Here’s my submission to the Interactive category: Of Kings and Crowns!
Of Kings and Crowns
In the so-called kingdom of Bashilea, the people are ruled by three kings, but believe that only the sole ruler of a nation should wear a crown. And there is weight in crowns. Each of the three kings — Aphianel, Denarius, and Onder — lust for it. Though the legal documents and the Chamber of the Crown detail how each of the three balance powers, each of the three desire political power greater than the others. Perhaps for good reasons. Perhaps simply for personal glory. But they lust for the crown, all the same.
As it stands, all three kings rule over the kingdom with (publicly) equal power over all domains, except for their own houses and private endeavors.
King Aphaniel
King Aphaniel is a lawful evil human woman of 44 with reclusive tendencies, preferring to be alone rather than among others. However, she has a network of spies across the capital, and, indeed, all of Bashilea, and with them she shares a set of sending stones for correspondence.
Her current working scheme to take the crown involves a news company she has “no connection to” publishing the secrets of the other two once she finds damning enough evidence, weakening their standing so that she can demolish their positions and become the sole ruler.
Secrets.Aphaniel acquired her spy network by taking over a thieves’ guild in Bashilea, and in exchange for their services, she not only pays them, but also helps to cover up their crimes and keeps them out of prison.
Personality Traits. “Events that don’t serve me are a waste of time. I will be gone within the first hour.
I consistently find myself surrounded by idiots.”
Ideal. “Society needs competent rulers to function, or rather, one singular ruler — me.”
Bond. “My sister has supported me no matter what. I will protect her, if it comes to blows.”
Flaw. “I refuse to give up on my end goal. Ever.”
King Denarius
King Denarius is a neutral good gold dragonborn man of 52 who is beloved by significantly more of the capital’s populace than the other two. This is because of the Denarius Charity Foundation that distributes a portion of Denarius’ funds as goods among those in need. He also devotes some time every few days to listen to the broader issues among people. However, this comes with its own problems. Some claim that the Foundation does not distribute fairly. Some cry out that Denarius does not act regarding the troubles that are told to him week after week, year after year. In truth, he has been devoting his time and attention towards acquiring the crown, as he believes that he can better serve Bashilea’s people as its sole ruler.
His current working scheme is to convince the Chamber of the Crown to cease acknowledgement of the other two as kings of Bashilea via a chain of private conversations appealing to the council’s own interests, allowing him to take his position as sole ruler.
Secrets. Denarius puts more gold into the Foundation than he has annual funds. In truth, he would have run out years ago, but due to connections in the capital’s banks, he is consistently given access to large funds, in exchange for favor in legislation.
Personality Traits. “I have a personal vice for public events. It’s simply refreshing to interact with others.
I always consider how the other person might respond to a possible comment.”
Ideal. “No one deserves to suffer.”
Bond. “The people are my life’s work. A threat to them is a threat to me.”
Flaw. “I care too much about what people think about me.”
King Onder
King Onder is a true neutral half-elf man of 65and of an arcane persuasion - with a focus on divination. He is known to be quite cunning when it comes to conversation and social networking, partly due to the fact that he is able to sense the the thoughts of those around him. Onder’s two sons and three daughters act as his agents through the city, and enact contracts and deals with noble houses and businesses. His husband Fenilo, however, is the core of Onder’s operation, masterminding every move that the family makes to ever bring them to a better position from which to take the crown.
The Onder family’s current scheme is to unite all noble houses under their banner, and with their combined political influence revoke the legitimacy of both Aphaniel and Denarius, then placing Onder or one of his children on the throne.
Secrets. King Onder is in alliance with the Mage’s Guild in the capital, an organization that is supposed to be neutral. He facilitates this alliance by regularly casting geas on the Head Archmage, Desonna Veir, and instructing her to clandestinely channel a portion of the guild’s focus to aiding the Onder family, and to refrain from taking action or speaking word against them.
