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.
A top hat made of black glass that
cleans the bearer’s hair if worn for one minute.
A triangular crystal pendant that
causes the bearer’s hair to stop growing while worn.
A velvet lined wooden box containing a
full set of silverware used by a king for his last meal
A velvet pouch with a gold colored
drawstring that feels and sounds heavy with coin but, when opened, is
wholly empty.
A warm granite wand that shouts
“Truth!” whenever the creature holding it makes a factual
statement.
A well made obsidian statuette of an
emaciated child dressed in rags that cries blood at midnight.
A well made wig made of human hair,
that is reversible from blonde-to-black.
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.
A white, one-foot-square, cotton face
cloth that is always clean, cool, and slightly damp
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.
A child’s wooden bear toy that screams
loudly when in the immediate presence of fire.
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.
A wooden case containing five gold
coins depicting the emperor of some ancient and long forgotten
empire.
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.
A wooden flute that plays colors which
drift up and around the musician instead of sounds
A wooden lyre carved with elven motifs
that plays notes impossible to hear by anyone under the age of 100.
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.
A wooden walking stick that reappears
somewhere behind its owner whenever they’ve lost sight of it for more
than an hour.
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.
An acacia wood spinning top which never
topples. When spun on flat wood, it carves elegant abstract
engravings into the surface.
An amulet bearing a small obsidian
rooster which crows loudly at dawn, which is only ever heard by the
bearer.
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.
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
An egg shaped leather ball made of
pigskin that emits the sound of large hog squealing in pain whenever
its thrown.
An eight-piece silver dining set
inscribed with images and motifs important to a forbidden cult.
An electrum sleeping mask shaped like
the eyes and snout of a cow.
An empty copper tube that constantly
blows warm air through one end.
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.
An engraved platinum latrine sponge
rod.
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.
An incense burner made from a silver
plated human skull.
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.
An invisible, empty, hollow metal
cylinder that is nine inches long and four inches in diameter.
Objects stored inside of it are fully visible.
An ivory figurine of a ballerina that
dances when blown upon.
A fist sized ornate clay pot that fills
itself with blue sand each day.
An ornate music box that plays a
chiming version of the favorite song of whoever opens it.
An ornate silver scroll case
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.
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.
An unbreakable stemmed wine glass that
always looks empty, even when it’s full
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.
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.
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.
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.
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.
A necklace bearing a small crystalline
dog which barks loudly whenever the bearer is attacked or harmed.
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.
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.
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.
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.
A steel fishing hook that sparkles and
wriggles like a worm when submerged in water, negating the need for
bait.
A bone sewing needle that will finish
sewing any seam started by a living creature on its own.
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.
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.
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.
A dried out animal stomach that, when
food is placed inside of it, causes all creatures in a ten foot
radius to become hungry
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
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.
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.
A preserved fish eye in a small glass
cube that makes all food and drink within five feet of it taste
strongly of fish.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
A blank stone coin which feels five
times heavier while near large amounts of gold.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A silver chain headdress set with small
onyx stones
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.
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.
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.
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.
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.
Here are one hundred adventure seeds you can use to
generate ideas for your adventures and campaigns.
A ancient and evil balor sorcerer imprisons old friends of the
player characters, holding them hostage in return for a
service.
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.
A ranger hero recognized around the world begins to
organize a group of explorers for reasons unknown…
A bardic college develops a style of music that charms
and dominates any that listen to it too long.
A beholder cluster, made up of many beholders driven mad, begins to war with lesser beholder communities,
apparently all seeking a beholder artifact.
A prominent deity grows sick and will die if the cause of
its divine ill is not discovered.
A beloved prophecy long accepted as true fails to
occur because of the characters’ meddling, and the
world turns against them…
A blinding, yellow haze seeps down from the sky,
covering the world…
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.
A child is born who prophecy indicates will one day
ascend to godhood.
A black disease blights the forest, killing all vegetation
as it continues to expand without limit at an ever-accelerating
rate.
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).
A conjunction of parallel planes somehow energizes a
lowly peasant to the power of a greater deity — but only
until the conjunction ends.
A cross-time catastrophe has cut off the Material Plane
from all others.
A dragon kills the ruler of the largest nation and takes
over, calling itself the Dragon King.
A flaw in a true resurrection spell leaves one player character
undead by night and alive by day.
A floating city arrives from across the sea, apparently
fleeing the depredations of the Warlord, a barbarian of an epic caliber.
A flock of angelic avengers and celestials is ravaging across the continent.
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…
A glorious gemstone in which the first light of creation
still lingers is purportedly languishing in an ancient,
crumbling demi-plane.
A great chase ensues through endless parallel dimensions
as wizard researchers follow the faint trail of the
long-vanished elder elves.
A group of gargoyle paragons claims the Cathedral of
Pelor as its own new home.
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.
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.
A red dragon and two of its siblings emerge from a
red-lit cavern in the earth.
A lesser deity declares the PCs as its mortal enemies,
enjoining all its worshipers and allies to find and slay
them.
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.
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.
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.
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.
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?
A powerful wizards’ guild enters all-out war with the
dominant religious order of the world.
A quasi-deity wants an escort as it ventures into the
Abyss to release a companion quasi-deity from bondage.
A rogue moon threatens to crash down upon the
world, ending all life.
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.
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.
A splinter community of humans evolves into a
sub-race sporting strange and variant powers.
