Difference between revisions of "100 Far Realm Occurrences (3.5e Other)"

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m (more stuff... and I think I've been reading into Scion too much...)
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| 43 || class="left" | Spore Land || Healing no longer functions, any healing instead creates a number of tiny duplicates of the creature equal to the amount to be healed which grow on the skin, fall off, and run aimlessly around until they perish shortly after.
 
| 43 || class="left" | Spore Land || Healing no longer functions, any healing instead creates a number of tiny duplicates of the creature equal to the amount to be healed which grow on the skin, fall off, and run aimlessly around until they perish shortly after.
 
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| 44 || class="left" | Blood Weird || Every wound taken deals double damage, but grants the victim a tentacle attack that attacks once per round at the victims full attack bonus, dealing damage appropriate to it's size. Multiple wounds are culmulative.
 
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| 45 || class="left" | Touched By Fate || For every die rolled made in fluxes moment of manifestation, the GM rolls an additional d4, the result being the number of times the being who made the roll and it's target will meet again in the campaign. Events will conspire to ensure that the number of meetings indicate will take place. Break Enchantment removes one fated meeting.
 
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Revision as of 17:41, 24 May 2011

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Author: Eiji-kun (talk)
Date Created: 5-4-11
Status: Complete
Editing: Clarity edits only please
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The Far Realm is a strange place, so why not spice it up to random changes to the surroundings and physics itself. Every so often, triggered at random, every 1d4 rounds, or by player action, perhaps some aspect of reality shifts. Roll d% and consult the following:

