thread and used
    again.
  51. A steel fishing hook that sparkles and
    wriggles like a worm when submerged in water, negating the need for
    bait.
  52. A bone sewing needle that will finish
    sewing any seam started by a living creature on its own.
  53. A ceramic chamber pot that instantly
    disintegrates any urine and fecal matter that enters it. The material
    becomes an odorless black powder that resembles ash.  
  54. A golden holy symbol of the God of
    Trade. Once per day a creature can use the symbol as a focus while
    earnestly praying and the Trade God will offer a whisper of excellent
    advice on how to run a successful business. The advice is never
    longer than a single sentence but it is always information has not
    received from the symbol before. The God will never offer advice to
    any creature who has purposely committed a transaction of goods or
    services in bad faith (Selling illegal goods, falsely advertised a
    product, buying items with counterfeit currency, etc.) within the
    past week.  
  55. Cup of Last Comfort: A badly-dented tin
    cup from an ancient military chaplain’s field kit. Any drink
    administered to a dying creature from this cup tastes pleasant and
    refreshing, dulls all pain, and causes the imbiber to vividly recall
    their happiest moments until the imbiber either dies, is healed or
    one-hour passes. Creatures who are mortally ill and dying of
    sickness, poison, disease or old age can also be effected by the
    cup’s mercy. The cup has no effect on healthy creatures.
  56. A dried out animal stomach that, when
    food is placed inside of it, causes all creatures in a ten foot
    radius to become hungry
  57. A glass bracelet that worn on the
    wrist, turns itself and the hand it’s worn on invisible. It does
    not turn any other worn rings, gloves or objects held in the hand
    invisible
  58. Fiery Wand: A foot-long wand made of
    pepper wood that, when waved over food or liquid, causes it to taste
    spicy for one hour.
  59. A breadbox crafted from a strange,
    white, pliable material, decorated with images of various grains.
    Foodstuffs sealed within remain fresh for two weeks longer than they
    normally would.
  60. A preserved fish eye in a small glass
    cube that makes all food and drink within five feet of it taste
    strongly of fish.
  61. A steel tankard that is capable of
    changing any alcoholic drink poured into another drink of similar
    potency (ale into stout or whisky into vodka). The drink reverts back
    to its original form if it spends more than one minute outside the
    tankard and is not consumed by that time.
  62. A steel wand that explodes any food it
    touches. The explosions never cause any sort of damage and cannot
    affect living creatures but is always quite messy.
  63. An iron spoon that, when used to stir a
    drink, makes the beverage taste as though it was piping hot. The
    effect is illusionary and does not actually change the temperature of
    the liquid. The illusion gradually fades causing the beverage to seem
    as though it is cooling down naturally until it finally reaches room
    temperature.  
  64. Aqua Grease: A large ceramic jar
    containing a pale grease that can be applied to objects or equipment
    to completely protect it against damage from water exposure for up to
    eight hours. There is enough grease to cover ten square feet of
    material.
  65. Earrings of Color Coordination: A pair
    of silver earrings bearing simple glass studs. While worn, the bearer
    can instantly change their eye color to any shade they choose with a
    single thought. When the earrings are used in this way, the glass
    studs change to perfectly match the bearer’s current eye color.
    Knowledgeable PC’s will recognize this type of jewelry as once
    being in fashion among the noblewomen who wanted their eyes to match
    the rest of their various outfits and decorations.
  66. Gloves of Applause: A pair of elbow
    length white opera gloves that never become stained or dirtied. While
    clapping and cheering when wearing these gloves, the sound is
    magnified as if ten people were clapping and cheering.
  67. Magic Spice Granting (MSG) Frying Pan:
    A well cared for cast iron frying pan which generates a rare magical
    spice that flavors everything cooked within. If the ingredients are
    cooked with lots of oil at a high heat, the pan will greatly enhance
    the resulting food with a delicious savory meaty taste. Rarely, some
    people (About 1% of creatures, roll a percentile) are allergic to the
    magic spice and experience headaches, dry mouth, minor numbness and
    tingling of the extremities, sweating and sneezing which all wear off
    roughly one hour after consumption.
  68. Rust Remover: A foot-long crystal wand
    which removes rust from objects using bursts of sound when activated
    by the wielder. The objects are not harmed by the process other than
    being completely stripped of rust. The process takes one minute per
    cubic foot of the object targeted.
  69. Seed of the Dark Druid: A dark mahogany
