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<blockquote data-quote="Imaculata" data-source="post: 8050791" data-attributes="member: 6801286"><p><strong>The Shaman on the plateau</strong></p><p>Smoke can be seen in the distance. Atop a large stone plateau is a friendly old man carrying a gnarled stick, decorated with bells and beads. He has made a bonfire here, while dancing around it. Climbing up to the plateau takes some effort and requires a <strong>strength (athletics) check DC 8</strong>. The shaman introduces himself as <strong>Mfundo, the Smokereader</strong>. He will read the fortune of the party and bless them with his holy ashes if they partake in his ritual. All that is required, is for each party member that wishes to partake to burn an object belonging to them in the fire. It does not need to be an object of high value, just as long as it can be burned easily. They are allowed to join in with the dancing and singing, but this is not required of them. The ritual takes about an hour of the party's time, but will bestow great fortune on them, as long as they burn an object to gain this blessing. Players who do not burn an object, will not be blessed.</p><p></p><p><strong>Roll 1d12</strong>. The smoke will briefly assume the shape of animals below. The shaman will call out the name of the animal and explain its meaning to the party. He will then reach into the fire and grab some of the ashes, which are now cold to the touch. He will then rub the ashes of the fire on their skin (with their permission), granting them any of the following boons:</p><p></p><p><strong>1. The Eagle:</strong> The party receives a vision of the road ahead, seeing an upcoming obstacle and/or warning. The eagle can reveal enemies that the party is unaware of, monsters that wait ahead, or a person that intends to betray them. It may also show them nearby towns and outposts and any noteworthy buildings.</p><p><strong>2. The Cobra:</strong> The cobra is a symbol of protection, health, and aggression. The party is given immunity to poisons for 1d4 days, and is cured of any ailments. The cobra also temporarily coats the weapons of the party with a venom of the DM's choice.</p><p><strong>3. The Bison:</strong> The bison gives haste and perseverence to the party. For 1d4 days all party members are given 5ft. of extra movement and receive advantage on any wisdom/willpower checks.</p><p><strong>4. The Lizard:</strong> The lizard bestows endurance and resistance to the party. It hardens the skin of the party, giving them all 10 temporary hitpoints (which remain until spent), and a reduction of incoming elemental damage by 5 for as long as they have these temporary hitpoints.</p><p><strong>5. The Crow:</strong> The crow bestows the gift of cleverness to the party. For 1d4 days they receive advantage on any intelligence checks. Further more, the crow shares a helpful bit of information with the party which will help them in the near future. The crow sees and hears all, and can share information discussed by other characters that he might have heard.</p><p><strong>6. The Crocodile:</strong> The crocodile embodies strength and ferocity. For 1d4 days, every party member adds an extra +1 damage to their physical attacks, and they receive advantage on any strength checks.</p><p><strong>7. The Bat:</strong> The bat embodies keen senses and reflexes. For 1d4 days the party receives advantage on dexterity checks and gains the temporary ability of echo location, allowing them to locate their enemies without having to see them, and allowing them to navigate in complete darkness without effort.</p><p><strong>8. The Butterfly:</strong> A symbol of good fortune and protection. For 1d4 days the party receives a +2 to their armor class and they will not encounter any hostile encounters while traveling through the wilderness.</p><p><strong>9. The Lion:</strong> Embodies great fortitude and strength. For 1d4 days the party gains advantage on any grapple checks, and advantage on constitution checks.</p><p><strong>10. The Owl:</strong> Embodies knowledge and strength of personality. For 1d4 days the party gains advantage on any charisma checks, and the owl shares a piece of valuable knowledge from a distant past. The owl will also identify any unidentified items that the party carries with them by giving them the knowledge of what it does.</p><p><strong>11. The Sphinx:</strong> Embodies challenges and magic. The sphinx reveals the nearby location of a powerful beast, which carries with it a valuable magic item of the DM's choice. It is up to the party whether they want to challenge this powerful foe to claim its treasure. This beast will only remain for 1 day, so delaying this fight is not an option.</p><p><strong>12. The Dragon:</strong> The dragon bestows upon the party the gift of riches. For 1d4 days any gold rewards are doubled for the party.</p><p></p><p></p><p></p><p><strong>The Whispering Tree</strong></p><p>A mysterious tree in a clearing, whispers in a friendly voice for travelers to come near and eat from its fruit. The clearing is covered in beautiful flowers, but this is but an illusion. The players can use an action to examine the flowers, and upon a succesful <strong>intelligence (investigation) check DC 14</strong>, they see through the illusion. Instead of flowers, they see the hill is covered in the skeletal remains of other travelers. The players can search the remains for valuables, which is up to the DM. The fruit, when consumed, poisons the player. The type of poison is also up to the DM, but should be quite powerful. The tree is in fact not intelligent and cannot talk. The source of the whispering and the illusion is a group of a malevolent fairies living in the tree, wishing to give it nutrition. The players may be able to get the help of the fairies upon a succesful <strong>charisma (persuation) check DC 10</strong>. If the players roll exceptionally high on their persuation, the fairies may even give the players a valuable gemstone worth 20gp that they took from one of the less fortunate travelers. The fruit of the tree can be harvested for poison, but the poison and fruit only last for 3 days.