Far Realm Occurances
d% Name Result
1 Slow Light Light only moves 30 feet a round, beyond that players see events as if they occured 1 or more rounds ago. Maximum movement speed is capped at 30 feet. Movement gives a strange blue and reshifting effect.
2 Hard Air Soft Ground Air becomes solid, everyone suffocates unless they can "dig through the air" into the ground, quick has the consistancy of water and is breathable. Treat air as if it were dirt or sand.
3 Evil Gravity Gravity is sentient and maelviolent, cutting off gravity and reversing gravity as the spell, DC 20, at least once a round to harass all living creatures. Previous gravity alterations end when a new instance begins.
4 Damage Mirror Attacks on opponents injure yourself, attacks on yourself injures nearest creature instead.
5 Fractal Element A 5th element beyond acid, cold, electric, and fire appears as fractal crystals which glow, feel cold to the touch, and spread like fire. If touched make a DC 15 Reflex save to avoid catching "on fractal" for 4d6 damage a round. It can only be "put out" by taking sonic damage.
6 Character Burning The environment here is on fire that is prismatic hue. Any fire damage taken here does no hit point damage but removes one aspect of the character a round, starting with alignment, templaes, race, then individual class levels. If they take effective negative levels equal to their HD, they are turned into a level 1 TN Commoner NPC human. This is a curse effect and can be undone by remove curse.
7 Cursed Dice All dice results are now backwards. 20s are 1s on a d20, 4s become 2s on a d6, and so on and so forth. No one knows it is due to their dice.
8 Bear Hell All opponents appear as bears, regardless what their stats are. Every round, one item in a random character's hand turns into a brown bear, which probably tries to maul them then run away. If they character is holding nothing they must make a DC 15 Fortitude save or become an NPC bear. Those items and creatures taken outside the bear effect revert to normal.
9 Age Inversion Young creatures become venerable, venerable becomes young, middle age becomes old, and old becomes middle age. Take the penalties and bonuses as appropriate. The age inversion ends when you leave the affected area.
10 Hurting Spheres Floating spheres dominate this area. Each round if a character does not deal at least 1 point of damage to the spheres, they take 1d6 nonlethal damage, then lethal damage once their nonlethal damage equals their total hp. The spheres themselves are invincible.
11 Surface Walker Jumping is impossible and you can walk along any surface, including in cieling. You are never permited to leave contact with the ground for any reason.
12 Distance Flux In the first round movement is normal, in the second round squares are 10 feet, in the third, they are 15 feet, in the forth they are 0.5 feet, and it resets on the fifth. Movement and other distances are all effected.
13 Spellfire All spellcasting converts the intended spell into a bolt of energy dealing 1d6 + 1d6 per spell level to its intended target.
14 Mental Focus Shuffle Your Str is replaced by your Int, your Dex is replaced by your Wis, and your Con is replaced by your Cha.
15 Physical Focus Shuffle Your Int is replaced by your Str, your Wis is replaced by your Dex, and your Cha is replaced by your Con.
16 Tower of Babel No one can understand each others languages anymore, not even through magic. Language does not exist as a concept.
17 Loved Enemies Opponents in this area appear as various party members or loved ones, regardless of their actual abilities and stats. Killing them causes the actual person they duplicate to take the excess fatal damage, the attacker becomes aware of this fact just before they make the finishing blow and can pull back with a DC 15 Reflex save.
18 Living Items All items become sentient and proceed to angrly swear and complement various creatures at random, sometimes doing both to the same creature.
19 Atmosdissappear Roll 1d4. On a 1 the air pressure is too high everyone takes 1d6 damage, on a 2 there is no air for 1d6 damage and suffocation, on a 3 there is air but it is unbreathable leading to suffocation, on 4 the air is normal. The air changes every 1d4 rounds.
20 Strobe Each round the room is either brightly lit (everyone is dazzled) or pitch dark (everyone is blind, even those with darkvision). Spells which illuminate or darken do not function against their opposite, rendering them useless. After 1 minute, everyone gets a headache resulting in -2 Concentration, Spot, and Search checks for as long as they remain.
21 Bent Light Roaring Sound Beyond 20 feet, all creatures seem blurred. Beyond 40 feet all creatures seem displaced. Beyond 60 feet, vision is impossible as it melts into a swirl of colors. Sound propogrates well here, all sonic damage deals 50% more damage. Any creatures discovered here are blind with blindsight out to 30 feet + 10 feet per HD.
22 Muffed Sound Blinding Light Beyond 20 feet all Listen checks take a -4 penalty and sonic damage is reduced a damage size. Beyond 40 feet all Listen checks take a -8 penalty and sonic damage is reduced to minimum. Beyond 60 feet hearing is impossible and sonic damage cannot travel. Light is extra bright here, all sources dazzle, sources which dazzle blind, and sources which blind blind permenantly and deal 1d6 points of damage per level of the effect (1d6 for non-magical sources).
23 Crossing of Essence Every round, two traits switch between two creatures, such as their strength score, their hit points, their alignment, their body parts, or any other suitable aspect of their character. If the creature is alone, it swaps its body parts or things in places they don't make sense, such as gaining your +1 longsword as your new dexterity score while you fight with a dexterity 13.
24 The Dollhouse Everything seems artifical and fake somehow, yet picture perfect. Enemies are puppet-like in their movements and devoid of details. Those grappled by the opponents must make a DC 20 Will save or become puppeted as the others, compelled as if affected by dominate monster with permenant duration unless some fine invisible strings are cut with a ghost touch weapon. The strings have hardness 0 and 5 hp. The dollhouse is "played with" by a fantastic invincible creature which is not beyond grappling you directly (+100 to grapple) and moving you at its whim if you go outside of The Dollhouse, though it never directly injures you.
