chests for the Dungeons and Dragons game DND
Obliczymy ostateczną cenę na podstawie wybranego pliku. Sprawdzisz ją i zaakceptujesz przed płatnością.
Zapisane na tym urządzeniu.
Chests for playing Dungeons and Dragons with their characteristics
- Ocena
- 5 / 5
- Polubienia
- 60
- Pobrania
- 309
- Wydruki
- 1
- Wyświetlenia
- 745
- Oceny
- 1
Aktualizacja u źródła:
Informacje o modelu
- Źródło
- Printables
- Kategoria
- Characters & Monsters
- Licencja
- Standard Digital File License
THE CURSED CHEST
* Cursed Magic Item
* Appearance: A dark wooden chest, adorned with strange, etched symbols and a disturbing eye that seems to watch those who approach. A viscous, green substance slowly drips from its edges.
* Curse: Anyone who touches the chest without uttering the deactivation word (determined by the DM) is afflicted by the following curse:
* Viscous Entrapment: Upon touching the chest, a sticky, immobilizing substance erupts and binds the target. The target is incapacitated and its speed is reduced to 0. It can make a Strength check (DC 15) at the end of each of its turns to free itself.
* Maddening Whispers: While bound, the target hears faint, disturbing whispers in its mind. It must succeed on a Wisdom saving throw (DC 12) at the end of each of its turns or suffer disadvantage on its next attack roll, ability check, or saving throw made before the end of its next turn.
* Contents: The chest appears empty at first glance. However, if the curse is deactivated correctly or if the chest is forced open (DC 20 Strength check to force it), it reveals a single item:
* Option 1: A valuable but cursed object. For example, a gold ring that grants +1 to AC but inflicts 1d4 necrotic damage to the wearer at dawn.
* Option 2: An item that seems useful but has a detrimental side effect. For example, a greater healing potion that also inflicts a level of exhaustion on the drinker.
* Option 3: Nothing of material value, only an item that perpetuates the curse in some way. For example, a scroll containing the deactivation word for another cursed object.
* Deactivation: The curse can be deactivated by speaking the secret word "Oblivion" aloud while touching the chest. If the word is spoken incorrectly, the speaker must immediately make a Constitution saving throw (DC 13) or be poisoned for 1d4 rounds.
* Notes for the DM:
* Consider giving subtle clues about the deactivation word throughout the adventure. It could be etched on another object, be part of a rhyme or riddle, or be the name of a forgotten NPC.
* You can adjust the DC of the Strength checks and saving throws according to your players' level.
OMENOUS CHEST
* Dangerous Magic Item
* Appearance: A chest crafted from dark, polished wood, reinforced with bands of blackened iron. It has an elegant yet menacing design, with subtle engravings that seem to shift when looked at directly. An aura of coldness and malevolence seems to emanate from it.
* Properties:
* Aura of Terror: Anyone who approaches within 10 feet of the chest must make a Wisdom saving throw (DC 14). On a failed save, they are frightened until they move more than 10 feet away from the chest.
* Life Drain Trap: If someone attempts to open the chest without the correct key (or without succeeding on a DC 20 Thieves' Tools check), the chest releases a surge of negative energy. The target must make a Constitution saving throw (DC 15) or take 3d6 necrotic damage and their maximum hit points are reduced by an amount equal to the damage taken until they complete a long rest.
* Contents: The chest contains an item that appears valuable, but is imbued with dark magic:
* Option 1: The Gem of Darkness. A black gem that grants darkvision, but also whispers paranoid thoughts to the wearer.
* Option 2: The Mirror of Souls. A mirror that shows visions of the future, but each time it is used, the user must make a Wisdom saving throw (DC 12) or suffer a random negative effect (determined by the DM).
* Option 3: The Book of Shadows. A grimoire containing powerful spells, but each time one is cast, the caster must make a Constitution saving throw (DC 13) or suffer a level of exhaustion.
* Notes for the DM:
* This chest is designed to be a challenge for the players, both physically and mentally.
* Consider adding clues about the chest's nature and how to avoid its traps throughout the adventure.
* The item inside the chest should be tempting, but also dangerous, presenting a difficult decision for the players.
SHADOWY CHEST
* Dangerous Magic Item
* Appearance: An ancient chest made of pale, cracked wood, with greenish-bronze fittings covered in rust. It seems to emanate an unusual chill and a faint odor of damp earth and oblivion. A faint whisper can sometimes be heard from within, even when closed.
