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How many ideas can I think up and post?

Can I keep up doing it?

What if I number them from 1 to whatever?

Well, we're going to find out.

#1. The Clockwork Observatory

This is an observatory not of space, but time. It functions as a way for a character to experience any event in history, but not to alter it.

In this facility, an artificer casts a spell on a willing participant(s) causing them to experience the shadows of history.

In this experience, the player is able to traverse the world, and be endangered by it, but cannot alter it. This is a simple way to observe and record. In dangerous situations like a battle, these--

shadows remain as deadly as the real thing. If you are struck by an arrow in this realm, that danger carries over. You will awaken with the wounds from that area.

Players will make various saves, but very few checks/major actions. Not even so much as a piece of paper may be moved.

This observatory works on the shadows of history, it watches distant events. Recent history cannot be accurately observed.

#2. Wisdom of the Stars

Atop a remote, wooded hill there sits a clearing. In daylight, there is nothing but the meadow grass. At night, a stone structure appears, a massive ring held up by a series of pillars. In the center sit glowing runes.

Players who venture inside must make a Wisdom Saving Throw (DC 15). Upon failure (or choosing to fail), players experience a brief out of body experience. They will make a variety of checks/saves, living as objects of the environment.

This may be a brief, narrative section or it may be woven into a bigger adventure about the grandeur of existence. Players will move from body to body, experiencing life as dew, grass, insects, trees, mountains, and even the stars above.

At the end, players will receive a buff granting advantage on wisdom checks. This may be a re-useable ability (ie once per rest) after the initial buff wears off. GM Discretion.

#3 Yesterday's Tomorrow

The heroes spend 24 hours in the area of a single town. Their adventuring at first is just social: getting supplies, leads on bad guys, and relaxing. That night they take a long rest.

At the conclusion of their rest, they find themselves at the prior day's camp site (DC 12 Perception when they first awake, later DC7).

On playing through, the heroes discover no one in town remembers them. It's as if they'd never been there before.

Attempts to leave town will fail. When they approach the road to exit the region, they will find it simply seamlessly loops around, depositing them on the opposite side of town, as if they had walked around the world. They're trapped.

Arcana (DC 18) will reveal the town is some sort of pocket dimension, simultaneously existing in the regular world and this little pocket.

If the players die in combat, once the entire party is killed, they will awaken at the start of the day, still trapped.

Upon extensive searching, the heroes will eventually find a wizard in a tower. His wife passed away due to a mistake of his. He is desperately attempting to return to the past, but has so far only succeeded in creating this time loop.

Upon Persuasion (DC 19) they can convince the Wizard to stop. Otherwise, it will be a combat encounter and Arcana (DC 15) to break the Wizard's time machine.

Once the heroes return to the outside world, they will discover time has passed by normally.

That is, if they spent a week or a month reliving the same day, it is now a week or a month later than it had been before. The world just kept on moving, unaware of the time loop.

#4 Rod of Death

The heroes come upon a caravan circled up at the road side. It's mid-day already, they should be on the road. Upon approaching, the players discover:

1. Everyone is dead
2. No signs of weapons/attack
3. No evidence of a camp fire? Were they being sneaky?

A detailed investigation/search of the wagons reveals they have recently raided some ancient ruins. There are strange writings, odd pieces of metal, and devices whos' purpose cannot be discerned.

Perhaps worryingly, the party will find a sign in one wagon, it is enchanted, the text changing languages every few seconds to minutes:

This place is not a place of honor . no highly esteemed deed is commemorated here . nothing valued is here.

What is here is dangerous and repulsive to us. This message is a warning about danger.

The danger is still present, in your time, as it was in ours.

The danger is to the body, and it can kill.

The players are tasked with solving this murder mystery. There will be a few trails leading from the camp. One leads to a river, the other to a town, one to a mountain peak.

In town, the party learns of a sickness spreading through the town, but it doesn't effect everyone. A DC 15 Insight will reveal that the sickened people got sick from a specific lake/river.

Following that, they will find a trail.. to the wagon. The river is poisoned.

Sitting in the water they find a bundle of cylinders.

The cylinders are enchanted the same as the sign, the text changing on them over time.

"CO 60"
"DROP & RUN"

These rods are extremely dangerous. Staying in the presence will cause the heroes to take 2d8 radiant damage per minute within 30'. So they'll want to be fast.

The other paths from the caravan lead to more bodies who'd fled the scene, but not fast enough.

Those poisoned downstream can be healed by a cleric to make a full recovery.