100 Special Discoveries [CLEAVES]


Homebrew and House Rules

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34.Vending machine table. Things bought will persist. Addition.
7) Live animals. The 3 gold or change goes in the slot, a button is pushed, then a creature drops into the cage built into the lower part of the machine. 1-Bat, 2-Cat, 3-Hawk, 4-Lizard, 5-Monkey, 6-Owl, 7-rat, 8-raven, 9-viper, 10-toad, 11-weasel, or 12-Turtle.
Hook: This can be used to replace a lost familiar ending the drawbacks. The turtle is special for 2 reasons. 1-It’s a snapping turtle with a plus 2 bite and the ability to attach like a weasel. 2-I’s got DA 1/magic because it’s a baby Tarrasque that will slowly grow up at about the speed of a dragon. For added fun you could have the pictures on the buttons worn off so all choices are random. A Kitsune will probably select a rat and eat it. If the GM wants, they can substitute a tarantula(Giant spider brought down 2 size categories) for any one animal.
8) Can be a claw machine full of stuffed toys, a gumball machine, one with jawbreakers, one with plastic figures in clear plastic bubbles, one of those sticker dispensers, ect…


Sphen86 wrote:

10. The Sanctuary

This room is 60 feet across and a perfect circle, down to the last inch. 1/3 of the walls are jet black onyx, 1/3 are red marble, and the last third is brilliant white quartz. Dotting the walls are small shrines to various gods and goddesses, evil/chaotic along the black portion, good/lawful in the white, and neutral in red. Looking up, the PC's see more balconies, each dotted with more shrines. These balconies streatch up into the distance, eventually becoming lost in the un-lighted reaches. A body lies in front of each shrine, all dead and in various stages of decay. Some are barely decompossing and still maintain their priestly robes, others are skeletons. All lie in state and none seem to have died violently. One shrine, however, remains empty. The shrine of the wanderer has no corpse, as the priest has, of course, wandered. Any effort to speak with the corpse reveals that they can find no rest until his body is returned, alive or dead, and that he left many centuries ago. His body cannot be destroyed as it would simply reform until such time as it is brought back to it's right full place before his shrine.

Hook: If the body is found and returned, the whole room lights up and the walls begin to shift. The shrines on the lowest level begin to rise into the air and now form the lowest level of balconies. On the ground floor are new shrines, unattended by priests as of yet. If the original bottom row were shrines to older gods, than these new ones are to the current gods. If the bottom row was to the current gods, these new ones are to unknown gods. Unbeknownst to the PC's, the next request they make while in this room in this room will be instantly granted as per the miracle spell, but with out the components.

This is behind a very old wooden door banded with metal. Weather it's locked or trapped is GM whim.


96. Crystal Prism
Any time a light source is put on one side of it, a rainbow is projected upon the far wall. It is very hard rock crystal and radiates magic.

Hook: One triangular end is oddly carved as if it's a key to some sort of door. It will project a color spray up to 7 times a day, when the command word, "Rainbow Dash" is said. If the command word is shouted, it will unleash a Prismatic Spray, but only once a week(seven days).


97. The Bone Altar
This alter is made entirely of bones and cement. There is, painted on the front in blood,”GORUM”.

Hook: If any fighter places a weapon on the altar and kneels in prayer in front of it, the weapon is blessed with True Strike, 3 times per day, when the fighter says Gorum. A successful knowledge religion DC 20 will reveal this. Note that a multi classed character, paladin, ranger, or such, only gets one true strike a day, total. Thus a paladin could get their holy sword to gain one true strike a day.


98.Mechanical Hand
This thing made of white, lightweight, but strong metal is attached to a sleeve, that fits over a hoof, paw, or stump. It works like a normal hand, but radiates no magic. It recharges from the wearer's nervous energy while they sleep. It is most useful to someone waiting for a regeneration spell.

Hook: It can also be fitted on a familiar’s head so it can use a wand, if they can speak. Knowledge engineering 30 can let someone build versions of it large enough for dragons.


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99. The Wedding Gown of the Unknown Bride

This old, yet elegant white gown is made of the finest samite, but has yellowed with age. It stands in the corner, supported by a rosewood manikin.