    seed the size of a fist that, if planted in soil, immediately causes
    all flora within 100 feet to bloom. After one hour, all flowers that
    blossomed due to the seed’s magic begin to rapidly wither and decay
    as they rot right off the otherwise healthy plants they’re attached
    to. After being planted, the seed itself decays and rots and is not
    capable of being used again.
  70. Wand of Homing: A foot-long wand of
    glass with a pigeon feather encased inside of it. While holding the
    wand the wielder is imparted with the direction and distance in miles
    to the location where the wand was made
  71. Mug of Dwarven Hate: A tough granite
    stein carved with images of dour looking dwarves. Any alcoholic
    beverage placed into the cup instantly becomes alcohol-free.
  72. Wand of Rodent Domination: A foot-long
    wand made of braided rodent tails topped by a petrified rat brain. A
    creature wielding the wand can focus on one mundane rodent (Weighing
    five pounds or less) that they can see within 50 feet and dominate
    its mind. The wielder can then dictate the rodent’s every action
    and utterly control its movements for as long and the wielder
    maintains concentration. The rodent loses any trace or free will and
    the user is even able to force the rodent into suicidal situations
    such as jumping off buildings, charging into fire or attacking hungry
    cats. While controlling a rodent, the wielder can still speak and
    move but most other actions will take up too much of the user’s
    attention and end the effect. The wand ceases to function if the
    wielder’s concentration is broken, the rodent moves more than 50
    feet away, the wielder is no longer able to see the rodent, the wand
    is released or the rodent dies.
  73. Tireless Mortar and Pestle: A mortar
    and pestle made of polished granite. If the command word is uttered,
    the pair will animate and begin to crush and grind whatever material
    resides in the mortar. The pestle will continue to pulverize the
    material within until it is commanded to stop, the enchanted objects
    become too damaged to continue or if a living creature would be
    harmed by continuing. The owner can command the pestle to work in a
    specific manner such as heavy pounding, a figure eight pattern, fine
    grinding in small circles, etc. The polished granite has not been
    magically hardened and may be damaged if ordered to grind anything
    more durable than itself or if it is left active while the mortar is
    empty.
  74. A small fan crafted to resemble a
    brightly colored humming bird. When the command word is spoken, the
    fan becomes animated and flaps its paper wings as it begins to hover
    around the user, creating a steady breeze of air around their face
    and head. When the command word is spoken again, the fan lands in a
    safe location and becomes inanimate until the command word is spoken
    again.
  75. A wooden carving of a cricket that
    chirps softly in the dark. The cricket stops chirping if an invisible
    or incorporeal creature comes within ten feet of it.
  76. A hemp necklace bearing an acorn that
    was once blessed by a druid. The object retains traces of natural
    magic that prevents the bearer from being hit by natural lightning.
  77. Whispers of the Great Beyond: A lead
    figurine, depicting a striking young priestess, holding aloft a
    tentacled orb. From time to time, very faint muttering can be heard
    coming from the figurine. If placed next to a person’s ear, the
    tentacled orb animates, caressing the holder’s ear and enabling the
    muttering to be understood. When used, the figurine whispers
    disturbing truths that mankind was not meant to know and has a 25%
    chance (DM rolls in secret) that the user discerns “useful”
    information from the chaos. After listening to the object, the user
    becomes extremely suspicious of everything and everyone they meet,
    until they receive eight uninterrupted hours of restful sleep in a
    safe place. Bear in mind that the user’s paranoid delusions can make
    it extremely hard to find a place they consider “safe” to
    sleep. The figurine can be used in this manner once per day. Frequent
    use of this item can cause lasting side effects which typically
    include but are not limited too; paranoid delusions, migraines,
    temporary loss of vision, dry mouth, audiovisual hallucinations,
    frequent urination, homicidal urges and the loss of an inner
    monologue (causing the creature to speak all their thoughts aloud).
    —Note: “Useful information” is subject to the DM’s whims. For
    example, the user could learn how many ants are within a 100 foot
    radius, the direction of their closest enemy or the birth name of one
    of their allies. I suggest the DM use this to provide the PC’s with
    plot hooks or nudges in the right direction if ever needed.
  78. A blank stone coin which feels five
    times heavier while near large amounts of gold.
  79. Orphan’s Top: A child’s spinning top
    made of pristine white bone. A few well-placed holes have been