Personality Traits. “I always know just how to steer the conversation in my favor.
The other kings are a pain, an obstacle to be ignored at every legal opportunity.”
Ideal. “There is no greater way to find your way through the world than along the bonds that connect people.”
Bond.“Fenilo is my love, my head. If I lost him, I would lose everything.”
Flaw. “I am quite confident in my assessments of people. Once I feel I understand them, I will rely on that understanding to the very end.”
The three kings make their moves in the capital, each seeking to undermine the others and achieve the crown’s authority and power. How might the party play a part in this tangle of schemes? Do they work as agents for one of the kings? Or are they a neutral party, trying to bring balance to the city? These NPCs, their plans, and the possibilities that follow lie open-ended for your use.
I'm not competing, but there's an item of true unspeakable horrors called "the cube".
A polyhedral shape with 6 sides, each adorned with 9 tiles in 6 different colors. When in doubt, toss the cube to the nearest spellcaster, who then must make an intelligence save and roll UNDER the DC of 10 or else is incapacitated until the cube is resolved.
To resolve the cube, the spellcaster in question must roll an intelligence check with a DC 10. If they succeed, "GREEN" is solved, and a noxious slime appears covering 1d6 targets at random (friend or foe) NOT including the spellcaster and deals 2d6 acid damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn.
If GREEN is solved, the spellcaster in question must roll an intelligence check with a DC 12. If they succeed, "RED" is solved, a ball of fire hits 1d6 targets at random (friend or foe) NOT including the spellcaster, and deals 2d6 fire damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, GREEN is now a jumbled mess and the spellcaster must go back to the next step.
If RED is solved, the spellcaster in question must roll an intelligence check with a DC 12. If they succeed, "BLUE" is solved, a ball of fire hits 1d6 targets at random (friend or foe) NOT including the spellcaster, and deals 2d6 fire damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, RED is now a jumbled mess and the spellcaster must go back to the next step.
If BLUE is solved, the spellcaster in question must roll an intelligence check with a DC 14. If they succeed, "YELLOW" is solved, a bolt of lightning hits 1d6 targets at random (friend or foe) NOT including the spellcaster, and deals 2d6 lightning damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, BLUE is now a jumbled mess and the spellcaster must go back to the next step.
If YELLOW is solved, the spellcaster in question must roll an intelligence check with a DC 16. If they succeed, "WHITE" is solved, a soothing wind hits 1d6 targets at random (friend or foe) INCLUDING the spellcaster, and HEALS 2d6 damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, YELLOW is now a jumbled mess and the spellcaster must go back to the next step.
If WHITE is solved, the spellcaster in question must roll an intelligence check with a DC 18. If they succeed, "ORANGE" is solved, and a triumphant music resounds. a number of fireworks appear to go off in the air and 6d6+6 Magic Missiles strike at random any (surviving) opponents of the spellaster solving "the cube". The spellcaster is no longer incapacitated and has alook of satisfaction upon their face.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, WHITE is now a jumbled mess and the spellcaster must go back to the next step.
This item is of uncommon rarity, and is often found in the caverns of a mindflayer hive where they seem to worship yet fear the strange device... They also seem to give this strange device to smaller, younger illithids for reasons unknown. A protective amulet? Perhaps as a rite of passage?
Regardless, many a warrior has underestimated how adept their tentacles area at maneuvering the eldritch angles and sharp lines of this device. ***************************************************************************************************************************************************
EDIT: Well, second edit really. The first was to clean it up for readability. The item is of course a rubik's cube. The DC for the second two faces is intentionally the same so that I didn't end on a DC 20. I felt that would be a bit too brutal, since your caster is FREAKING INCAPACITATED (actually just completely absorbed in trying to solve the thing). I also know if you solve 5 sides, you naturally solve the 6th, but I wanted to have 6 things for the six colors, and I also made the rest of it D6 themed for obvious reasons.