Hook: The manikin is actually a dryad corpse graveknight, and the gown is her armor. The only way to end her murderous ways is to physically carry her out of the mansion, over the threshold.


Arcanemuses wrote:

99. The Wedding Gown of the Unknown Bride

This old, yet elegant white gown is made of the finest samite, but has yellowed with age. It stands in the corner, supported by a rosewood manikin.

Hook: The manikin is actually a dryad corpse graveknight, and the gown is her armor. The only way to end her murderous ways is to physically carry her out of the mansion, over the threshold.

Trying to teleport her out didn't work out. Now you have to find a mansion. Great, thank you. One left to go!


86. amulet of defensive spells
GP Value: 20,000 (use activated with restrictions)


One more entry and it's done.
It just has to fit in or attach to some rooms and be an adventure hook of some kind.


.Dotting.


100. Bag of Beans
You plant these to get normally random results.

Hook: The first bean grows into a small tree. The leaves, branches, and roots fall off to reveal a staff. Its a staff of Druidic destiny. It has Barkskin, Reincarnation, and Greater Restoration. GPV is not very relevant because why would you sell it? The second bean is determined randomly from the Bag of Beans in the Core Rulebook. The third bean grows into a trap door that leads to a room of The Cleaves created by one draw from each deck. Thew fourth bean is entirely GM's choice, although they can use any of the fine random tables found on the internet or 3rd party books.

Once empty the bag disappears and the card returns to the deck, refilled with 4 beans. :)


Booster pack-Special discoveries and other plot hooks.
If the packs are ever made, it will have a pirate, gnome, with a hook for a hand on it. as a booster pack, cards will be labeled with how rare they are(unique to common). In the Cleaves Rummy, the pack can be added to the hand of another player. Otherwise, one can be added yo rooms and monster treasures as the GM sees fit.

{b}1. Nother Easter Bunny[/b] Rare
Like the one in the list but different fur coloring, marking, and name can be marked on the card.


Goth Guru wrote:

Booster pack-Special discoveries and other plot hooks.

If the packs are ever made, it will have a pirate, gnome, with a hook for a hand on it. as a booster pack, cards will be labeled with how rare they are(unique to common). In the Cleaves Rummy, the pack can be added to the hand of another player. Otherwise, one can be added yo rooms and monster treasures as the GM sees fit.

1. Nother Easter Bunny Rare
Like the one in the list but different fur coloring, marking, and name can be marked on the card.

2.Pendant of Common Translation Common

This tiny box can be attached to a necklace or cord and worn around the neck of any creature with a neck. If they have at least a 1 intelligence or wisdom it will translate ant sounds they make into common. If they already speak common it's a waste of a neck slot.
Value 10,000GP May get more at auction.

Hook: These were originally worn by the sky gods. The cult of the sky gods want it and many characters want to reverse engineer it and make more.

2.Pendant of Fen Translation Very Rare
This tiny box can be attached to a necklace or cord and worn around the neck of any creature with a neck. If they have at least a 1 intelligence or wisdom it will translate ant sounds they make into Fen.

Hook: These were originally gifts from the sky gods. The cult of the sky gods want it and many characters want to reverse engineer it and make more.


3.More Elevator Buttons.
20 more buttons for the elevator plate. Roll them with the percentile dice. Reroll dupes, or not. GMs choice.


4.Leprechaun gold
This gold coin has a picture of a leprechaun on heads, and a pot of gold on tails. It's rare. Worth 10,000 to a coin collector.

Hook: By returning it to a leprechaun you can get a year of luck(+1 to every die roll). Legend Lore or a 20 knowledge arcana will tell you this.


5.Altar of Sarenrae
This beautiful marble altar is actually a box that functions as a Cauldron of Resurrection. Remove the lid, fill to the inner line with pure water(probably create water spells), add sufficient rare herbs and diamond(as dust or solid diamonds), and remains. The command prayer is inscribed on the front below a bass relief of the faithful using the item.

Hook: This rare item is greatly sought after by the faithful. It is also very hard to transport, especially if found in a dungeon.


