Orcs often carry a vitality drink, usually stored in crude, clay flasks. When consumed by an Orc, they gain 1d8 hit points. Note that this can cause the creature to exceed its normal maximum hp.
A PC examining the liquid will note a slightly syrupy consistency, a deep amber color, and large flecks of something black floating inside. The aroma is that of deeply spiced honey.
A PC consuming Orcade must pass a DC 11 CON check or suffer intense cramps, and Disadvantage, for 1d20 minutes. If this check results in a Hazard, they are knocked out for this amount of time. A successful check invigorates the PC, granting them 1d8 additional hit points. If this places them above their max, they revert back down to their max after the next Long Rest.
Showing posts with label mundane. Show all posts
Showing posts with label mundane. Show all posts
Tuesday, June 5, 2012
Monday, June 4, 2012
Skeleton Keyring
DM: When you disburse this item, you should specify how many keys are on the keyring. Roll 2d4 if you want to determine this randomly.
When a PC tries one of the keys to open a lock, roll 1d6 (this costs an action during combat). On a 5 or 6, the key fits the lock. The keys can be tried in this manner one by one, but once a key's lock is determined, it cannot be used in future attempts. The PC should track how many available keys are left on the ring.
During combat, if a PC wants to lock or unlock a lock for which they had already discovered the key, they must pass a DC 10 INT check. If they fail, they fumble around with the keys and try the wrong one this round. Clever PCs might somehow mark the keys to bypass the need for this check.
When a PC tries one of the keys to open a lock, roll 1d6 (this costs an action during combat). On a 5 or 6, the key fits the lock. The keys can be tried in this manner one by one, but once a key's lock is determined, it cannot be used in future attempts. The PC should track how many available keys are left on the ring.
During combat, if a PC wants to lock or unlock a lock for which they had already discovered the key, they must pass a DC 10 INT check. If they fail, they fumble around with the keys and try the wrong one this round. Clever PCs might somehow mark the keys to bypass the need for this check.
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