Hitting friend and foe alike seems like enough chaos, but the caster is not harmed by the cube outside of the above because, again, it seems harsh enough.
I DON'T think I'm the first to come up with illithids with rubik's cubes, so that's why it's not a submission, but if you were to ask me where the idea came from, it's so ancient I couldn't tell you. This version is mine, unless it coincidentally is the same.. *shrugs*.
Nevertheless it's not a submission. I'll submit for the political scheme in a second.
I have a campaign I am working onthe planning for. Not all of it is fleshed out. I haven' tested it out and I suck at names so I've skipped them in my planning because I can always go back and change them.
The players are expected to meet a cult that worships a new nature god.
--The nature god is actually an arch fey that is simply bored and wants to challenge Oberon for his place because it sounds like fun. In order to do this, he needs some extra oomph... Like a religious cult full of worshippers... and perhaps a few other items. This is NOT known by the players...
As the players escort some cultists (they're nice cultists. Truly, it IS like a new religion and not the sacrifice your baby cult), to the nearest town, the start to encounter some bandits.
***The bandits are working for a green dragon.
Weirdly, the bandits are dealt with silently except for one night where the party SWEARS thy saw what looked like maybe a redcap or other fey creature brutally murdering one of the would be criminals????
They get to the town and they meet with a group of guards and a paladin that are trying to fight the bandits. The paladin's party are from the nearby city and if the town swears allegiance to the city, then they can provide regular guards against the bandits and such.....
*** the paladin and guards are actually working for a king looking to expand his domain..but the king is actually a green dragon. The same green dragon in charge of a significant criminal underworld, and just coincidentally the same one the bandits are a part of. Basically the dragon takes on a human form and addresses the court. He's a FANTASTIC leader with a shrewd business acumen and generally takes pride in having a well functioning city-state, a WEALTHY and POWERFUL well functioning city-state. One where curiously the constables seem only to find low level criminals, and yet, the criminals also rarely commit any large scale crimes that woulddo any harm to the city, unlike many of the town on the outskirts that suffer from bandit attacks. So sad. It's only this king's duty to his neighbors to give them protection too, (provided they join).
So the party goes bandit hunting. Regardless, when they do, a tunnel in the mine near the town collapses and reveals an underground maze, which wil eventually lead to a bracelet with a deep green gem...
The cultists recieve word that the site is a holy one for their god and anything found inside should be given over. Once the party finds the bracelet and gem somehow the guards and paladin will find out, and try to send word back to their king... But everyone who tries ends up dead or lost in the woods... Quite viciously dead I might add.
Whether the party gives it over to the "god" or not, eventually they have to make their way out to the city (and by now they should also not have the greatest opinion of the king and the city ruler either. My goal is to really put the players between a rock and a hard place). Upon getting there stuff happens, but they're directed by the king/green dragon to go deal with a few black dragons that decided to nest in a nearby swamp, HIS swamp. and green dragons are quite..... possessive....
The black dragons aren't "nice" but they're the first chance at allying with something able to try and take on the green dragon. Regardless of what they do, they do find out that another green gem that might fit into the bracelet is in a cavern tomb which has an entrance right where these black dragons are nesting.
--- So the archfey knows of the gems and the bracelet and he's watching intently. They're relics of primal power from before the gods mortals truly separated into their own planes of existence and when the only creatures to exist were the dragons and the fey... He wants the bracelet as an extra "oomph" to his power.. The third one will be in the fey realm and he's letting the party keep them till they have all three. (it's also a useless item to them, only usable by gods, archfey, and dragons, though it does act as a magical amplifier if they attune to it. Just nothing as broken as it is in the hands of the above). He isn't a big fan of the this green dragon though. Although the green dragon is a victim of happenstance, his push to expand his territory is having bad at luck at also picking places where the fey's toys are...