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8050791, member: 6801286"] [B]The Shaman on the plateau[/B] Smoke can be seen in the distance. Atop a large stone plateau is a friendly old man carrying a gnarled stick, decorated with bells and beads. He has made a bonfire here, while dancing around it. Climbing up to the plateau takes some effort and requires a [B]strength (athletics) check DC 8[/B]. The shaman introduces himself as [B]Mfundo, the Smokereader[/B]. He will read the fortune of the party and bless them with his holy ashes if they partake in his ritual. All that is required, is for each party member that wishes to partake to burn an object belonging to them in the fire. It does not need to be an object of high value, just as long as it can be burned easily. They are allowed to join in with the dancing and singing, but this is not required of them. The ritual takes about an hour of the party's time, but will bestow great fortune on them, as long as they burn an object to gain this blessing. Players who do not burn an object, will not be blessed. [B]Roll 1d12[/B]. The smoke will briefly assume the shape of animals below. The shaman will call out the name of the animal and explain its meaning to the party. He will then reach into the fire and grab some of the ashes, which are now cold to the touch. He will then rub the ashes of the fire on their skin (with their permission), granting them any of the following boons: [B]1. The Eagle:[/B] The party receives a vision of the road ahead, seeing an upcoming obstacle and/or warning. The eagle can reveal enemies that the party is unaware of, monsters that wait ahead, or a person that intends to betray them. It may also show them nearby towns and outposts and any noteworthy buildings. [B]2. The Cobra:[/B] The cobra is a symbol of protection, health, and aggression. The party is given immunity to poisons for 1d4 days, and is cured of any ailments. The cobra also temporarily coats the weapons of the party with a venom of the DM's choice. [B]3. The Bison:[/B] The bison gives haste and perseverence to the party. For 1d4 days all party members are given 5ft. of extra movement and receive advantage on any wisdom/willpower checks. [B]4. The Lizard:[/B] The lizard bestows endurance and resistance to the party. It hardens the skin of the party, giving them all 10 temporary hitpoints (which remain until spent), and a reduction of incoming elemental damage by 5 for as long as they have these temporary hitpoints. [B]5. The Crow:[/B] The crow bestows the gift of cleverness to the party. For 1d4 days they receive advantage on any intelligence checks. Further more, the crow shares a helpful bit of information with the party which will help them in the near future. The crow sees and hears all, and can share information discussed by other characters that he might have heard. [B]6. The Crocodile:[/B] The crocodile embodies strength and ferocity. For 1d4 days, every party member adds an extra +1 damage to their physical attacks, and they receive advantage on any strength checks. [B]7. The Bat:[/B] The bat embodies keen senses and reflexes. For 1d4 days the party receives advantage on dexterity checks and gains the temporary ability of echo location, allowing them to locate their enemies without having to see them, and allowing them to navigate in complete darkness without effort. [B]8. The Butterfly:[/B] A symbol of good fortune and protection. For 1d4 days the party receives a +2 to their armor class and they will not encounter any hostile encounters while traveling through the wilderness. [B]9. The Lion:[/B] Embodies great fortitude and strength. For 1d4 days the party gains advantage on any grapple checks, and advantage on constitution checks. [B]10. The Owl:[/B] Embodies knowledge and strength of personality. For 1d4 days the party gains advantage on any charisma checks, and the owl shares a piece of valuable knowledge from a distant past. The owl will also identify any unidentified items that the party carries with them by giving them the knowledge of what it does. [B]11. The Sphinx:[/B] Embodies challenges and magic. The sphinx reveals the nearby location of a powerful beast, which carries with it a valuable magic item of the DM's choice. It is up to the party whether they want to challenge this powerful foe to claim its treasure. This beast will only remain for 1 day, so delaying this fight is not an option. [B]12. The Dragon:[/B] The dragon bestows upon the party the gift of riches. For 1d4 days any gold rewards are doubled for the party. [B]The Whispering Tree[/B] A mysterious tree in a clearing, whispers in a friendly voice for travelers to come near and eat from its fruit. The clearing is covered in beautiful flowers, but this is but an illusion. The players can use an action to examine the flowers, and upon a succesful [B]intelligence (investigation) check DC 14[/B], they see through the illusion. Instead of flowers, they see the hill is covered in the skeletal remains of other travelers. The players can search the remains for valuables, which is up to the DM. The fruit, when consumed, poisons the player. The type of poison is also up to the DM, but should be quite powerful. The tree is in fact not intelligent and cannot talk. The source of the whispering and the illusion is a group of a malevolent fairies living in the tree, wishing to give it nutrition. The players may be able to get the help of the fairies upon a succesful [B]charisma (persuation) check DC 10[/B]. If the players roll exceptionally high on their persuation, the fairies may even give the players a valuable gemstone worth 20gp that they took from one of the less fortunate travelers. The fruit of the tree can be harvested for poison, but the poison and fruit only last for 3 days. [/QUOTE]
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