    drilled through the toy, causing it to sound like a crying child when
    in use. If spun, the top will continue to rotate indefinitely if the
    user’s birth parents are both dead. If at least one of the user’s
    birth parents are alive, the top stops spinning and falls normally.
  80. Spinning Totem: A child’s spinning
    top made of steel with a distinctive weight and feel. A creature
    holding the toy begins to question their environment and experiences
    a faint but nagging idea that their world is not real. The totem
    becomes bonded to a bearer when it has been on their person for the
    last 30 days and has not been touched by any creature other than the
    bearer during that time. If the bearer is bonded to the totem, that
    creature can instantly cause it to appear in their hand. This effect
    functions even if the bearer is in an unconscious state, causing the
    totem to appear in their dreaming world. If spun, the top will
    continue to rotate indefinitely if the creature is currently in a
    dream state (Magical, mundane or lucid), coma, stasis, vivid
    hallucination or other unconscious or semi-conscious state. If the
    bearer is fully conscious and not subject to any such conditions the
    top stops spinning and falls normally.
  81. A small, plain wooden box containing
    the jaw bone and teeth of a saint. The remains rattle ominously when
    the bearer of the box seriously considers performing an evil act.
  82. Chew Bone: A forearm sized cow bone,
    covered in a delicious layer of fat, salt and gristle. The marrow,
    bone and salty fat layer perpetually regenerate, allowing it to be
    gnawed on indefinitely. Most carnivorous animals, especially canines
    find the bone particularly appetizing and will spend hours chomping
    on it. Although the object provides mild amounts of salt, fat and
    marrow, the bone is a light snack at most and would not substitute
    for a meal. When chewed, the bone fills the air with the smell of
    delicious fresh meat, which is strong enough to mask other odors. No
    doubt made for travelling adventures who wanted to reward and
    entertain their pets and animal companions on long journeys and clam
    their sensitive noses when in foul smelling areas.
  83. A small, unbreakable glass bottle with
    an undead faerie trapped inside of it. The rage filled creature,
    unendingly snarls and scratches at the glass as its bat-like wings
    flap ineffectively. If released for any reason, it will immediately
    fly away.
  84. A full helm made of a blue patterned
    metal that resembles fish scales. While worn the helm allows the user
    the breath underwater as if it was air. This ability fails to
    function whenever the helm is wet.
  85. Remembrall: A hollow fist sized ball of
    a quartz-like mineral will will with swirling red mist if the
    creature holding it has forgotten something important they were
    supposed to do within the last 24 hours.
  86. The Knife of Toast: This butter knife
    will turn any slice of bread the knife is run across into perfect
    toast. The blade has no special effect on anything other than bread,
    grain or bakery products. A haiku about its nature is etched on the
    side in Draconic.
  87. Gloves of Anti-Ambidexterity. A snug
    fitting pair of black cloth gloves. While worn, the bearer’s opposite
    hand becomes their main or dominant hand.
  88. Fork of Poultry: A macabre eating
    utensil made from various cleaned sharpened chicken bones held
    together with sinew. Anything eaten with this fork tastes like
    chicken.
  89. Coin of the Watched: A perfectly
    ordinary looking gold coin with a barely noticeable etching of a
    goat’s eye on it somewhere. After being in a creature’s
    possession for over a day, the bearer will occasionally have the
    feeling that something or someone is watching him. The feeling grows
    in frequency and intensity as well as becoming more specific as to
    who or what is watching the bearer. After a few days in the bearer’s
    possession he’ll begin to feel that an animal of some kind is
    watching him the majority of the time. After a few weeks of having
    the coin in his possession, the bearer is absolutely certain that, no
    matter where he is or what he is doing, a goat is somehow watching
    him. The feeling of being watched drops off suddenly if the coin
    leaves the bearer’s possession for more than 24 consecutive hours.
    The bearer is not aware that the feeling is caused by the coin nor
    does the coin emanate any kind of detectable magic. The coin usually
    passes out of the bearer’s possession during a simple transaction
    after weeks to months depending on how often he uses his gold
    currency. However, the sudden cessation of the watched feeling can be
    more disturbing than the feeling itself. —Note: Goats are funny but
    feel free to substitute animals native to the local area or
    spiritually significant ones such as wolfs, elk, doves, tigers, lions
    bears or other totem and spirit animals. Alternatively animals with