So as the players do their thing, the archfey is slowly beckoning his followers to come to this city under the dragon's watch. The party starts to notice this, and new churches start to get erected. The green dragon is nervous, and if the party hasn't removed him from power, he's going to get a little afraid and start striking back at the cult through disinformation and through violence against the members. This is where it gets murky and based on player actions. IF I'm fortunate, it will be the players who decide to take on the dragon and remove it from power by force.
If not, the arch fey promises to deal with it to his followers (that he explicitly drove to this city to take it over), and in an exercise of his power, kills off the green dragon while casting some mighty powerful illusions of a much more "divine intervention" destroying the dragon.
A new ruler is put in place, divinely appointed, and generally the city is juuuuuust fine, and has stopped its expansionist plans... Though the faith itself is encouraged to spread...
From there, it's of to the feywilds where the party is supposed to find the other green gem and then keep it safe from our big bad, uncover the plot to ursurp Oberon (for funsies! cause it's the fey way...)
IDEALLY they give the item up to the fairie king, and if they want to, they can try to trounce the archfey, but regardless, once Oberon knows and has the bracelet, or the party beats him up, hedecided to give up on the plan, gets a fey punishment, and all that ends ends for now...
Though that new religion still exists, at least in that pocket of the world...
My submission for the PC Options category, Last Resort:
Magical Overload
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Melee
DAMAGE/EFFECT
Force (...)
You channel your magic into pure arcane force, using sheer power instead of skill or precision. Make a melee spell attack against a target within range. On a hit, the target takes 2d10 force damage. In addition, if you hit, you can choose to expend any number of your spell slots. For each spell slot that you expend this way, regardless of level, the target takes an additional 1d10 force damage.
Available For: Sorcerer, Wizard
I know it's really close to the deadline, but I would appreciate some feedback on this submission, mostly because I'm unsure on the numbers. I went back and forth a few times on how much damage it should deal by default/per slot, as well as what level the spell should be, and I can't really tell if I landed on the right values.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I thought I had something for this for a moment, then I realised what I had were rules for heroic last stands, which would fall under DM options! D'oh!
I thought I had something for this for a moment, then I realised what I had were rules for heroic last stands, which would fall under DM options! D'oh!
Maybe you could slap the rules into a feat, add a couple improvements or a stat bonus, and call it a day?
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I thought I had something for this for a moment, then I realised what I had were rules for heroic last stands, which would fall under DM options! D'oh!
Maybe you could slap the rules into a feat, add a couple improvements or a stat bonus, and call it a day?
I thought I had something for this for a moment, then I realised what I had were rules for heroic last stands, which would fall under DM options! D'oh!
Maybe you could slap the rules into a feat, add a couple improvements or a stat bonus, and call it a day?
Sorry, busy weekend for me so I haven't kept submissions up2date. But I will get it all sorted! Also for those still wanting to submit, it's about 2 and a half hours until deadline!
Here is my tribute to my favourite sci-fi book and submission to the DM options of Sci Fi in a Fantasy World; the Multipurpose Towel:
Enjoy!
Great reference, Dune's an amazing series. One tiny thing, though; it feels like it should be common. Also, if it were me, I'd give it charges, just to make it a bit sillier.
Yes, I know it's not from Dune.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Here is my tribute to my favourite sci-fi book and submission to the DM options of Sci Fi in a Fantasy World; the Multipurpose Towel:
Enjoy!
Great reference, Dune's an amazing series. One tiny thing, though; it feels like it should be common. Also, if it were me, I'd give it charges, just to make it a bit sillier.
Yes, I know it's not from Dune.
Good point on the rarity, when I wrote this (forever ago) I did not realise Common was a magical item rarity - I assumed "Common" was "not magic"!
Only one weekend left! This monday will be the end of submissions!
I am also here.
Am snek.
Here’s my submission to the Interactive category: Of Kings and Crowns!
