So I found a plot hook (by searching up in google: "D&D 5e plot hooks" or something similar) and there was one where a young boy runs up to a PC and hands them a heavy black leather bound tome, before running of he says "I'm sorry". My party is 5th level and is built up of: Neutral Evil Tabaxi Rogue (Shadowdancer) (soon to be) Lawful Evil Tiefling Fighter (Vampire) (A homebrew vampire martial archtype I made for her) Chaotic Neutral Tiefling Fighter (Arcane Archer) Lawful Good Dwarf Paladin (Oath of Vengeance)
Now. I would probably give it to the rogue as I think he is the one who would use it. But I have a little problem. While I do have a few ideas for what I could do, I want a few more options before I'm sure. A sort of sentient book. At first it will do what you ask. Perhaps not even appear sentient. But slowly as you use it start to become more and more sentient and living. Slowly but surely it will start to try and control the user. Whatever or whoever is in the book and whatever it wants I've not worked out yet. But my ideas where that you could open it and ask it a question. Either by writting it or by asking it aloud. Then it will give an honest answer, something that they perhaps wouldn't know without good checks, magical assistance or even maybe without the use of legend lore. Or that it would have a few spells stored. Even cantrips. And you could cast them like if you were a spellcaster. But the more you used it the more it would try to..... something. Are they too powerful? I'm not that afraid of having a somewhat powerful item in their hands when it's at least a tad bit evil. So I was hoping for some feedback and some good ideas! ^^ Thanks in advance! ^^
I'm thinking something along the lines of a book that details a religious following of something considered evil. The book, at first, opens up to a story that talks about the coming of a powerful figure and how it blessed its followers. As the player continues to read and use the book the more malevolent features of the book begin to appear. The player should be coached to start acting more like Golem from LoTR, the book becoming more and more valuable than any other possession or person. The book will start to talk to the player, giving them minor requests at first, eventually asking the player to do things quite evil. If the book is not destroyed then it will eventually swap places with the player and the spirit of the book will take the body as it's new vessel and the player will be trapped in the book.
When the player reads this for the first time they get a boon, a small one, but a boon none-the-less, this way there seems to be something good coming their way. Every few days, or maybe on a % roll, a new page will become accessible. A list of 3 spells, a map or directions to a tomb with some magical treasures for the party, always some little thing to seem like a boon to the party and/or player.
Behind the screen I would roll a % each new day to see how the book is influencing the player. Starting at around 25% chance to affect the player and increasing by as much as 5% each morning. Use the madness tables in the DMG and start having it affect the player's mind, and eventually appearance. I'd also have the world start to act weird around them too. Animals flee, crops wither, illness spreads, things of that nature.
I'm thinking something along the lines of a book that details a religious following of something considered evil. The book, at first, opens up to a story that talks about the coming of a powerful figure and how it blessed its followers. As the player continues to read and use the book the more malevolent features of the book begin to appear. The player should be coached to start acting more like Golem from LoTR, the book becoming more and more valuable than any other possession or person. The book will start to talk to the player, giving them minor requests at first, eventually asking the player to do things quite evil. If the book is not destroyed then it will eventually swap places with the player and the spirit of the book will take the body as it's new vessel and the player will be trapped in the book.
When the player reads this for the first time they get a boon, a small one, but a boon none-the-less, this way there seems to be something good coming their way. Every few days, or maybe on a % roll, a new page will become accessible. A list of 3 spells, a map or directions to a tomb with some magical treasures for the party, always some little thing to seem like a boon to the party and/or player.
Behind the screen I would roll a % each new day to see how the book is influencing the player. Starting at around 25% chance to affect the player and increasing by as much as 5% each morning. Use the madness tables in the DMG and start having it affect the player's mind, and eventually appearance. I'd also have the world start to act weird around them too. Animals flee, crops wither, illness spreads, things of that nature.
This is really quite interesting! Leira I think she is called, the goddess of illusions and lies. A creation of her sort. I have plans to have a group of zealots appear in the world. Inspired by the overseers from dishonored. Zealots of the Copper Owl. Could be something they are searching for ^^. Thank you! ^^
Something simpler (if you want simple) could be something like a book of Dominate Person. When you open it, the effect takes hold. If you fail the save, you must perform the action written on the last page. Once completed, you must write a new (evil) action and are compelled to give the book to another humanoid within 1d20 minutes.