* Properties:
* Aura of Unease: Characters within 5 feet of the chest feel a pang of unease and melancholy. They must make a Wisdom saving throw (DC 13) at the start of each of their turns or suffer disadvantage on their next attack roll, ability check, or saving throw before the end of their next turn.
* Nightmare Trap: If the chest is opened without disarming the trap (DC 16 Perception check to notice the subtle markings and DC 14 Thieves' Tools check to disarm it), it releases a burst of dark psychic energy. The target who opened it must make a Wisdom saving throw (DC 14) or be afflicted by a vivid and debilitating nightmare for 1d4 rounds. While affected, the character is incapacitated and cannot take reactions.
* Contents: The chest contains an item that seems to hold shadowy power:
* Option 1: The Amulet of Fleeting Shadows. An amulet that grants advantage on saving throws against illusion spells, but the wearer has disadvantage on Perception checks that rely on sight in brightly lit conditions.
* Option 2: The Mirror of Lost Memories. A small hand mirror that can show fragments of forgotten memories upon touch, but each use inflicts 1 point of permanent Wisdom damage to the user.
* Option 3: The Candle of the Extinguished Flame. A black candle that, when lit, allows the bearer to communicate with the spirits of the dead for 1 minute, but at the end of the communication, the bearer must make a Constitution saving throw (DC 12) or suffer 1 level of exhaustion.
* Notes for the DM:
* This chest focuses on creating a sense of psychological unease and danger.
* Clues about the trap could be subtle, such as oddly accumulated dust or a slight difference in color on one of the hinges.
* The items inside the chest should have a dark appeal, offering power in exchange for a cost.
* Consider the history of this chest. Who did it belong to? What kind of dark events did it witness?
CHEST OF JEWELS AND GOLD
Monetary Value:
* Amount of gold: You could say it contains 1500 gold pieces (gp), a significant amount to reward a successful mission or as part of a larger treasure. Adjust the amount according to the level of your characters and the difficulty of the encounter to obtain it.
* Precious stones: You could include several gems of varying value. For example:
* 5 small gems (agates, jaspers) of 10 gp each (50 gp total).
* 3 semiprecious gems (turquoises, lapis lazuli) of 100 gp each (300 gp total).
* 2 precious gems (rubies, small sapphires) of 500 gp each (1000 gp total).
* Estimated total value: In this example, the chest would have an approximate value of 2850 gold pieces.
Intrinsic or Historical Value:
* Origin: Where does this treasure come from? Was it looted from the ruins of an ancient temple, did it belong to a defeated dragon, is it the loot of a dismantled bandit group, or was it hidden by an eccentric noble? The origin can give clues about possible curses, magical protections, or its historical importance.
* Antiquity: The coins and jewels could be very old, perhaps from a lost civilization. This could give them historical or even magical value. A character with the History skill could try to identify their origin and age.
* Hidden special objects: In addition to the visible gold and gems, you could decide that there are smaller magical objects hidden among the coins. This adds an element of surprise and additional reward for players who take the time to examine the chest thoroughly. It could be a potion, a scroll, or a minor magical item.
* Traps: Such a valuable chest might be protected. You could add a mechanical trap (poisoned darts, a locking mechanism) or even a magical trap (an alarm that alerts the guardians, an electric shock).
* Importance for a mission: The chest itself could be the objective of a mission. Perhaps the characters were hired to recover it, or it contains a key item needed to complete an important task.
* Curses or blessings: Depending on its origin, the chest or its contents could be cursed or blessed. A curse could negatively affect whoever touches or possesses it, while a blessing could grant benefits.
Value for the Characters:
* Reward for their efforts: The monetary value represents a tangible reward for the adventures they have experienced.
* Opportunity for improvement: With these riches, the characters can buy better equipment, hire services, establish a base of operations, or invest in their own goals.
* Motivation for future adventures: Finding a treasure like this can inspire the characters to seek more riches and challenges.
* Moral dilemmas: How will the characters decide to distribute the treasure? Will they try to keep a larger share? Will they be generous with others?
By considering these different types of "values", you can make the discovery of this chest more meaningful and exciting for your players than simply a sum of money. Think about how this treasure fits into the story of your campaign!