Of Kings and Crowns
In the so-called kingdom of Bashilea, the people are ruled by three kings, but believe that only the sole ruler of a nation should wear a crown. And there is weight in crowns. Each of the three kings — Aphianel, Denarius, and Onder — lust for it. Though the legal documents and the Chamber of the Crown detail how each of the three balance powers, each of the three desire political power greater than the others. Perhaps for good reasons. Perhaps simply for personal glory. But they lust for the crown, all the same.
As it stands, all three kings rule over the kingdom with (publicly) equal power over all domains, except for their own houses and private endeavors.
King Aphaniel
King Aphaniel is a lawful evil human woman of 44 with reclusive tendencies, preferring to be alone rather than among others. However, she has a network of spies across the capital, and, indeed, all of Bashilea, and with them she shares a set of sending stones for correspondence.
Her current working scheme to take the crown involves a news company she has “no connection to” publishing the secrets of the other two once she finds damning enough evidence, weakening their standing so that she can demolish their positions and become the sole ruler.
Secrets. Aphaniel acquired her spy network by taking over a thieves’ guild in Bashilea, and in exchange for their services, she not only pays them, but also helps to cover up their crimes and keeps them out of prison.
Skills. Aphaniel has a +7 to Deception, Persuasion, and Stealth checks, a +9 to Insight and Perception checks, a +8 to History checks, and a +5 to Investigation checks.
Personality Traits. “Events that don’t serve me are a waste of time. I will be gone within the first hour.
I consistently find myself surrounded by idiots.”
Ideal. “Society needs competent rulers to function, or rather, one singular ruler — me.”
Bond. “My sister has supported me no matter what. I will protect her, if it comes to blows.”
Flaw. “I refuse to give up on my end goal. Ever.”
King Denarius
King Denarius is a neutral good gold dragonborn man of 52 who is beloved by significantly more of the capital’s populace than the other two. This is because of the Denarius Charity Foundation that distributes a portion of Denarius’ funds as goods among those in need. He also devotes some time every few days to listen to the broader issues among people. However, this comes with its own problems. Some claim that the Foundation does not distribute fairly. Some cry out that Denarius does not act regarding the troubles that are told to him week after week, year after year. In truth, he has been devoting his time and attention towards acquiring the crown, as he believes that he can better serve Bashilea’s people as its sole ruler.
His current working scheme is to convince the Chamber of the Crown to cease acknowledgement of the other two as kings of Bashilea via a chain of private conversations appealing to the council’s own interests, allowing him to take his position as sole ruler.
Secrets. Denarius puts more gold into the Foundation than he has annual funds. In truth, he would have run out years ago, but due to connections in the capital’s banks, he is consistently given access to large funds, in exchange for favor in legislation.
Skills. Denarius has a +10 to Persuasion checks, a +7 to Insight checks, a +4 to Deception and Perception checks, and a +5 to History and Investigation checks.
Personality Traits. “I have a personal vice for public events. It’s simply refreshing to interact with others.
I always consider how the other person might respond to a possible comment.”
Ideal. “No one deserves to suffer.”
Bond. “The people are my life’s work. A threat to them is a threat to me.”
Flaw. “I care too much about what people think about me.”
King Onder
King Onder is a true neutral half-elf man of 65 and of an arcane persuasion - with a focus on divination. He is known to be quite cunning when it comes to conversation and social networking, partly due to the fact that he is able to sense the the thoughts of those around him. Onder’s two sons and three daughters act as his agents through the city, and enact contracts and deals with noble houses and businesses. His husband Fenilo, however, is the core of Onder’s operation, masterminding every move that the family makes to ever bring them to a better position from which to take the crown.
The Onder family’s current scheme is to unite all noble houses under their banner, and with their combined political influence revoke the legitimacy of both Aphaniel and Denarius, then placing Onder or one of his children on the throne.
