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Campaign Idea: Silver Generations
Alright this just came to my head while trying to animate a video, anyway here’s the idea.
So the PC’s are silver dragons (ie that one type of dragons that really like watching just go off & do amazing people stuff [like adventuring & such]). & the goal of the campaign is kinda self found. Just introduce some NPC’s till they find one that they really like & then have them influence their life/help them along the way.
With this you can do some interesting things. Like make the PC’s/NPC’s the PC’s are invested in, action’s having unintentional consequences & having to solve it. Also, considering that the PC’s are indeed mother fucking dragons, they can always just come in & reck shit when stuff dosn’t go their way. Of course this can go wrong as well, since enemy NPC’s can & will get help from other powerful beings to help even the battle field (cue to dragon on dragon kiju battle).
Counting how everything goes, the player’s can go through generations of NPC’s, slowly growing stronger over time, & incurring more enemies that will try to find ever more powerful beings to stop them & the NPC’s they invest their time in.
(SIDE NOTE: Dragons can shapeshift into creatures, makes sure the player’s know this, since it can lead to lots of fun situations)
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Noble's Soul (Side Quest)
Here's one for you Dm's who want a side quest about getting a soul back! In a nearby city, the local noble is asking for adventures with some good renown to come in & help them with an issue. If the party decides to take it upon themselves to go their & go to the nobles keep, they will be quickly shuffled into a private room. Soon after the local ruler comes in & is noticeably distraught. Before getting onto what their quest is, they will ask the party to keep secrecy about what the quest is about. If they agree the ruler will then tell them the quest, if they don't agree the ruler will ask them to leave.
The quest is about getting back the ruler's kid's soul. Apparently a necromancer snuck into the keep awhile ago & stole the child's soul. They are now trying to ransomed the soul back for land, money & military power. The ruler can't give into this request, since they know the necromancer will only use this power to harm more people (plus it makes them look weak to other rulers, & if they are a lesser ruler in a kingdom, it could lead to this being seen as treason). They ask the party to get back the soul in 3 days & then give the location for where the necromancer's camp is.
If the party succeeds in the quest, they will be given the offer of either a monetary reward, or each of them getting one item of the keep to... well keep. If they fail, the ruler will be disgruntled with them & will be watching them from their on out.
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Key Knife (Weapon idea)
Here's one for you DM's who want to combine two items into one.
Appearance: A small knife, that is in the shape of a false key. The handle is slim & made to be used with the least force possible.
Description: This knife, made by a thief, can be used as a part of a lock picking set as well. In circumstances where one would be able to use their proficiency in a burglar kit/lock picking set, this knife can be used instead. Due to it's flimsy nature, it will always break on a nat 1.
Attribute: This knife can be used as a lock picking set/ burglar kit
-deals 1d4 damadge (like a regular knife)
-Always breaks on a nat 1.
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Madness Painting (Trap idea)
Here's one for you DM's that want a trap that can be inconspicuously placed into areas where one might not expect!
The players are exploring about a mansion, looting a bit here & their. After awhile they will come across a big painting, showing a lady in a black gown holding something that is incomprehensible to any realm of existence.
If a person's eye looks at this specific part of the painting, make the do a wisdom save. On a failure they will take 2d12 psychic damage, on a success this is reduced to 1d12 damage. [NOTE: This trap is recommended for players who are past lvl 2]
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Mage Hand Handle (Item Idea)
Here's one for you DM's that want to make mage hand offensive.
Appearance: A blue glowing handle... it fazes in & out of existence, unless touched by mage hand, inwhich it becomes solid & glows with a great blue & white light.
Description: This handle, made by an ethereal wizard, allows mage hand to hold whatever object it is attached to. Please note that the only way to hold this handle is with mage hand, so to install it into an object, you must also use mage hand (along with some nails or something to sauder it onto the  object).
Attribute: Allows mage hand to use the object it is attached to (even if it is something that mage hand is specifically said not to use.
-Has to be attached onto that object via mage hand
-Can't be unattached after attached.
