Rumour has it that Bashaba — the goddess of misfortune and mischief — created a board game, filled with chaotic magic. Some warn against playing, while others believe it holds valuable rewards and secrets found nowhere else.
Between one to ten people can choose to play, choosing from one of many animal tokens.
Each player's token begins on the same tile, with 100 squares winding across the game board, ending with a large, red gemstone. Each player takes turns rolling 2d6, moving their token as appropriate and noting down their result. The DM will then refer to the magic table, and the corresponding effect will manifest. Game can be put away and continued at any time.
The magical effects will last until at least one player lands on the final gemstone, and can only otherwise be reversed with a wish spell.
Note: If the last roll exceeds the amount needed to land on square 100, shift back one square, then forward again until roll number is met. Eg. If you are on square 97 and roll a 4, player would end on 99. If they roll a 5, they would land on 100 and end the game.
DO NOT LOOK FURTHER UNLESS YOU WANT TO KNOW THE MAGICAL EFFECTS.
|
GAME TILE |
EFFECT |
|
N/A |
- |
|
2 |
Player’s legs start to feel stiff, becoming completely frozen in 1d10 days, reducing movement speed to 0. |
|
3 |
The player coughs up 1d20 gold pieces. |
|
4 |
The player’s voice becomes guttural and deep. |
|
5 |
Player gains resistance to fire and burns. |
|
6 |
Player becomes frightened of their allies for the next hour. |
|
7 |
A pleasant smell seems to emanate from the player, giving a plus 1 to charisma checks. |
|
8 |
1d4 Trolls are summoned, they are extremely hostile to the player. |
|
9 |
A rune burns into the player’s palm, allowing them to re-roll a nat 1, just once. |
|
10 |
All of the player’s hair (all of it) burns away and will not regrow. |
|
11 |
A small bottle appears, a healing potion. |
|
12 |
Player’s arms double in length, allowing melee attacks from 10 ft away, but reducing movement speed by 5ft. |
|
13 |
Player’s legs double in length, raising movement speed by 5ft, but reducing AC by 1. |
|
14 |
Player becomes proficient with all instruments. |
|
15 |
Player’s hair begins to grow rapidly, completely consuming the player in 1d4 days. Will regrow if cut. |
|
16 |
One of the player’s eyes burn away, causing 2d12 damage, but being replaced by an enchanted stone, granting Truesight. |
|
17 |
Player’s eyesight becomes clearer, raising perception by 1 |
|
18 |
1d20 giant rats are summoned, hostile to the player |
|
19 |
The player’s bag or pockets overflow with their favorite food and drinks. |
|
20 |
A large spectral hand appears, slaps the player for 1d6 bludgeoning damage and vanishes |
|
21 |
The player polymorphs into a cow for one minute. |
|
22 |
The player is teleported 50ft into the air, or as high as the ceiling if indoors. |
|
23 |
The player grows a horn from the middle of their forehead. |
|
24 |
All of the weapons in the room become sentient and attack the player and any allies, before dropping lifeless again. |
|
25 |
A pixie is summoned, and will serve the player (mischievously) for one hour. |
|
26 |
Player can ask someone they know that has died, three questions. |
|
27 |
Player’s vision fades and they gain the ‘blinded’ condition. |
|
28 |
Player can no longer swim, and sinks like a stone if in water. |
|
29 |
Player becomes incapable of lying. |
|
30 |
Player’s speed doubles when in water, and they can breathe while underwater. |
|
31 |
Player ages forward 2d20 years. |
|
32 |
Player ages backwards 1d20 years. |
|
33 |
Player gains advantage on all insight checks. |
|
34 |
A random object within 30ft turns to solid gold (DM’s discretion) |
|
35 |
Player gains the ability to walk through walls for 1d4 days. |
|
36 |
Player must now roll an additional d20 when casting any spell. If the result is a 1, 3 or 7, the spell has no effect and the player is covered in an explosion of confetti. |
|
37 |
Player melts into a puddle of goo for one hour, but can still talk. Movement speed is reduced to 10ft |
|
38 |
Player perpetually has the ability to speak with plants. |
|
39 |
The player’s hands and feet shrink to half in size. |
|
40 |
A tattoo appears on the players forehead, of whatever their closest ally desires most, or the DM’s choosing. |
|
41 |
Player gains the ability to cling to walls and ceilings like a spider, and use the Web spell at will. |
|
42 |
Lightning strikes the player, for 2d10 damage. |
|
43 |
Player sprouts wings, allowing them to fly at their walking speed, or doubling their flying speed if they already have wings. |
|
44 |
Player’s skin becomes transparent, showing all organs, bones and muscle beneath. |
|
45 |
Player rolls a 2d100 and gains that many gp. |
|
46 |
An imp appears, holding an item from the player’s possessions, and vanishes. (DM discretion) |
|
47 |
A large pig with a saddle appears, loyal to the player. |
|
48 |