A syndicate of assassins dramatically expands its
membership by introducing a mind-control potion
into a city’s water supply.
A team of nightmares draws a chariot driven by a
powerful fighter into the city.
A titan seeks those brave enough to release it from its
age-long bondage; its rescuers may face the wrath of
higher deities.
A vampire scion from another plane begins to conquer
world after world with the help of a reforged artifact of
legend, Midnight’s Heart.
A volcano erupts. In the aftermath, a portal to the City
of Brass on the Elemental Plane of Fire remains open
permanently.
A well-known wizards’ guild’s magical dumping ground
of failed experiments and stale spell components
becomes sentient.
A wizard attempting to summon a powerful devil slips
up and somehow summons an abomination instead:
an infernal lord of the hells.
A wizard claims to have developed an epic spell ritual
that, if cast, will slay a deity.
All magic items crafted from a particular city begin to
bestow negative effects on their owners with each use.
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…
An adventuring party stumbles upon the tomb prison
of an long dead half-god and releases it.
An anti-magic plague is released by an unknown agency,
causing sickness and eventually death to any who
prepare or cast arcane spells.
An artifact belonging to one of the characters must be
destroyed, lest some great catastrophe, which has
secretly been gathering, come to pass.
An artifact capable of forever dominating all red dragons everywhere
is discovered.
An enclave of gnomes customizes an iron colossus
into a walking war platform.
A group of NPCs known for good deeds suddenly
embarks on a death spree, murdering merchants and
their envoys…
A group of NPCs decides to destroy the PC adventurers,
for reasons that are initially obscure.
A sentient, free roaming, self-casting disintegrate spell
breaks loose from a wizard’s laboratory.
A legendary paladin leads a crusade to hell.
An inter-dimensional caravan must float on the River
Styx through the dangers of several lower planes.
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?
Angry druids raise the beasts, animals, and dire
animals of the wild, intent on beginning a new world
order in which nature comes first.
As the world ages, frequent earthquakes threaten to
plunge the major nations under the sea.
Blue-skinned merchants begin to sell enormously popular
items composed of dreamstuff — “mined from the
very dreams of a deity,” claim the merchants.
Deeper than the Underdark, the world is discovered
to be hollow. Hanging in that vast opening is an
unknown, uncharted inner world of strangeness.
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.
A group of seemingly amateur rogues steal the magical scepter of the
Dragon King.
Evil opportunists slay the Guardian of the Flame of
Destiny, hoping to remold the Law of Reality to their
own liking.
Ghosts of every sort begin to rise again, and they won’t
recognize their own undead state.
Mind flayers successfully gain control of a surface
nation, plunging the region into permanent darkness.
Jade pyramids of prodigious size rise from the earth.
Sounds unlike any heard before echo faintly from
within their stony cores.
Construct-like creatures of insane complexity called “machines” move across the land, preparing the way
for a larger invasion of automated entities.
Magic begins to fail, supposedly because it is being “used up” faster than it naturally regenerates.
Mercenary half-dragons who ride chromatic dragons as
steeds sell their swords (and spells) to an evil empire.
Newborns begin to be born without souls.
Off-plane raiders begin to steal people away for use as
slaves and food.
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.
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.
Planetars and solars bring heaven’s war to the Material
Plane, slaying any and all they deem evil or immoral.
Chromatic dragons decide that their “species” is the
only true draconic race, and they begin a campaign of
genocide against all other dragon types.
Several well-known cities and all their inhabitants
suddenly disappear without a trace. More could follow…
Someone is breaking the Seven Seals that maintain the
integrity of the multiverse…
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.
The Clock that Rules the Universe is under attack by
insane gnome alchemists, who are raiding it for parts.
The End Times threaten to begin.
The gods of Law put all humanoid races on trial for
their excesses.
The Lord High Priest of Pelor denounces her deity and
faith.
The most feared and reviled weapon of legend, an artifact
sword that drains life energy with a touch, is lost
by its owner.
The Mother of Spiders emerges from her Cocoon of a Million Years
to find a mate for her next spawning.
A vast necropolis undergoes a mystical transformation.
Now, each coffin, sarcophagus, and mausoleum leads
to separate cemetery dimensions and realms of death.
The PCs’ stronghold mysteriously gains new extra-dimensional
halls and rooms of unknown origin,
content, and extent.
The populace decides that they want one of the PCs as
their new ruler, which doesn’t please the current ruler.
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.
The souls of a good queen and her family are drawn
into the Abyss by an unknown demonic agency.
The spirits of the dead begin to possess the bodies of
the living at an ever-accelerating rate.
The sun is infested with moon-sized parasites, and
may soon fail like so many other stars have fallen to
this celestial infestation.
The winter, which was overly cold, lasts too long — the goddess of winter, Auril, is suspected to be the cause…
The woods begin to grow without bound, invading
field, plain, and city.
The yuan-ti attempt to awaken the Slumbering Serpent,
a little-known abomination born of their own race and
a god of serpents.
Twenty percent of all astral travelers begin to disappear
in mid-trip. Mid-travel diversion spells are suspected.
Two parallel planes move too close to each other, and
denizens and objects of one constantly slip onto the
other, and vice versa.
Unless stopped, an ancient demi-lich will inject itself
onto the Negative Energy Plane, where it can possess
any undead anywhere in the multiverse.
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?
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.