25 Frictionless Step If you move more than 5 feet a round in this area, you immediately move an infinite distance in your chosen direction until you hit something (up to 500 feet every round), where you stop instantly without harm. You provoke attacks of opportunity as normal for this uncontroled movement. Best to apply this effect there there are walls or creatures in the way to stop their passage.
26 Hard Angle It is easier to change one's absolute speed rather than direction of movement, so all creatures walk, burrow, climb, fly, and swim as if they had fly maneuverability of clumsy.
27 Snapshot in Time The landscape is in a permenant Time Stop, though creatures are unaffected. If they take damage however they must make a DC 15 Will save or become frozen in time for 1 round + 1 round per 5 points of damage, as if stuck in time stop.
28 Misspelling The spell misspell is in effect for everyone.
29 Slice of Truth The surroundings appear as a flat surface, typically a gridwork or however your game table appears, including other objects on the table which cannot be reached but can be seen beyond the "invisible borders of the grid". Characters appear to be statues, not nessicarly identical to their real appearances. While unable to move arms and lets, this does not prevent moving, attacks, and other interacts. The PCs simply cannot comprehend they are minis on a map. If there are no minis or map, the PCs and monsters are invisible to themselves and others, and only able to "see" the surrounding terrain and various giants around them which ignore their presence.
30 Spiral Every round creatures must make a DC 15 Fort save or have their limbs start bending into spiral shapes, giving a -1 penalty to attack, damage, and AC. Strangely this seems pleasurable, and so the next have has a -1 penalty on the check. Effects are cumilative. Once the creature has a penalty equal or greater than their HD, they twist completely into an immortal, immobile, eternally gleeful, and impossibly twisted spiral shape with regeneration 15 bypassed by nothing, and cannot be saved by anything short of miracle or wish.
31 Infinite Wounds Any wounds dealt or recieved in this effect have the effect repeat every round, forever. Remove curse or heal which brings the target to full hit points removes this effect.
32 Singularity A square in the room acts as a singularity. Creatures can approach it or move around it but cannot retreat from it. Entering the square is fatal, and the landscape distorts the closer you get. Escape is only possible by waiting, it will vanish in a 10d6 fireball after 1 minute of non-interaction.
33 Shadow Puppets A strong light source shines from one direction of the area, one which can possibly be moved. All opponents appear as if shadows. Attacking them will result in a miss, but attacking them one square off where your shadow will be projected results in the ability to hit them. Moving the light source moves where your shadow projects. Complete darkness is dangerous, as you are teleported randomly 1d6x10 feet in random directions each round.
34 Hecatoncheires Each minute, roll 1d5 (that is a 1d10 in half). On a 1, lose two limbs of your choice. On a 2, lose one limb. On a 3 no limbs are lost. On a 4, gain one limb. On a 5, gain two limbs. The limbs gained or replaced are always alien and horrible. Magic armor and items adjust to your new mutations if possible, falling at your feet otherwise. The effect fades one minute after leaving the effect, returning your normal limbs and body parts.
35 Blood Rain Blood wells up from the ground and starts to rain upwards against the pull of gravity.
36 Thing Bone hands and fingers well up from the ground, snatching at everyone upon it. All creatures touching the ground must make a Reflex save (DC 20) or be immobilized for one round. Those who save are instead entangled.
37 Thick Air The air becomes thick enough where you need to make swim checks to move, and treat yourself as if you were underwater for the purposes of movement and attacks.
38 Easter Plane A room full of marshmellow peeps. They don't do anything, but they're watching, and they are everywhere. A close up look reveals the eyes are real. However they are still edible. If anyone eats more than 9, they must make a DC 20 Fortitude save or be sickened for 1 hour.
39 Inside Out Characters turn inside out. Somehow this doesn't hurt or kill you. Attempted sneak attacks and critical hit confirmations get a +4 circumstance bonus against all creatures.
40 Malicious Weaponry All weapons animate as if dancing weapons and try to murder their users, unless the user grasps the weapon and makes a DC 20 Will save to control it. The weapon uses the attack, strength, and damage of its user.
41 Erratic Time Flux Every round creatures must make a DC 18 Fort save, thoes that make the save is affected by a (Ex) Haste, were those that fail the save is affected by a (Ex) Slow
42 Erratic Space Warp Every round creatures must make a DC 20 Will save or be teleported in a random unoccupied direction 1d4 squares away.
43 Spore Land Healing no longer functions, any healing instead creates a number of tiny duplicates of the creature equal to the amount to be healed which grow on the skin, fall off, and run aimlessly around until they perish shortly after.
44 Blood Weird Every wound taken deals double damage, but grants the victim a tentacle attack that attacks once per round at the victims full attack bonus, dealing damage appropriate to it's size. Multiple wounds are culmulative.
45 Touched By Fate For every die rolled made in fluxes moment of manifestation, the GM rolls an additional d4, the result being the number of times the being who made the roll and it's target will meet again in the campaign. Events will conspire to ensure that the number of meetings indicate will take place. Break Enchantment removes one fated meeting.
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Back to Main Page3.5e HomebrewOther

AuthorEiji-kun +
Identifier3.5e Other +
Rated ByXX the memenist Xx + and Foxwarrior +
RatingRating Pending +
Title100 Far Realm Occurrences +