Secrets. King Onder is in alliance with the Mage’s Guild in the capital, an organization that is supposed to be neutral. He facilitates this alliance by regularly casting geas on the Head Archmage, Desonna Veir, and instructing her to clandestinely channel a portion of the guild’s focus to aiding the Onder family, and to refrain from taking action or speaking word against them.
Skills. Onder has a +8 to History checks, a +7 to Deception and Persuasion checks, a +6 to Insight and Perception checks, and a +4 to Investigation checks.
Personality Traits. “I always know just how to steer the conversation in my favor.
The other kings are a pain, an obstacle to be ignored at every legal opportunity.”
Ideal. “There is no greater way to find your way through the world than along the bonds that connect people.”
Bond. “Fenilo is my love, my head. If I lost him, I would lose everything.”
Flaw. “I am quite confident in my assessments of people. Once I feel I understand them, I will rely on that understanding to the very end.”
The three kings make their moves in the capital, each seeking to undermine the others and achieve the crown’s authority and power. How might the party play a part in this tangle of schemes? Do they work as agents for one of the kings? Or are they a neutral party, trying to bring balance to the city? These NPCs, their plans, and the possibilities that follow lie open-ended for your use.
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I'm not competing, but there's an item of true unspeakable horrors called "the cube".
A polyhedral shape with 6 sides, each adorned with 9 tiles in 6 different colors. When in doubt, toss the cube to the nearest spellcaster, who then must make an intelligence save and roll UNDER the DC of 10 or else is incapacitated until the cube is resolved.
To resolve the cube, the spellcaster in question must roll an intelligence check with a DC 10. If they succeed, "GREEN" is solved, and a noxious slime appears covering 1d6 targets at random (friend or foe) NOT including the spellcaster and deals 2d6 acid damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn.
If GREEN is solved, the spellcaster in question must roll an intelligence check with a DC 12. If they succeed, "RED" is solved, a ball of fire hits 1d6 targets at random (friend or foe) NOT including the spellcaster, and deals 2d6 fire damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, GREEN is now a jumbled mess and the spellcaster must go back to the next step.
If RED is solved, the spellcaster in question must roll an intelligence check with a DC 12. If they succeed, "BLUE" is solved, a ball of fire hits 1d6 targets at random (friend or foe) NOT including the spellcaster, and deals 2d6 fire damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, RED is now a jumbled mess and the spellcaster must go back to the next step.
If BLUE is solved, the spellcaster in question must roll an intelligence check with a DC 14. If they succeed, "YELLOW" is solved, a bolt of lightning hits 1d6 targets at random (friend or foe) NOT including the spellcaster, and deals 2d6 lightning damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, BLUE is now a jumbled mess and the spellcaster must go back to the next step.
If YELLOW is solved, the spellcaster in question must roll an intelligence check with a DC 16. If they succeed, "WHITE" is solved, a soothing wind hits 1d6 targets at random (friend or foe) INCLUDING the spellcaster, and HEALS 2d6 damage.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, YELLOW is now a jumbled mess and the spellcaster must go back to the next step.
If WHITE is solved, the spellcaster in question must roll an intelligence check with a DC 18. If they succeed, "ORANGE" is solved, and a triumphant music resounds. a number of fireworks appear to go off in the air and 6d6+6 Magic Missiles strike at random any (surviving) opponents of the spellaster solving "the cube". The spellcaster is no longer incapacitated and has alook of satisfaction upon their face.
Upon failure the puzzle remains unsolved, and the same check must be made next turn. After two failures, WHITE is now a jumbled mess and the spellcaster must go back to the next step.
This item is of uncommon rarity, and is often found in the caverns of a mindflayer hive where they seem to worship yet fear the strange device... They also seem to give this strange device to smaller, younger illithids for reasons unknown. A protective amulet? Perhaps as a rite of passage?
Regardless, many a warrior has underestimated how adept their tentacles area at maneuvering the eldritch angles and sharp lines of this device.