    more sinister connotations like ravens, crows, rats, cockroaches,
    spiders, vultures, black cats or snakes can be used. Rather than
    animals, magical creatures, Gods or ideas such as demons, angels,
    witches, mages, a family member or ancestor, a generic “Something
    Evil” or they could even be tokens of a religion and that God is
    always watching over you.
  90. Choker of the Friendless: A close
    fitting choker type necklace of braided skunk tails. The object emits
    a foul odor in a ten-foot radius when worn that causes creatures with
    a sense of smell other than the bearer (Who is unable to notice the
    smell) to be physically nauseated. The odor is not perceivable past
    the ten-foot radius and the smell does not linger in a trail if the
    bearer happens to be moving. The stench is as powerful and
    distracting as a skunk’s spray but not strong enough affect a
    creature’s ability to act, speak, fight, cast spells etc.    
  91. A glass thermometer filled with
    seawater affixed to a wooden plaque inlaid with mother of pearl
    depicting an ocean scene. The thermometer is completely indifferent
    to the local temperature and is actually tracks the local tide. The
    seawater line in the glass coincides with relative height of the tide
    to the nearest shoreline. A knowledgeable creature can also determine
    if the tide is going in or out and use the thermometer as a clock to
    judge what time the tide will reach certain peaks and when it will
    turn.
  92. An iron flask holding a viscous liquid
    of intense emerald-green that smells faintly of citrus fruit. The
    liquid is a concentrated, magical dye for clothing and is equal to
    four full barrels of normal dye. If consumed, it enters the drinker’s
    system and turns the creature green for a full month.
  93. Feather Rope: A 50 foot long rope made
    of large white down feathers braided together. The rope is extremely
    soft and although it only weighs an ounce, it’s as strong and durable
    as braided silk rope. The feather braiding is extremely combustible
    and fire ignites and spreads along it as if it was covered in oil
    which burns the entire length to ash in a matter of seconds.  
  94. A petrified gecko on a length of chain.
    While worn, the bearer is able to speak to and understand geckos as
    if they shared a common language. However, every gecko the bearer
    speaks to attempts to sell him insurance. No gecko will help, give
    advice or deal with the bearer in any way until the user buys some
    form of insurance which takes 15 minutes or more. If the bearer
    already has some type of insurance, the lizard is quick to point out
    that they could save a bunch of money by switching to gecko.
  95. Mirror of Recent Past: An ornate hand
    mirror set in silver with the symbol of an hourglass engraved in the
    backing. When looked upon, the mirror displays the face of the last
    person (Other than the creature currently reflected by it) to have
    gazed into the mirror.
  96. A silver chain headdress set with small
    onyx stones
  97. An elegant pen made from a raven’s
    feather with a gold tipped nib. If dictated to, the quill writes by
    itself in the flawless calligraphy of a master scribe. The pen writes
    in an inexhaustible supply of gold colored ink but can only be made
    to write upon parchment, canvas or vellum.
  98. Bellowing Bullhorn: A hollowed out horn
    of a large bull with a brass handle fastened to it. The pointed tip
    of the horn has been removed and trimmed in brass to provide a
    mouthpiece. The horn doubles volume of any creature that speaks or
    yells into it.
  99. Dreamcatcher, Pure: A small wooden loop
    with intricate geometric designs woven from sinew within the circle.
    Dozens of white beads are nestled at what seem to be focal points in
    the designs. More sinew strings hang down from the loop entwined with
    a handful of bright colorful feathers of various birds. If the
    Dreamcatcher is placed in a near a creature’s head, that creature
    will not suffer from bad dreams. When the creature would have a
    nightmare, the dream instead goes into one of the white beads turning
    it black. Each time this happens some of the bright coloring of the
    feathers will be leached away (Slowly turning them grey) and become
    good dreams for the creature.
  100. Dreamcatcher, Corrupted: A small wooden
    loop with intricate geometric designs woven from sinew within the
    circle. Dozens of black beads are nestled at what seem to be focal
    points in the designs. More sinew strings hang down from the loop
    entwined with a handful of limp feathers of various birds in drab
    shades of grey and black. If the Dreamcatcher is placed in a near a
    creature’s head, that creature will not experience good dreams.
    When the creature would have a pleasant dream, the dream instead goes
    into one of the black beads turning it white. Each time this happens
    some of the grey coloring of the feathers will be leached away
    (Slowly turning them brightly colored) and become bad dreams for the
    creature.

