Does your PC's have a Guild Hall, a regular Inn or Tavern they visit?
Why not reward them with customized sleeping quarters or maybe give them access to purchase / upgrade their own rooms? This pack contains sleeping quarters for 14 fantasy classes with a lot of variations. This could also very well be used in other ways, maybe while PC's are exploring in your campaign?
Check out the previews below!
Contains sleeping quarters for the following classes:
Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
+ 2 bonus classes: Artificer & Blood Hunter
Many of the rooms have additional alternatives, and all rooms are available for both day & night in the following material types:
Wood - Stone - Cave - Sand
With all those variants, that would be 233 rooms total!
Fits between 2x2 and 4x4.
Here are some optional descriptions about each room:
- Artificer: Protective barrier with slow-time effect. You ever felt you need more time to rest? Well now you can extend your night with 1d6 hours by activating that mysterious device built below ground! Only question is how..?
- Barbarian: The helmet on top of the linen closet is probably worth quite a lot to the right collector.
- Bard: What more could a bard wish for than magic sheet for his bed? The user get a bonus to all illusions and persuasions while
in bed, use at own risk!
- Blood Hunter: Activated blood ritual, I bet you know what you are doing?
- Cleric: The bed-covers is triggered by darkness and creates a permanent protection barrier around the bed at night. It's not clear what it actually does, but it gives an overwhelming feeling of protection for anyone inside. What happens if the user decides to create a cloak with this fabric?
- Druid: Healing pond, heal and rest faster.
- Fighter: A runic-spell is placed upon the room which allows the fighter to toggle complete darkness within. Useful for training other senses than sight, and would be devastating to any attacker.
- Monk: The sword is actually really powerful, but can't leave the room in any ordinary way. Only useful for training and protective purposes.
- Paladin: Protection aura from the magical sword which the adventurer found on his travels. The sword couldn't be removed from the stone, but the sword had a strange and powerful aura around it, so the adventurer just brought the whole thing.
- Ranger: The book holding the tent is actually a Manual of Quickness of Action (Or similar), this is not visible from the outside. It remains to be seen if this will be discovered.
- Rogue: One or more of the main bed, carpet and open chest is trapped, the door also has a high level padlock for protection against sneaky targets, but a door is still a door if you have the strength... The rogue should still be able to sleep quite safely in his setup behind the linen closet.
- Sorceress: Planes-rift, use with extreme caution!
- Warlock: Summoning ritual ready, that's always helpful.
- Wizard: The book with a d20-symbol is a magic book, roll a d20 to determine a predefined outcome, can be triggered once each day / week.
233 Items Included in Class Quarters for Guild Halls, Inns & Taverns
ArtificerNormalStoneNight
Loading additional items...
You might also like...
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)