Player shifts into the form of the animal matching their game piece, for one hour. |
|
49 |
Player gains advantage on all sleight of hand checks |
|
50 |
Player is confronted with a vision of Bashaba’s true form. They must make a wisdom saving throw (DC:15) 3d12 psychic damage on fail, half of that on a success. |
|
51 |
Player’s personality seems to shift to the polar opposite, for one day. |
|
52 |
Player begins to give off an awful odour, causing disadvantage on all charisma checks. |
|
53 |
Player finds a shimmering, crystal coin in their hand, allowing them to negate one magical effect caused by the game. Shatters on use. |
|
54 |
Player’s steps make no noise. |
|
55 |
Move back 1d4 squares. |
|
56 |
Move forward 1d10 squares. |
|
57 |
Player gains the ability to long rest without sleeping. |
|
58 |
Player can choose to swap places with another player’s game piece. |
|
59 |
Player must take on the magical effect of the next player’s roll. |
|
60 |
Players rolls 1d6 and takes on that many points of exhaustion. |
|
61 |
A banshee is summoned, and attacks the player and any allies. |
|
62 |
Player fuses with whoever is closest, becoming a two headed abomination for one hour. If Player is alone, they grow a second, smaller head. |
|
63 |
Player swaps bodies with whoever else has the closest game piece to theirs, for one day. |
|
64 |
Player gains one use of a cosmic cannon. Radiance blasts down from the heavens on a point of the player can see, dealing 10d12 damage to a 40ft radius circular area. Half damage on a successful saving throw for anyone in the area (DC: 16) |
|
65 |
All players roll a d6, whoever rolls lowest has their HP reduced to 0. |
|
66 |
Player finds a platinum coin that seems to return to their pocket, if removed, every day at dawn. |
|
67 |
Player finds themselves infected with vampirism. |
|
68 |
Player finds 1d6 gems in their pockets, each worth 100gp |
|
69 |
Player can only say the word “Nice.” for one day. |
|
70 |
Player gains the ability to turn into a giant crab for one hour, but only once. |
|
71 |
Acid rain begins to fall, whether inside or out. Dealing 2d6 acid damage to everyone within 50ft of where the player was standing, every 6 seconds. |
|
72 |
A wine bottle appears, and can be drunk from three times before empty. Drinking the wine restores all spell slots, but causes disadvantage on all checks until long rest. |
|
73 |
A cosmic voice whispers an important secret into the player’s ear (DM’s discretion) |
|
74 |
All players roll 1d6, whoever rolls the highest becomes immortal for ten minutes, incapable of taking damage. |
|
75 |
Player gains the ability to speak to animals |
|
76 |
Player gains the ability to comprehend all languages. |
|
77 |
Player’s skin turns to stone, raising AC by 1 |
|
78 |
A familiar taking the shape of the player’s animal game piece is summoned, and remains until the game’s end. |
|
79 |
The players head doubles in size, reducing AC by 1, but increasing intelligence by 1. |
|
80 |
The game board casts the Thunderwave spell. |
|
81 |
The player’s strength is raised to a base score of 20, until the game’s end. |
|
82 |
The player finds in their pocket a large diamond, worth 500gp. |
|
83 |
The player's movement speed is doubled. |
|
84 |
The player’s next attack automatically crits. |
|
85 |
The player’s next (genuine) attack deals matching damage to the player. |
|
86 |
Once (at a time of the player’s choosing before the game ends) they can transform into a young red dragon, for ten minutes. |
|
87 |
Player is overwhelmed by five points of exhaustion. (Can be removed as per normal rules.) |
|
88 |
A rare magic item of the DM’s choosing appears at the player’s feet. |
|
89 |
Player finds a glowing crystal in their pocket, capable of granting one successful death saving throw, if on their body. |
|
90 |
Player gains disadvantage on all skill checks during the night, and advantage during the day. |
|
91 |
Player gains the ability to send a mental message to anyone they know, anywhere in any plane of existence, but not to receive a reply. |
|
92 |
Player gains advantage on all skill checks during the night, and disadvantage during the day. |
|
93 |
Player is overwhelmed by desire to attack whoever is closest to them. |
|
94 |
Any coins in the player’s possession pop into two, doubling their wealth. |
|
95 |
Player gains the ability to cast Feather Fall at will, as a cantrip. |
|
96 |
Player becomes invisible. |
|
97 |
A hostile beholder is summoned from the game board. |
|
98 |
Player falls to the ground, HP reduced to 0 and can not be stabilized or healed, without doing their saving throws. |
|
99 |
A cosmic nail pierces the player’s chest, dealing 4d8 piercing damage. Can not be dodged or avoided. |
|
100 |
The player rises into the air, and all remaining magical effects (positive and negative) fade away. The player is empowered with one use of the Wish spell. |
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