Fighting Styles (V.2)

martiniweini:

image

A fighter, paladin, or ranger can select one of these fighting styles.

Dirty Fighter

When you have advantage on a melee attack, you do an additional 1d6 points of damage on a hit.

Battle Awareness

While there
are two or more hostile creatures within 5 feet of you, you gain a +1 bonus to
your AC, and creatures within 5 feet of you can’t gain advantage on attack rolls against you as a result of having allies nearby.

Marauder

While not wearing medium or heavy armor, you gain a +1 bonus to your AC and your speed increases by 10 feet.

Shield Bearer

When you take
the Attack action while wielding a shield, you can use a bonus action to attack
with your shield. The shield is a melee weapon that you are proficient with,
and does 1d6 points of bludgeoning damage. In addition, the amount of piercing,
slashing, or bludgeoning damage you take while wielding a shield is reduced by
an amount equal to the shields AC bonus.

100 “Epic” Adventure Ideas…

creativerogues:

Here are one hundred adventure seeds you can use to
generate ideas for your adventures and campaigns.

  1. A ancient and evil balor sorcerer imprisons old friends of the
    player characters, holding them hostage in return for a
    service. 
  2. A band of several death slaadi rogues and sorcerers
    begins to waylay all planar travelers who chance
    through their recently claimed turf on the Astral Plane.
  3. A ranger hero recognized around the world begins to
    organize a group of explorers for reasons unknown…
  4. A bardic college develops a style of music that charms
    and dominates any that listen to it too long.
  5. A beholder cluster, made up of many beholders driven mad, begins to war with lesser beholder communities,
    apparently all seeking a beholder artifact. 
  6. A prominent deity grows sick and will die if the cause of
    its divine ill is not discovered. 
  7. A beloved prophecy long accepted as true fails to
    occur because of the characters’ meddling, and the
    world turns against them…
  8. A blinding, yellow haze seeps down from the sky,
    covering the world…
  9. A celestial tree hundreds of miles long reaches its
    roots down and begins to grow on the world’s
    surface. Creatures from other worlds live in the
    heights of the tree. 
  10. A child is born who prophecy indicates will one day
    ascend to godhood. 
  11. A black disease blights the forest, killing all vegetation
    as it continues to expand without limit at an ever-accelerating
    rate. 
  12. A clan of psionic militants breaks away from the
    kingdom — literally. A huge chunk of land hundreds of
    acres wide floats up and away (taking with it many
    terrified non-psionic people). 
  13. A conjunction of parallel planes somehow energizes a
    lowly peasant to the power of a greater deity — but only
    until the conjunction ends. 
  14. A cross-time catastrophe has cut off the Material Plane
    from all others. 
  15. A dragon kills the ruler of the largest nation and takes
    over, calling itself the Dragon King.
  16. A flaw in a true resurrection spell leaves one player character
    undead by night and alive by day. 
  17. A floating city arrives from across the sea, apparently
    fleeing the depredations of the Warlord, a barbarian of an epic caliber.
  18. A flock of angelic avengers and celestials is ravaging across the continent. 
  19. A meeting is called by a storm giant blackguard.
    Powerful giants from around the world (and
    other worlds)
    begin to congregate. Though no one knows the meaning of this calling…
  20. A glorious gemstone in which the first light of creation
    still lingers is purportedly languishing in an ancient,
    crumbling demi-plane. 
  21. A great chase ensues through endless parallel dimensions
    as wizard researchers follow the faint trail of the
    long-vanished elder elves. 