***************************************************************************************************************************************************
EDIT: Well, second edit really. The first was to clean it up for readability. The item is of course a rubik's cube. The DC for the second two faces is intentionally the same so that I didn't end on a DC 20. I felt that would be a bit too brutal, since your caster is FREAKING INCAPACITATED (actually just completely absorbed in trying to solve the thing). I also know if you solve 5 sides, you naturally solve the 6th, but I wanted to have 6 things for the six colors, and I also made the rest of it D6 themed for obvious reasons.
Hitting friend and foe alike seems like enough chaos, but the caster is not harmed by the cube outside of the above because, again, it seems harsh enough.
I DON'T think I'm the first to come up with illithids with rubik's cubes, so that's why it's not a submission, but if you were to ask me where the idea came from, it's so ancient I couldn't tell you. This version is mine, unless it coincidentally is the same.. *shrugs*.
Nevertheless it's not a submission. I'll submit for the political scheme in a second.
Why not compete? Your cube is cool.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
For submission:
I have a campaign I am working onthe planning for. Not all of it is fleshed out. I haven' tested it out and I suck at names so I've skipped them in my planning because I can always go back and change them.
************************************************************************************************
The players are expected to meet a cult that worships a new nature god.
--The nature god is actually an arch fey that is simply bored and wants to challenge Oberon for his place because it sounds like fun. In order to do this, he needs some extra oomph... Like a religious cult full of worshippers... and perhaps a few other items. This is NOT known by the players...
As the players escort some cultists (they're nice cultists. Truly, it IS like a new religion and not the sacrifice your baby cult), to the nearest town, the start to encounter some bandits.
***The bandits are working for a green dragon.
Weirdly, the bandits are dealt with silently except for one night where the party SWEARS thy saw what looked like maybe a redcap or other fey creature brutally murdering one of the would be criminals????
They get to the town and they meet with a group of guards and a paladin that are trying to fight the bandits. The paladin's party are from the nearby city and if the town swears allegiance to the city, then they can provide regular guards against the bandits and such.....
*** the paladin and guards are actually working for a king looking to expand his domain..but the king is actually a green dragon. The same green dragon in charge of a significant criminal underworld, and just coincidentally the same one the bandits are a part of. Basically the dragon takes on a human form and addresses the court. He's a FANTASTIC leader with a shrewd business acumen and generally takes pride in having a well functioning city-state, a WEALTHY and POWERFUL well functioning city-state. One where curiously the constables seem only to find low level criminals, and yet, the criminals also rarely commit any large scale crimes that woulddo any harm to the city, unlike many of the town on the outskirts that suffer from bandit attacks. So sad. It's only this king's duty to his neighbors to give them protection too, (provided they join).
So the party goes bandit hunting. Regardless, when they do, a tunnel in the mine near the town collapses and reveals an underground maze, which wil eventually lead to a bracelet with a deep green gem...
The cultists recieve word that the site is a holy one for their god and anything found inside should be given over. Once the party finds the bracelet and gem somehow the guards and paladin will find out, and try to send word back to their king... But everyone who tries ends up dead or lost in the woods... Quite viciously dead I might add.
Whether the party gives it over to the "god" or not, eventually they have to make their way out to the city (and by now they should also not have the greatest opinion of the king and the city ruler either. My goal is to really put the players between a rock and a hard place). Upon getting there stuff happens, but they're directed by the king/green dragon to go deal with a few black dragons that decided to nest in a nearby swamp, HIS swamp. and green dragons are quite..... possessive....
The black dragons aren't "nice" but they're the first chance at allying with something able to try and take on the green dragon. Regardless of what they do, they do find out that another green gem that might fit into the bracelet is in a cavern tomb which has an entrance right where these black dragons are nesting.
