Tag: D&D

  • Room of Doom, Version 2

    Room of Doom, Version 2

    This is the second of three versions of this room.

    The room is 35ft. square with the walls and floor made of masonry. There is a 5ft. square stone platform in the middle of the room raised about 6 inches from the floor. A large wooden chest sits in the middle of the raised platform. The room has a high ceiling of about 23ft. There is only one door in this room.

    The chest is, in fact, a mimic and will hungrily attempt to devour any adventurer that gets close enough.

    Mimic (Mature)

    Medium monstrosity (shape changer), neutral


    • Armor Class 12 (natural Armour)
    • Hit Points 58 (9d8 + 18)
    • Speed 15ft.

    STR DEX CON INT WIS CHA
    17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

    • Skills Stealth +5
    • Damage Immunities acid
    • Condition Immunities prone
    • Senses darkvision 60ft., passive perception 11
    • Languages
    • Challenge 2 (450xp)

    Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

    False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

    Grappler. The mimic has advantage on attack rolls against any creature grappled by it.


    Actions

    Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

  • Room of Doom, Version 1

    Room of Doom, Version 1

    I’m planning to inflict this room on my players 3 times over the course of them gaining several levels. The room will look identical each time, but be subtly different. This is the first version of the room.

    The room is 35ft. square with the walls and floor made of masonry. There is a 5ft. square stone platform in the middle of the room raised about 6 inches from the floor. A large wooden chest sits in the middle of the raised platform. The room has a high ceiling of about 23ft. There is only one door in this room.

    The platform is, in fact, a pressure plate and any change in weight on the platform will trigger the trap. DC20 to find the trap trigger. Disarming the trap is a different matter. The party would have to figure out that the block above the doorway is the “trap”, and have to find some way to prevent it from falling (DC25 to disarm trap).

    If the trap is sprung, a huge block of stone will drop to seal the door. The block of stone is very heavy. It’s 5ft. square and 15ft. tall, so it will be almost impossible to lift. (Google tells me that 5*5*15 feet of sandstone should weight ~56,000lbs.) The block is a tight fit. As the block falls, it releases a massive flow of water into the room from a cistern above which the block was holding back. The water will quickly fill the room at a rate of 5ft deep per turn. The room will be full in 5 turns. The room holds 28,175 cubic feet of water.

    The cistern above is a chamber 20 feet square and 71 feet deep, holding 28,400 cubic feet of water. Enough to fill the room below with a little bit of water leftover filling most of the aqueduct connecting the cistern to the trapped room. (I was nice to the party when they were in here. My cistern filled by a natural spring in another chamber above the cistern that the players were able to climb up to and escape.)

    Let the party be creative.

    Air will run out rapidly in the room. How long can the party hold their breath?
    (It turns out 5e D&D swimming speed combined with suffocation rules make it very easy for the party to escape this trap. They can hold their breath 1 minute plus 1 minute per CON bonus. Swim speed is half normal movement speed. At maximum it would take them 5 turns to swim out of here once the water stopped flowing. 5 turns is only half a minute in D&D, so even without and CON bonuses, they can escape in 30 seconds, with 30 seconds to spare before they start drowning).

    It’s up to the DM how sadistic they want to be. Electric eels in the water could be fun 😀

    Perhaps once the water stops flowing when the room is full, they can swim out the way the water came in and escape via the now empty cistern?

  • seed bombs

    seed bombs

    Seed Bombs appear to be small round balls of clay about the size of a golf ball. The surface is hard and has been polished somewhat and has a pattern pressed into the surface suggesting the kind of bomb that it is.

    Nicely formatted version of this on GM Binder.


    The thorn bomb explodes into a wall of thorny brambles.


    The vine bomb explodes into a mess of vines that trap people.


    The fruit bomb brings forth a fruit tree laden with a variety of edible fruits.


    The oak bomb brings forth a massive oak tree.
    Creative Commons License

    This work by Lucien Stals is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

  • distracting blade

    distracting blade

    The amazing polish on the surface of this knife will reflect any available light into the eyes of the attacker, blinding them momentarily.

    This is another one I’ve posted on GM Binder.

    This is also my 4th post this weekend. I don’t normally like to post so frequently and usually schedule posts to space them out a bit but I needed to get the images online so I could use them on GM Binder. I also recruited my son to help with the images. This one is one of his.

    Creative Commons License

    This work by Hugo Stals is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

  • annoying beetle

    annoying beetle

    This clockwork beetle starts curled up in a little ball the size of a walnut. It can be thrown as a ranged attack and when it hits a target, will spring to life, flying into the face of its target while making a loud buzzing noise, distracting the target.

    The printable version of this is posted on GM Binder.

  • Deck of Wonders

    Deck of Wonders

    It was no ordinary wolf. It was the size of a small horse. Kai kept their steely gaze on the creature while they slowly reached into their jacket, pulling out 5 cards: 5 diamonds! The cards streaked from Kais’ hands, leaving a trail of blue energy as they slammed into the wolf. The wolf shuddered and was no more.

    I’ve been playing around with an idea for a kind of mini-card game within D&D. I want to use normal playing cards with poker hands to generate magical effects; the better the hand, the better the effect.