Something simpler (if you want simple) could be something like a book of Dominate Person. When you open it, the effect takes hold. If you fail the save, you must perform the action written on the last page. Once completed, you must write a new (evil) action and are compelled to give the book to another humanoid within 1d20 minutes.
Mhhh! I like that! Might save that for another time as this is for a plot hook :p. But that's really good!
I'm thinking something along the lines of a book that details a religious following of something considered evil. The book, at first, opens up to a story that talks about the coming of a powerful figure and how it blessed its followers. As the player continues to read and use the book the more malevolent features of the book begin to appear. The player should be coached to start acting more like Golem from LoTR, the book becoming more and more valuable than any other possession or person. The book will start to talk to the player, giving them minor requests at first, eventually asking the player to do things quite evil. If the book is not destroyed then it will eventually swap places with the player and the spirit of the book will take the body as it's new vessel and the player will be trapped in the book.
When the player reads this for the first time they get a boon, a small one, but a boon none-the-less, this way there seems to be something good coming their way. Every few days, or maybe on a % roll, a new page will become accessible. A list of 3 spells, a map or directions to a tomb with some magical treasures for the party, always some little thing to seem like a boon to the party and/or player.
Behind the screen I would roll a % each new day to see how the book is influencing the player. Starting at around 25% chance to affect the player and increasing by as much as 5% each morning. Use the madness tables in the DMG and start having it affect the player's mind, and eventually appearance. I'd also have the world start to act weird around them too. Animals flee, crops wither, illness spreads, things of that nature.
This is really quite interesting! Leira I think she is called, the goddess of illusions and lies. A creation of her sort. I have plans to have a group of zealots appear in the world. Inspired by the overseers from dishonored. Zealots of the Copper Owl. Could be something they are searching for ^^. Thank you! ^^
Continuing on, you could flavor the "boons" as the spirit in the book preparing its "host" to be a better vessel for it. Some of the treasures that the book details speed the process along, perhaps because part of the spirit resides in each (a la Voldemort, but reflavoring it for your purposes). Have the other players roll Insight, Arcana, or History to realize what is happening (if they notice) and Persuasion to talk the player out of using it (increasingly difficult as they spend more time with it and acquire more artifacts/ sentient items).
I'm thinking something along the lines of a book that details a religious following of something considered evil. The book, at first, opens up to a story that talks about the coming of a powerful figure and how it blessed its followers. As the player continues to read and use the book the more malevolent features of the book begin to appear. The player should be coached to start acting more like Golem from LoTR, the book becoming more and more valuable than any other possession or person. The book will start to talk to the player, giving them minor requests at first, eventually asking the player to do things quite evil. If the book is not destroyed then it will eventually swap places with the player and the spirit of the book will take the body as it's new vessel and the player will be trapped in the book.
When the player reads this for the first time they get a boon, a small one, but a boon none-the-less, this way there seems to be something good coming their way. Every few days, or maybe on a % roll, a new page will become accessible. A list of 3 spells, a map or directions to a tomb with some magical treasures for the party, always some little thing to seem like a boon to the party and/or player.
Behind the screen I would roll a % each new day to see how the book is influencing the player. Starting at around 25% chance to affect the player and increasing by as much as 5% each morning. Use the madness tables in the DMG and start having it affect the player's mind, and eventually appearance. I'd also have the world start to act weird around them too. Animals flee, crops wither, illness spreads, things of that nature.
This is really quite interesting! Leira I think she is called, the goddess of illusions and lies. A creation of her sort. I have plans to have a group of zealots appear in the world. Inspired by the overseers from dishonored. Zealots of the Copper Owl. Could be something they are searching for ^^. Thank you! ^^
Continuing on, you could flavor the "boons" as the spirit in the book preparing its "host" to be a better vessel for it. Some of the treasures that the book details speed the process along, perhaps because part of the spirit resides in each (a la Voldemort, but reflavoring it for your purposes). Have the other players roll Insight, Arcana, or History to realize what is happening (if they notice) and Persuasion to talk the player out of using it (increasingly difficult as they spend more time with it and acquire more artifacts/ sentient items).