--- So the archfey knows of the gems and the bracelet and he's watching intently. They're relics of primal power from before the gods mortals truly separated into their own planes of existence and when the only creatures to exist were the dragons and the fey... He wants the bracelet as an extra "oomph" to his power.. The third one will be in the fey realm and he's letting the party keep them till they have all three. (it's also a useless item to them, only usable by gods, archfey, and dragons, though it does act as a magical amplifier if they attune to it. Just nothing as broken as it is in the hands of the above). He isn't a big fan of the this green dragon though. Although the green dragon is a victim of happenstance, his push to expand his territory is having bad at luck at also picking places where the fey's toys are...
So as the players do their thing, the archfey is slowly beckoning his followers to come to this city under the dragon's watch. The party starts to notice this, and new churches start to get erected. The green dragon is nervous, and if the party hasn't removed him from power, he's going to get a little afraid and start striking back at the cult through disinformation and through violence against the members. This is where it gets murky and based on player actions. IF I'm fortunate, it will be the players who decide to take on the dragon and remove it from power by force.
If not, the arch fey promises to deal with it to his followers (that he explicitly drove to this city to take it over), and in an exercise of his power, kills off the green dragon while casting some mighty powerful illusions of a much more "divine intervention" destroying the dragon.
A new ruler is put in place, divinely appointed, and generally the city is juuuuuust fine, and has stopped its expansionist plans... Though the faith itself is encouraged to spread...
From there, it's of to the feywilds where the party is supposed to find the other green gem and then keep it safe from our big bad, uncover the plot to ursurp Oberon (for funsies! cause it's the fey way...)
IDEALLY they give the item up to the fairie king, and if they want to, they can try to trounce the archfey, but regardless, once Oberon knows and has the bracelet, or the party beats him up, hedecided to give up on the plan, gets a fey punishment, and all that ends ends for now...
Though that new religion still exists, at least in that pocket of the world...
My submission for the PC Options category, Last Resort:
Magical Overload
You channel your magic into pure arcane force, using sheer power instead of skill or precision. Make a melee spell attack against a target within range. On a hit, the target takes 2d10 force damage. In addition, if you hit, you can choose to expend any number of your spell slots. For each spell slot that you expend this way, regardless of level, the target takes an additional 1d10 force damage.
Available For: Sorcerer, Wizard
I know it's really close to the deadline, but I would appreciate some feedback on this submission, mostly because I'm unsure on the numbers. I went back and forth a few times on how much damage it should deal by default/per slot, as well as what level the spell should be, and I can't really tell if I landed on the right values.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I thought I had something for this for a moment, then I realised what I had were rules for heroic last stands, which would fall under DM options! D'oh!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Maybe you could slap the rules into a feat, add a couple improvements or a stat bonus, and call it a day?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Alas, it was revamp of the whole dying process!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Magic item then. The Jockstrap of Last Stands!
Sorry, busy weekend for me so I haven't kept submissions up2date. But I will get it all sorted! Also for those still wanting to submit, it's about 2 and a half hours until deadline!
I am also here.
Am snek.
Here is my tribute to my favourite sci-fi book and submission to the DM options of Sci Fi in a Fantasy World; the Multipurpose Towel:
Enjoy!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Is that a motherflipping Hitchhiker's Guide reference!?
I am also here.
Am snek.
Great reference, Dune's an amazing series. One tiny thing, though; it feels like it should be common. Also, if it were me, I'd give it charges, just to make it a bit sillier.
Yes, I know it's not from Dune.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
And here is Heroic to the Last, a Feat for the PC options, to allow you to make a greater sacrifice when you are dying.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Good point on the rarity, when I wrote this (forever ago) I did not realise Common was a magical item rarity - I assumed "Common" was "not magic"!
I am updating the original post now!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Indeed!
And not only that, but it's one of three I made!
I picked the towel because towels are good.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I absolutely love that
I am also here.
Am snek.
HALF AN HOUR
I am also here.
Am snek.
SUBMISSIONS ARE
CLOSED
I am also here.
Am snek.