    I played around with various ways of generating a score from a poker hand that could be applied to the game. This turned out to be harder than I imagined, but in the end, I think I settled on something simple enough to use in play that generates suitable values for hands. The effect is different depending on the suit being played. Spades (Swords if using a Tarot deck) deal slashing damage. Clubs (Wands or Staves if using a tarot deck) deal bludgeoning damage. Hearts (Cups if using a tarot deck) heals people. Diamonds (Coins in a tarot deck) create a defensive barrier.

    The poker hand system can do anything from 1 point of damage, all the way up to 199 damage (or healing, or defence) for a King high straight flush. The straight flush is a pretty rare hand though so I don’t expect to see it get played much, if ever.

    I also wanted some way to do this using a tarot deck mainly because the artwork on tarot decks is so much cooler than normal playing cards. Now the basic poker hand thing still works with normal tarot cards, although they have one extra card per suit (common card decks have 13 cards per suit while tarot decks have 14 cards per suit). But Tarot also have the Major Arcana which are in addition to the other cards.

    For the Major Arcana, I adapted D&D’s existing Deck of Many Things by modifying some existing effects. Others I rewrote entirely, and some I kept as is. Some inspiration came from this Reddit thread.

    I’ve published the final result on my GM Binder site as the Deck of Wonders.

    A note on copyright: the card image I’m using here is old enough that it’s out of copyright and free to use.

  • wizards tower

    wizards tower

    This old watchtower is leftover from the Golden Empire. It was once a watchtower on the border, but in the many years since the collapse of the empire, it was abandoned to the wilderness. In spite of its age, this structure is in remarkably good shape and still habitable and is currently the abode of a wizard engaged in private study.

    Level 1

    Room 1

    A large, relatively empty area. Small (5′ by 5′) cells line the east wall.

    Room 2

    Store Room.

    General supplies in here. Extra empty bottles, spares clothes, bedding etc. Some weapons taken from past prisoners kept in here as well.

    • 2 battle axes
    • 2 daggers
    • 1 Longsword
    • 1 set chain mail armour
    • 1 set leather armour
    • Kree’s Spear will be in this room.

    Room 3

    Another Store Room.

    Food and wine stored here.

    • 5 dozen bottle of average quality wine
    • 2 dozen bottles of above average quality wine
    • 1 dozen bottles of some very nice wine
    • 1 dozen portions of perishable rations
    • 1 dozen portions of iron rations
    • An assortment of dried mushrooms

    2 cured hams hanging from the ceiling.

    Level 2

    Living Quarters.

    Room 4

    Hallway

    Nothing much to say about this one. It’s a hallway. 1 door and 2 stairs, one going up, one going down.

    Room 5

    Study

    At the end of the room is a desk. Stacks of paper and some quill pens lie about and 2 bottles of ink. Notes written in draconic outline experiments in the use of magical items to power constructs.

    Room 6

    Closet

    Spare wizard robes and casual clothes. Nothing special.

    Room 7

    Bedroom.

    A reasonably sparse bedroom with a large bed.

    Room 8

    Closet.

    Spare robes.

    This is where the wizard stores his formal wizards wear. These robes are cut from better cloth, literally. Nice silk and satin robes.

    Level 3

    Room 9

    The whole 3rd floor is taken up by the wizards’ lab. Three large work tables contain various magical and alchemical apparatus. There is a ladder that leads up to a trapdoor in the ceiling. A magic circle is engraved in the floor near the middle of the room.

    Level 4

    Room 10

    The roof is accessible via a trap door. It leads into a covered section of the roof (probably used in ages past as shelter for any guards on duty). There is a great view from up here, but nothing else of any interest.

  • spear of kree

    spear of kree

    The dreaded Spear of Kree!

    In the forest lies the ruins of an Orc temple once sacred to Gruumsh.
    The three teachings of Gruumsh are:

    • Gather and breed, and your numbers shall flourish.
    • Rise up in hordes and seize that which is rightfully yours.
    • Raid. Kill. Conquer.

    The sect of Gruumsh followers at the temple called themselves the “Kree” and devoted themselves to just one aspect of Gruumsh’s teaching:

    “Raid. Kill. Conquer.”

    Why this temple was abandoned is now forgotten. Perhaps the Kree fell victim to somebody else’s attempt to conquer. Perhaps in overlooking the “Gather and breed” teaching, they simply dwindled in numbers and were lost to time.

    The Kree had a sacred spear, forged by the war shamans of Gruumsh. The spears current whereabouts are unknown.

    The spears full stats can be found on my GM Binder site.

  • underhill

    underhill

    After seeing Dyson Logo’s beautiful little map of Onyx Hill, I decided to have a crack at drawing what lies beneath the hill. I’m planning to add this into my son’s game. I don’t think he’s going to find this site before we get to the location in game.

    I figured the base of the onyx pillar would get bigger as it goes down. Perhaps there are some long lost inscriptions on the pillar in the depths. I’ve also added a small hidden nook at the very base.

    The trick to getting down to level three is that you actually need to go down the pit trap in front of the altar on level two.

    The image above is 72dpi.
    The image below is300dpi.

  • faithful chest

    faithful chest

    This one is inspired by The Luggage from Diskworld and is part Mimic and part Bag of Holding.

    It’s a small chest, 12 inches long by 7 inches wide and 5 inches high (not including the lid). When open, the inside is an extra dimensional space which can hold a lot more than the exterior dimensions would suggest.

    Detailed stats can be found on my GM Binder site.