Exactly what I'm thinking! ^^ But I do have a little trouble thinking who/what is inside this damned book. I was thinking an old evil-ish wizard but that seems... predictable. However, these are new d&d players so it might work there. Well, he. The other players might not really want to talk the player out of it if he starts using it. Mostly because if they see something bad happening to their "friend", I think they will sit back, relax and enjoy the show. But, any idea of who/what is in the book perhaps? Having trouble finding out what would be stuck in there, let alone how. xD
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So I found a plot hook (by searching up in google: "D&D 5e plot hooks" or something similar) and there was one where a young boy runs up to a PC and hands them a heavy black leather bound tome, before running of he says "I'm sorry". My party is 5th level and is built up of:
Neutral Evil Tabaxi Rogue (Shadowdancer)
(soon to be) Lawful Evil Tiefling Fighter (Vampire) (A homebrew vampire martial archtype I made for her)
Chaotic Neutral Tiefling Fighter (Arcane Archer)
Lawful Good Dwarf Paladin (Oath of Vengeance)
Now. I would probably give it to the rogue as I think he is the one who would use it. But I have a little problem. While I do have a few ideas for what I could do, I want a few more options before I'm sure. A sort of sentient book. At first it will do what you ask. Perhaps not even appear sentient. But slowly as you use it start to become more and more sentient and living.
Slowly but surely it will start to try and control the user. Whatever or whoever is in the book and whatever it wants I've not worked out yet. But my ideas where that you could open it
and ask it a question. Either by writting it or by asking it aloud. Then it will give an honest answer, something that they perhaps wouldn't know without good checks, magical assistance or even maybe without the use of legend lore. Or that it would have a few spells stored. Even cantrips. And you could cast them like if you were a spellcaster. But the more you used it
the more it would try to..... something.
Are they too powerful? I'm not that afraid of having a somewhat powerful item in their hands when it's at least a tad bit evil. So I was hoping for some feedback and some good ideas! ^^
Thanks in advance! ^^
Make it at Thesaurus.
I'm thinking something along the lines of a book that details a religious following of something considered evil. The book, at first, opens up to a story that talks about the coming of a powerful figure and how it blessed its followers. As the player continues to read and use the book the more malevolent features of the book begin to appear. The player should be coached to start acting more like Golem from LoTR, the book becoming more and more valuable than any other possession or person. The book will start to talk to the player, giving them minor requests at first, eventually asking the player to do things quite evil. If the book is not destroyed then it will eventually swap places with the player and the spirit of the book will take the body as it's new vessel and the player will be trapped in the book.
When the player reads this for the first time they get a boon, a small one, but a boon none-the-less, this way there seems to be something good coming their way. Every few days, or maybe on a % roll, a new page will become accessible. A list of 3 spells, a map or directions to a tomb with some magical treasures for the party, always some little thing to seem like a boon to the party and/or player.
Behind the screen I would roll a % each new day to see how the book is influencing the player. Starting at around 25% chance to affect the player and increasing by as much as 5% each morning. Use the madness tables in the DMG and start having it affect the player's mind, and eventually appearance. I'd also have the world start to act weird around them too. Animals flee, crops wither, illness spreads, things of that nature.
I love whoever made this.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
This is really quite interesting! Leira I think she is called, the goddess of illusions and lies. A creation of her sort. I have plans to have a group of zealots appear in the world. Inspired by the overseers from dishonored. Zealots of the Copper Owl. Could be something they are searching for ^^. Thank you! ^^
While the joke is good, I'm a more serious player. I'm quite the torch blower at times. But the joke is good non the less! ^^
Something simpler (if you want simple) could be something like a book of Dominate Person. When you open it, the effect takes hold. If you fail the save, you must perform the action written on the last page. Once completed, you must write a new (evil) action and are compelled to give the book to another humanoid within 1d20 minutes.
Mhhh! I like that! Might save that for another time as this is for a plot hook :p. But that's really good!
Continuing on, you could flavor the "boons" as the spirit in the book preparing its "host" to be a better vessel for it. Some of the treasures that the book details speed the process along, perhaps because part of the spirit resides in each (a la Voldemort, but reflavoring it for your purposes). Have the other players roll Insight, Arcana, or History to realize what is happening (if they notice) and Persuasion to talk the player out of using it (increasingly difficult as they spend more time with it and acquire more artifacts/ sentient items).
Exactly what I'm thinking! ^^ But I do have a little trouble thinking who/what is inside this damned book. I was thinking an old evil-ish wizard but that seems... predictable.
However, these are new d&d players so it might work there. Well, he. The other players might not really want to talk the player out of it if he starts using it. Mostly because if they
see something bad happening to their "friend", I think they will sit back, relax and enjoy the show. But, any idea of who/what is in the book perhaps? Having trouble finding out
what would be stuck in there, let alone how. xD