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Air-Bed (Item Idea)
Here's one for you DM's who want a literal flying air bed.
Appearance: A regular looking white mattress, that will start to glow & hover when someone lays on it.
Description: This mattress, made by air elementals using enchanted harpy feather, starts to move upwards when layered on. How far up it goes depends on the room it's in, though using it outside is highly dangerous if you go to high, or fall off. To get off the bed, all you have to do, is dangle your legs of the side of it.
Attribute: This bed will raise to 15 feet bellow the celling of the room it's located in.
-It raises at a rate of 5feet per second
-To lower the mattress, the user must dangle their feet over the side
--It lowers at a rate of 5 feet per second.
-This mattress is magic, so anti-magic spells affect it.
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Unwieldablity (Curse Idea)
Here's one for you DM's that want a curse to make great weapons, unusable for awhile
How To Get Cursed: This curse has to be applied to the item before hand, during a ritual.
Affliction From Curse: Makes it so this weapon can't be used as a tool or as a weapon, as long as it's cursed.
How To Un-Cures: Have to either kill the person who put the curse on the object, have it uncursed by a fairly powerful spell, & or carry the weapon with you (on person) for about 2 weeks.
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Fire Sling (Weapon Idea)
Here's one for you DM's who want a bit of an unconventional weapon that deals fire damadge.
Appearance:A regular looking stone slinger, with the exception that the part that slings the actual stone is painted in the colors of fire.
Description: This sling, made by an achient wizard warrior, causes the stones slinged from it to catch fire. It catches fire a good 3 feet after it comes out of the sling. After a stone hit's a target, it will remain alight for a minute. WARNING: The fire that comes from the stones will cause flammable object to got alight if it hit's it.
Attribute: Deals 1d4 + 1d4 fire damadge
-Causes flammable objects it hits to start on fire
-The fire damage only applies when it's a ranged attack.
-The stone will remain alight for 9 turns, & if anyone stands in the same square as it, they will take 1d4 fire damage (starts AFTER the turn of the hit)
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Deadfull Desert  (Campaign Idea)
Here's one for you DM's that want a campaign in a unique setting
In the midsts of a grand desert, some devious things are going down. The remains of a dracolich, which once ruled the area, has been awaken by an unknown entirety, & from it's energy dead the begin to raise in the desert. These dead room the sands in the night, & wait in ambushes during the day.
The plot of the campaign will be to find what is causing these undead to raise (ie finding the dracolich's revived curse), then finding what caused that. However during this, the world will be reacting to this which will put the players in either less or more advantages situations to dealing with the issue.
Eventually tho, help from the outside world to deal with this issue will dwindle till it stops, which will leave the people who can deal with this issue, being lessened, till a point where the party will be the only one's who can actually deal with this issue, increasing the burden & importance of the issue, on the party.
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No Posts Today, Working On A Project. 
Sorry If This Inconveniences You.
-RevolverCamp 
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Confused Corgi (event Idea)
Here's one for you DM's that just need a cute little thing to lighten the mood for you campaign a bit.
The players are walking about in the hub city, when they start to hear a small jingling sound. Soon enough, one of the players will feel something paw their leg. Looking at that thing, they will find it's a corgi with a bow& bell, that is carrying a small package with a note on it. If the players inspect the note, it will read "Happy Birthday Yuey!". Inside the box are some cookies. If the dog is let loose, it will eventually lead to it's target (ie Yuey).
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Getting The Gang Back Together (Side Quest Idea)
Here's one for you DM's that want some adventurers that isn't the party.
A good 15 years ago, a group of five adventures use to room the world, solving as many problems as they could. Eventually the group splintered apart, before eventually dissolving. They were fondly remembered.... for a good 5 years or so, now they are just trivia questions you'd get in a bar. However someone wishes to change this...
In whatever place the party uses as a local hub, a person in a cloak walks up to them. This person asks if they new about the old group & if the players don't know, the person will explain it to them (along with what each group member was like [will leave this up to the dm to decided]). Eventually they ask if they can bring the people tighter at their old headquarters. They will the location of the old headquarters & where the old party members are, along with promising an award.