  22. A group of gargoyle paragons claims the Cathedral of
    Pelor as its own new home. 
  23. A hero of renown (a quasi-deity, really) is to be wed to
    an elven prince, but the prince’s royal family claims the
    prince is under a spell. 
  24. A hole is gouged in the veil separating life and death.
    As the tide of life pours out into the void, all creatures
    everywhere begin to die as they accumulate negative
    levels. The hole must be mended. 
  25. A red dragon and two of its siblings emerge from a
    red-lit cavern in the earth. 
  26. A lesser deity declares the PCs as its mortal enemies,
    enjoining all its worshipers and allies to find and slay
    them. 
  27. A longstanding illusion is pierced, revealing that the
    king is nowhere to be found, and that all dictates of
    the kingdom have been actually flowing from the
    thieves’ guild. 
  28. A new deity decides to leave the Outer Planes to set up
    its palace on the face of the Material Plane. Once it
    arrives, it demands worshipers and servitors. 
  29. A mad chronomancer with a mastery of time, has determined how to destroy the past (and
    therefore the present)
    . Unless it can be stopped, time
    itself will unravel. 
  30. A planar conjunction will soon come to pass, allowing
    the legions of hell (or worse) direct access to a
    selected part of the Material Plane for 24 hours. It
    can’t be stopped, but some famous characters may attempt to
    defend key cities or strongholds from the onslaught. 
  31. A player character’s heart is stolen and replaced with a
    magical gem or a strange alchemical creation. Who
    knows how long the replacement will last? 
  32. A powerful wizards’ guild enters all-out war with the
    dominant religious order of the world. 
  33. A quasi-deity wants an escort as it ventures into the
    Abyss to release a companion quasi-deity from bondage. 
  34. A rogue moon threatens to crash down upon the
    world, ending all life. 
  35. A sentient spell-virus is raging out of control among
    spellcasters. All who fall victim to it become part of one
    unified mind controlled by a malign intelligence. 
  36. A species of “fish” introduced from another plane has
    provided good eating and relief from famine over the
    last year. Now, thousands (possibly millions?) of the fish-like
    creatures begin a sudden growth spurt, transforming en
    masse into terribly powerful and bloodthirsty predators. 
  37. A splinter community of humans evolves into a
    sub-race sporting strange and variant powers. 
  38. A syndicate of assassins dramatically expands its
    membership by introducing a mind-control potion
    into a city’s water supply. 
  39. A team of nightmares draws a chariot driven by a
    powerful fighter into the city. 
  40. A titan seeks those brave enough to release it from its
    age-long bondage; its rescuers may face the wrath of
    higher deities. 
  41. A vampire scion from another plane begins to conquer
    world after world with the help of a reforged artifact of
    legend, Midnight’s Heart
  42. A volcano erupts. In the aftermath, a portal to the City
    of Brass on the Elemental Plane of Fire remains open
    permanently.
  43. A well-known wizards’ guild’s magical dumping ground
    of failed experiments and stale spell components
    becomes sentient.
  44. A wizard attempting to summon a powerful devil slips
    up and somehow summons an abomination instead:
    an infernal lord of the hells. 
  45. A wizard claims to have developed an epic spell ritual
    that, if cast, will slay a deity.
  46. All magic items crafted from a particular city begin to
    bestow negative effects on their owners with each use. 
  47. All who fall asleep on a selected world cannot be awakened
    and eventually die in their sleep. Exhaustion is beginning to take a hold on even the greatest heroes of its realm…
