This blog is about gaming, but D&D is top on my list, from D&D 5e, Pathfinder to good old AD&D 1e (where my roots come from!). I'm an Evil DM, I have been for many years, to the point folks enjoy my games and style but fear things in game. Paranoia is great and fuels a lot of awesome roleplaying situations with characters in game. Have a question? Feel free to contact me for advice about 1e, 5e or Pathfinder - ASKTHEDM(@)THEEVILDM(.)COM
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The Face Mask of Horror - More Evil Goodness!
The Face Mask of Horror By The Evil GM, Pulled from his Notebooks of Doom!
Now that would scare anyone!
This mask is made up from strips of burnt flesh, sewn together by silver strains of wire. The flesh appears to feel and look as if its still alive and squirming around.
When worn, this mask will put the fear of their god into them, as they must make a save vs fear with a heavy minus to stand their ground. The mask's magical properties, allows the view to see their worst nightmares each time they look at it. To stop the visions and fear, they must make a save each combat round, run or knock the mask off the face of the wearer. Knocking off the mask requires that a successful saving throw is made and then a called hit has to be made.
The Longer the character wears the mask, the closer he slowly becomes insane and keeps the mask on all the time.
The first time worn, it will work with no side effects and seem grand! After the 4th use, the Dungeon Master will have to make a secret saving throw vs spells for the character. If the save is a failure, when the player says his character takes off the mask, the Dungeon Master will tell the character, no his character feels as if he wants the mask to stay on, and that he enjoys the effects of the mask way too much.
From this point the player will know something is up, and can freely make their save with a penalty of -2 after 24 hours. If the save fails again, the character can try once more in 48 hours -4.
If the final save is not made, the character becomes insane and the mask is permanently affixed to his face as a part of his head.
The character can not have this mask removed during any phase, short of cutting the flesh on his own face, scarring him and possibly resulting in a system shock roll.
Was thinking this morning about traps, and how you could do the cheap, low effort, non elaborate traps that they are so mundane that the average person looking for them, wont even think about them, and then it hit me...
Pulling open my DM Notebook of years past, I have this weapon from my AD&D 1e days that I am updating to 5e. This was original for a Cleric that worships a God of war... Such as Tempus or Bane. It can be used for an evil character or carefully by a Good aligned character (as long as they are not Lawful Good).
Cleric Weapon: Hammer of Blood
This weapon appears to be a magical +2 to hit weapon, once identified or attuned the follow properties reveal themselves to you.
Drawing first Blood - When any enemy gets to 50% of their health (or Bloodied status) the hammer senses the blood of its enemy and increases to +3 weapon.The Blood of my Enemy, Feeds me - During any battle encounter, after drawing first blood you may declare one of those bloodied enemies as your chosen enemy, and upon a successful strike, you will do an additional 1d8 points of damage, and each round following that you stand alive, the chosen enemy will take that bleeding damage until they are healed. You may use this …
"All who travel the forest fear well the cottage of Halia
Whitethorn, a sinister witch who spends her days mixing strange and
powerful potions in her workshop. Her tinctures are renowned for their
arcane properties, but any adventurer seeking her wares is sure to first
find a great deal of danger...Witch's
Cottage is a 5e one-shot dungeon by Jesse Gazic, written for 1st-level
adventurers. The dungeon includes full stat blocks for all encounters
and original maps. Jesse can be reached at jessegazic.com or on Twitter. "
(You can travel here to download it free or donate a small amount if you'd like.)
This adventure (well I want to call it a side quest, because I can see my group blowing through this 7 room adventure in like an hour or less) is awesome and highly recommended to pick up.
The first 3 pages is packed with description of each of the rooms along with how to incorporate this into your game.
The descriptions are enough if you want add a thing or two he…