If the players accept to do this quest, they will be given a small amount of gold just for accepting it. Whatever reward they receive after that is entirely dependent on how many old party members they can convince to go back to the adventuring life (2 being minimum to pass this quest).
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Waste Water  (Food Idea)
Here's one for you DM's that want some deadly water
Appearance: It flows a bit slower than regular water, & green sparkles come off of it every other second. Besides that, noting lives in the water (unless it has poising immunity)!
Description: This water, created through nefarious means, is poisonous! If the water touches one's skin that person will have to make a con save to take less damage from it. Drinking the water is considerable dangerous thing to do, since it will cause even more damage (due to harming your organs). Boiling the water will produce actual drinkable water.
Attribute: This water is poisonous!
- Touching this water with skin will cause the toucher to have to make a con save (14) on fail they take 2d8 damage, on success they get halved damage from it
-Drinking the water will deal 4d10 damage. The person can attempt to throw up [ie make a 16 con save] to take halved damage from it.
-The water can be cured by boiling
-Poison immunity people aren't affect by this.
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Note
Where are the d&d ideas?
I Have Now Realized That The Posts In The Que, Haven’t Been Posting (At Least Since Last Thursday). So Thanks For Pointing That Out.
That Being Said, The Posts Are No Longer Their (Which Is Ass Cause I Spent A Good While Working On Those) & Considering How Late It Is Today, I Will Once Again Go Back To Manual Posting Tomorrow!
Thank Anon For Pointing That Out
-Revolver Camp
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Painting Phylactery (Treasure Idea)
Here's one for you DM's who want a cool treasure for you party to have.
Description: A paint of a forest, with the focus of the painting be an extraordinarily tall tree that looms over all the other trees. When viewing the painting at night, the large tree glows an astounding blue. 
Backstory: This painting was made by an old vampire queen, to specifically house their phylactery. However, it has since become the permeant residence of both the vampire's soul & mind. This happened due to a party coming in & killing her, but being unable to find the phylactery. To work around this, they split up her body parts, feed all her limbs to different carnivorus animals around the world, & put her head in a box & chained it to an anchors, which they promptly through into the bottom of the ocean. With all of this, the queen vampire decided that they would rather just wait in the painting, forever, talking to whatever passer-bye's come near her/take the painting. 
Material Value: The painting is actually quite well made, so will sell pretty well with art critics, however the occult crowd will pay the most for this painting due to the fact that it houses a rather powerful soul.
Magical Value: using this painting as a component in a necrotic based spell, will give the user double damage & advantage, but the painting will be rendered destroyed 
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Wandering Warhorse (encounter idea)
Here's one for you DM's who want an encounter based around an aggressive yet tame-able animal.
The players are travelling from one area of the world to the other. As they do this, one of the day's that they are walking, they see a strange figure in the distance. As they get closer, the figure starts to look more minusing & minusing. The figure looks to be an armless minitour in demon armor.
That is, till they get closer & find it's just a really heavily armored war horse. Counting on how the player have reacted towards the horse so far, the horse may either ignore them, or be rude to them (ie kicking them when they aren't looking at it). This can escalate into a battle. However with good animal handling rolls, this horse of war can be recruited.
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Short-Circuiter (Weapon idea)
Here's one for you DM's who want a good weapon to counter constructs.
Appearance: A neon blue lance with yellow glowing tubes on the side. At the tip of the lance's spike, a yellow/blue discharge comes out of it.
Description: This lance, made by a constroctphobe, is highly effective against constructs. Not only does this weapon deal more damage to constructs, but it also has the possibility of stunning them. However, for all living creature who aren't constructs, get a reduced damage die.
Attribute: Deals 2d12+str damage
-If the being is a construct, they will have to make a con save & on a fail, the construct will be stunned for that turn.
-If the being is living the damage dealt is 1d8+str, with no con save having to be made
-If the being isn't living, but is not a construct, they will take 1d12+str damage, but can't be stunned
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