  48. An adventuring party stumbles upon the tomb prison
    of an long dead half-god and releases it. 
  49. An anti-magic plague is released by an unknown agency,
    causing sickness and eventually death to any who
    prepare or cast arcane spells. 
  50. An artifact belonging to one of the characters must be
    destroyed, lest some great catastrophe, which has
    secretly been gathering, come to pass. 
  51. An artifact capable of forever dominating all red dragons everywhere
    is discovered.
  52. An enclave of gnomes customizes an iron colossus
    into a walking war platform.
  53. A group of NPCs known for good deeds suddenly
    embarks on a death spree, murdering merchants and
    their envoys…
  54. A group of NPCs decides to destroy the PC adventurers,
    for reasons that are initially obscure. 
  55. A sentient, free roaming, self-casting disintegrate spell
    breaks loose from a wizard’s laboratory. 
  56. A legendary paladin leads a crusade to hell. 
  57. An inter-dimensional caravan must float on the River
    Styx through the dangers of several lower planes. 
  58. Spirits begin to manifest from machines as complicated
    as simple steam-powered wheels — is it a warning
    from the gods of the forge to desist? 
  59. Angry druids raise the beasts, animals, and dire
    animals of the wild, intent on beginning a new world
    order in which nature comes first. 
  60. As the world ages, frequent earthquakes threaten to
    plunge the major nations under the sea. 
  61. Blue-skinned merchants begin to sell enormously popular
    items composed of dreamstuff — “mined from the
    very dreams of a deity,”
    claim the merchants.
  62. Deeper than the Underdark, the world is discovered
    to be hollow. Hanging in that vast opening is an
    unknown, uncharted inner world of strangeness.
  63. Dwarf miners follow a vein of adamantine to a hinged
    valve sealed with divine magic of an age older than any
    of the current deities. 
  64. A group of seemingly amateur rogues steal the magical scepter of the
    Dragon King. 
  65. Evil opportunists slay the Guardian of the Flame of
    Destiny, hoping to remold the Law of Reality to their
    own liking. 
  66. Ghosts of every sort begin to rise again, and they won’t
    recognize their own undead state. 
  67. Mind flayers successfully gain control of a surface
    nation, plunging the region into permanent darkness. 
  68. Jade pyramids of prodigious size rise from the earth.
    Sounds unlike any heard before echo faintly from
    within their stony cores. 
  69. Construct-like creatures of insane complexity called
    “machines” move across the land, preparing the way
    for a larger invasion of automated entities. 
  70. Magic begins to fail, supposedly because it is being
    “used up” faster than it naturally regenerates. 
  71. Mercenary half-dragons who ride chromatic dragons as
    steeds sell their swords (and spells) to an evil empire. 
  72. Newborns begin to be born without souls.
  73. Off-plane raiders begin to steal people away for use as
    slaves and food. 
  74. Once every ten years a small cave provides access into
    a magical, underground world where all living beings
    give off colorful light, ruled by mysterious fey lords
    with mysterious agendas. 
  75. One of the player characters learns about his or her
    real mother or father — in fact, that parent was a
    demon, and that demon has come calling. 
  76. Planetars and solars bring heaven’s war to the Material
    Plane, slaying any and all they deem evil or immoral. 
  77. Chromatic dragons decide that their “species” is the
    only true draconic race, and they begin a campaign of
    genocide against all other dragon types. 
  78. Several well-known cities and all their inhabitants
    suddenly disappear without a trace. More could follow…
  79. Someone is breaking the Seven Seals that maintain the
