Infinite crates


Homebrew and House Rules

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Goth Guru wrote:
148:Contains a small stasis box that contains a tiny stasis box containing 2 focus locusts in mid conversation. A stasis box is a magical metal box that when closed freezes time within. Locks are DC16.

I fixed it.


150. A small stasis box containing two focus locusts in mid conversation. When the box is opened, it malfunctions and freezes every living thing within or entering 100 feet outside the box. They can still hear, so get to listen to the locusts chitter maddeningly for the 24 hours it takes the crate's stasis cells to drain from this high expenditure of power.

Goth Guru wrote:
I fixed it.

I broke it again...


151. Full of trash. Broken pieces of furniture, empty cans, paper fish wrappers, ect.


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152. Box of disease.
This hermetically-sealed crate is covered with biohazard signs or, at worse, a skull and crossbones. Inside the otherwise empty crate is a small sealed box containing a glass vial of light green liquid. This liquid is actually one dose of antidote for the 5, very bad airborne diseases that were stored in the crate and released unseen when it was opened. The antidote was there in case someone was careless. Most observers might conclude the vial contains a horrible toxin rather than the cure for the diseases they released.


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153: Sarcophagus
This stone and metal coffin doesn't just contain bodies, but it heals, regenerates, and if necessary resurrects it's occupant. It's occupant seems to be a human wearing a golden, pharos's headdress.

GM notes: The headdress is actually a helm of brain welk teleportation, and the first guy who looks inside will have Osirus Amant teleported into their skull. Osirus has int. wis. and charisma of 20 each so unless the target makes a fort save of 20, their prefrontal lobes are pushed aside and Osirus takes over. He's lawful neutral which is kind of nice for a brain welk. He will proceed to try to recreate the empire of the pharos. In the dark his(or hers) eyes will switch to darkvision, and glow with black light.


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154. Reinforced padding.
The tech level of the crate determines the material and design, but ultimately this is a reinforced lining that can be added to light, medium, or heavy armor and grants a +2 AC bonus against critical confirmation rolls (see reinforced tunic. It adds 5 pounds, +5% arcane failure, and a max dex limit of +5 or the armor's, whichever is worse. It doesn't increase AC or stack with armor or effects that also affect critical confirmation AC but will stack with effects like fortification.
It costs 1/3 the cost of the base armor (not including magical bonuses or material costs) to apply or install the reinforcement.

155. Rubber Arrow set.
All that lies within this crate is a toy bow (usable without penalty by Small or Medium creatures) and 4 rubbery, orangish arrows with suction-cup tips. No damage, Range 10 feet (max 50), reusable if collected, typically a touch attack to stick to target (unless it has contact poison on it, then it has to bypass armor). 1 random arrow secretly contains a spring-loaded needle (1 damage) that fires out when it hits. It ignores half the AC bonus of medium or lighter armors (touch attack to hit, but it still must beat their armor to puncture it). The needle is coated with injury poison (cloudthorn venom, if they fail their initial save they don't even notice the pain from the needle before it retracts, or GM's choice). This particular arrow is almost imperceptibly heavier than the others. A user that has fired one of the other toy arrows can make an immediate DC 15 Intelligence check on preparing to fire it to realize there's something off about it. Otherwise anyone specifically looking at it for differences can spot it with a DC 10 Search or Intelligence check.


156. Bumps
Bumps with wax paper which can be peeled off to reveal a powerful glue backing. They come in all sizes from fake warts to a fake hump for your Quasimodo costume. You can put them on a wall to make it more climbable.


157. Chaos Bag
The crate detects as magic and is functionally a magic circle against chaos spell. It only works when closed on objects and creatures inside it. It also receives a bonus to armor class and saves (and gets to make saves) against spells or attacks from chaotic creatures. If destroyed, this power is lost even if the crate is repaired or made whole later.

158. Keg of Black Powder
It's wrapped in moisture-absorbent packing to keep the keg dry and insulated.

159. Scented Candles
A crate of scented candles of all materials, types, sizes, and scents. They're all wrapped and sealed, so as not to be overwhelming in the crate, though the smell of many fragrances is strong.

Scented Candles:
-------------------------------
They can be sold as a luxury good in most large towns or cities (within a day or so at 100 gp to a merchant who will resell them, or up to 300 gp if sold to individual clients retail over one week).

The candles are mostly safe, but there's a nearly 100% chance that some of the candles will be of a substance or type that is somehow illegal or highly restricted in that town, city, or location. Whether it be the type of animal tallow, beeswax, plant material, angel feathers, devil sweat, or what-have-you, each day spent trying to sell will increase the chance of an encounter with the local enforcers (and tax collectors). A DC 15 Knowledge (Local) check will inform the character of such a law (if they fail they didn't know or forgot) and a DC 15 Appraise check will allow them to notice that a few of the candles violate such restricted trade laws or ordinances. Removing them will reduce their crate's value by 2d10%. Keeping them in, will add 2d10%.
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160. Pacifiers
10 boxes containing 10 baby pacifiers each.

161. Movie Clapper
(strong Conjuration) A black and white movie clapper.
Written in chalk on the side are the words, 'BBEG Boss Fight' 'Scene 7, Take 4'
If someone claps it, the party is transported to a random boss fight (party CR +2) on roughly the 4th round of combat. Casters are down 1d3 random spells or slots. All party members are missing 0-30% hit points (1d4-1 x 10%). The boss is also missing spell slots and this amount of hit points.

The fight lasts until the boss or all PCs are reduced to 0 hit points or 20 rounds pass, at which point a voice calls out 'Cut! No! Back to mark!' At which point the party is returned to the crate without the clapper and they gain half the XP for the appropriate CR of the fight, win or lose. Magic items or spells expended are not returned, but the party is healed to 1 hit point if lower (or killed). Changing the writing prior to using the movie clapper has no effect.

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