Further hook. Alters gain the additional powers listed elsewhere if installed in a church or other sacred space dedicated to that deity.


Goth Guru wrote:
Further hook. Altars gain the additional powers listed elsewhere if installed in a church or other sacred space dedicated to that deity.

Here's elsewhere.

https://aonprd.com/MagicAltars.aspx


6:Sunstone Inside this insulated metal box is a sunstone. It constantly radiates real sunlight. It burns to the touch like the apex of the heat metal spell. Very rare.

Hook: Sun worshippers will do anything to obtain one of these for their services. So will aristocrats who want to grow immortality orchids in a secure underground vault.

Further notes:If a clear crystal is exposed to direct sunlight for at least 7 minutes, every day, for a year, it becomes a sunstone. This natural artifact cannot be duplicated, not even with a wish. People from worlds where the sun has gone out or they are forced to live underground have been known to build secret temples on the highest mountaintops, the roofs studded with quartz crystals, hoping to create Sunstones.


7:Map of The First WorldOn one side is a map of the first world, the area as it relates to Golarion. There is marked, The Hall of the Mountain King, The Silver City, The Monster Preserve, and the Tomb of the God. Very rare

Hook: On the back of the map, written in old elvish is the following: "The tomb is where Rovagug is sealed in behind seven vault doors. The pylon that supports The Cleaves is stuck through his heart. The Cleaves can only be destroyed permanently by destroying the artifact pylon, and that would free Rovagug. The tomb is surrounded by permanent gates, one of which leads back to Golarion. Scrying, teleportation, passwall, and all other such magic will not work on or beyond the first vault door. GO HOME!"

Further notes: The Silver City is where the sealy fae meet to plan strategy. The hall of the mountain king is where the unsealy plot evil. The monster preserve is where most monsters are summoned from. They are pinned to the plane so no matter how they are destroyed, they regenerate after a day.


8.Mechanical Hand
This thing made of white, lightweight, but strong metal is attached to a sleeve, that fits over a hoof, paw, or stump. It works like a normal hand, but radiates no magic. It recharges from the wearer's nervous energy while they sleep. It is most useful to someone waiting for a regeneration spell. Rare. Worth 10,000 gold

Hook: It can also be fitted on a familiar’s head so it can use a wand, if they can speak. Knowledge engineering 30 can let someone build versions of it large enough for dragons.


9.Green Door
A door painted green, that seems otherwise normal.
Hook: If random generation indicates something that won't fit in the room, like another full room, it's behind this door.
10.Red Door
A normal looking door, painted red. The door is unlocked.
Hook: There is a trap room on the other side. A treasure can be seen from the open door. If the trap calls for the doors to lock, the doors lock is -4 to pick and the door is -4 to break open.


11. Yellow Door
A normal-looking door, painted yellow. The door is not locked, but is swollen into the frame (DC 15 Strength to unjam).

Hook: This door was painted yellow as a warning that an infestation of yellow musk creeper spores is beyond.

If the door is opened (or damaged to the point it receives the broken condition) a yellow musk creeper plant clinging to the inside releases spores (through cracks or around or under the door if it was damaged) and attempts to attack and zombify any creatures outside. The room beyond the door may contain other zombies or another yellow musk creeper plant on the other side if large enough.


12: Interociter. By turning the multi colored disks you can contact the other interociters on the planet Metaloona. The big headed people at the other end will tell you how to operate various technological devices.

Hook: They are trying to keep you on the line as they send ships. They need to weaponize whatever magic or tech you have for their war effort. If necessary, the device also functions as a pair of blasters.


13. Rusty Dagger A rusting dagger. [Common].

Hook: Can be discarded to automatically escape from, distract, or befriend rust monsters. Has the fragile quality.

14. Orb of Transmogrification A magical, glowing blue orb that transforms an object, creature, or room into its 'true' form. [Very Rare].

Hook: If any object, creature, door, or room is revealed, the orb's holder can replace the object with another object, creature, door, or room randomly and the orb vanishes. The new item is the true form now revealed and is immune to any other Orbs of Transmogrification. Does not work on already encountered or known objects, creatures, or rooms.

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