    integrity of the multiverse…
  80. The ancient Great Library has secret vaults where the
    Words Once Spoken are supposedly inscribed in the
    Book of Sleep. To speak them again would remake the
    universe. 
  81. The Clock that Rules the Universe is under attack by
    insane gnome alchemists, who are raiding it for parts. 
  82. The End Times threaten to begin. 
  83. The gods of Law put all humanoid races on trial for
    their excesses.
  84. The Lord High Priest of Pelor denounces her deity and
    faith. 
  85. The most feared and reviled weapon of legend, an artifact
    sword that drains life energy with a touch, is lost
    by its owner. 
  86. The Mother of Spiders emerges from her Cocoon of a Million Years
    to find a mate for her next spawning. 
  87. A vast necropolis undergoes a mystical transformation.
    Now, each coffin, sarcophagus, and mausoleum leads
    to separate cemetery dimensions and realms of death. 
  88. The PCs’ stronghold mysteriously gains new extra-dimensional
    halls and rooms of unknown origin,
    content, and extent.
  89. The populace decides that they want one of the PCs as
    their new ruler, which doesn’t please the current ruler. 
  90. The secret texts of a prominent religion, recently
    discovered, call into question the church’s real goal, its
    actual origin, and the agenda of its god. 
  91. The souls of a good queen and her family are drawn
    into the Abyss by an unknown demonic agency. 
  92. The spirits of the dead begin to possess the bodies of
    the living at an ever-accelerating rate. 
  93. The sun is infested with moon-sized parasites, and
    may soon fail like so many other stars have fallen to
    this celestial infestation. 
  94. The winter, which was overly cold, lasts too long — the goddess of winter, Auril, is suspected to be the cause…
  95. The woods begin to grow without bound, invading
    field, plain, and city. 
  96. The yuan-ti attempt to awaken the Slumbering Serpent,
    a little-known abomination born of their own race and
    a god of serpents.
  97. Twenty percent of all astral travelers begin to disappear
    in mid-trip. Mid-travel diversion spells are suspected. 
  98. Two parallel planes move too close to each other, and
    denizens and objects of one constantly slip onto the
    other, and vice versa. 
  99. Unless stopped, an ancient demi-lich will inject itself
    onto the Negative Energy Plane, where it can possess
    any undead anywhere in the multiverse. 
  100. When a friend or a respected associate is resurrected,
    the soul returned to the body has different memories
    from the original. Whence does this soul come? 

vine-whip:

hobbitsetal:

vine-whip:

dungeons and dragons always has great stuff. there’s a jug that you can use to create 2 gallons of mayonnaise at will, like it’s actually written in the dungeon masters guide can you believe that

things my party and i have received in the course of our campaign:

a rock of gravity detection. you hold it out and release it. if it falls, gravity is working.

a wand of magic missiles…and polymorph. i can hit anything i shoot at, but i’ll also turn into a random creature. i’ve been an alligator, an octopus, and a tiny demon so far.

a cloak of tongues. sounds like you’d learn random languages, yeah? NOPE, THINK AGAIN SUCKER. you get to taste anything for like 30 yards around. our halfling informed us we all taste gross.

2 different rings of invisibility–one makes me invisible, but only to myself. the other makes me marginally stealthier, but also makes me absolutely convinced that i’m completely invisible.

the thespian mask of duality. two personalities become mortal enemies within the wearer. the effect is permanent.

and finally, the shield of protection. when you use it in combat, it will use your body to shield itself from harm.

God these are good