For those of you lucky enough to have participated in D&D Encounters, or followed the unfolding news and stories via your preferred source of news consumption you know exactly what these are. For those of you who don’t D&D Encounters was a weekly 1 shot (1-2 hrs tops) encounter played out at your FLGS or other participating venue that’s gone on for the past 12 weeks. Each Wednesday while these were going on @Wizards_DnD sent out random buffs hourly that had an effect on those games. I’m posting an archive of all those buffs here for use in your own game – perhaps make cards, create a table and roll for random effects, or do whatever you will with these little gems. Wizards and D&D players all over are currently gearing up for season 2 which will be set in the Dark Sun campaign setting – which I’m hoping to actually get in on this season.
So without further ado I give you the list, special thanks to @WolfSamurai and his nice little blog over at @matt_james_rpg’s loremaster.org for archiving these too. (I “borrowed” the last 6 weeks or so after advanced google searches got tiring) (Plaintext download HERE if you dislike formatting)
Week 12
- Kelemvor’s Judgment – For the session, whenever an enemy is reduced to 0 hit points, 1 PC at random makes an immediate basic attack.
- Sune’s Succor – For the encounter, PCs heal an additional 1d6 damage when they spend a healing surge.
- Tempus’s Might – For the session, PC melee attacks gain +3 damage, and PCs gain regeneration 2 when bloodied.
- Tymora’s Luck – For the session PCs rolling a 1 on any d20 roll may reroll it, and PCs score critical hits on rolls of 19-20.
Week 11
- Prophecies of doom swirl in the air – For this session all creatures deal +1d6 extra damage on critical hits.
- Tymoras luck! One PC determined randomly can reroll one failed attack, save, or check once during this session.
- A gust of wind howls through the canyon – For this session all forced movement moves creatures 1 extra square.
- Gravity seems to have little effect here – For this session, all creatures can spend a move action to fly 3 squares on their turns.
Week 10
- Weapons burst into holy energy for the entire encounter – All weapon attacks add radiant damage type.
- Magic courses through the ground turning it to mud for the entire session – Normal speed values for all creatures are reduced by 1.
- Hazy clouds of spores drive 1 random PC mad. For the session that PC gains +2 to all damage rolls but -2 to all defenses.
- Explosive reagents on the table are potent – Explosive attacks from the features in the room push affected targets 2 squares.
Week 9
- Black flames spring to life in the area – For the session, creatures subject to forced movement take 1d6 points of damage.
- At the beginning of each round roll 1d6. On a 1, a flash from the portal distracts all enemies, giving your group combat advantage.
- You’re overcome by a feeling that you’ve done this before. Once this session 1 PC may use the same at-will power 2x on their turn.
- The portal sputters with motes of energy. For the session creatures starting turns adjacent to the portal take 3 force damage.
Week 8
- The whole area hums with power, as if alive – For the session any PC that spends a healing surge gets an additional 3 hit points.
- The resonance of a tolling bell reverberates here – For the session bloodied PCs may use their second wind as a minor action.
- Eerie moans fill the room causing unnatural panic. For the session critical hits push 2 squares in addition to other effects.
- Bloodstains appear all over the floor for entire session – All attacks score critical hits on 19-20.
Week 7
- Blue flames flicker along the floor – For this session creatures must move 1 square on each of their turns or suffer 5 fire damage.
- Miniature stars appear and circle around a PC, creating mirror images. For this session, one PC gains a +4 to Reflex defenses.
- A wave of blue fire ensorcels a PC’s weapon or implement. For this session one PC’s weapon or implement is considered +1 magic.
- A vortex of energy draws everyone inward. All critical hits pull 1 toward the center of the room in addition to other effects.
Week 6
- A pulse of psychic energy radiates from nearby crystalline rock formations – For the session all creatures grant combat advantage.
- The everburning candles focus arcane energies – For the session, PCs get a +1 to attacks on all arcane powers.
- An iridescent sheen covers one PCs body for the session. That PC gains resistance 5 to the next damage type they are hit with.
- A female apparition appears and merges with one PCs body. That PC deals an extra 5 necrotic damage on a hit for entire session.
- Red mist fills the room, accompanied by agitated whispers – All creatures deal +2 damage on a hit.
Week 5
- The floor becomes slick for entire session. Creatures moving 3+ squares on their turn make DC 10 Acrobatic check or fall prone.
- A woman’s voice, eerie yet alluring, drifts into the room. Once during the session, one PC can shift 1 and spend a healing surge. (This is a free action as per here).
- The reeking scent of moldy cheese clings to one random PC. As a free action on their turn, that PC can mark one natural beast.
- The air is pierced by a high-pitched tone, sending enemies into a frenzy. For the session, enemies are -1 defenses, but +1 damage.
Week 4
- Psychic attacks have a cloying hold. PCs that score a critical hit on psychic attacks slow the target (save ends).
- Strange arcane energies distort space for the entire session – PCs trained in Arcana can teleport 2 as a move action.
- The stone of the ground rises up forming a second skin on 1 random PC – That PC gains resist 5 to the next attack that hits them.
- A shockwave rumbles outward from the glowing circle – All creatures ending turns in or adjacent the circle are pushed 1 square away.
- A ghostly man appears and points at the enemy with a wild look. The next hit against an enemy can be treated as a critical hit.
Week 3
- You recall a tip gleaned from a master thief. Once this session 1 PC may re-roll a Thievery skill check (keep 2nd roll).
- The spirits impart their ancient knowledge. Primal PCs gain a +1 bonus to Arcana and Religion checks for the entire session.
- Muttered comments overheard in Downshadow spark ideas. For the session PCs gain a +1 bonus to INT- and WIS-based skill checks.
- You have a moment of clarity. Once this session 1 PC rolling a natural 1 on a skill check gains a +10 to the roll.
- A thin mist snakes its way past you and drifts into the shadows ahead. PCs gain a +2 bonus on Dungeoneering checks.
- A fine meal from the Yawning Portal invigorates one of you. One PC gains a +2 bonus to Endurance checks for the entire session.
Week 2
- Malevolent voices pervade the area for entire session. Any creature rolling a natural 1 is dazed until end of their next turn.
- You’re overcome by a feeling that you’ve done this before. Once this session, 1 PC may use the same at-will power 2x on their turn.
- A low hum issues from your weapons. For the rest of the session PCs can push an adjacent enemy 1 as a minor action.
- Jeers & scraps of food rain from the tavern above. Creatures moving on the platform must make a DC 10 Acrobatic check or fall prone.
- An ochre-colored mist pervades the area for entire session. All creatures gain concealment.
- Inspiring music drifts down from the tavern. PCs gain a +1 bonus to attack rolls until the end of the session.
Week 1
- A putrid stench wafts out of the sewer. Creatures starting their turn in or adjacent to sewer water squares are weakened.
- Dozens of waterlogged rats pour out of the sewer. For the session, all creatures grant combat advantage to all others.
- Psychic attacks have a cloying hold. PCs that score a critical hit on psychic attacks slow the target (save ends).
- Holy energy infuses 1 divine PC. Once this session, a power used by divine PC deals +1d6 radiant damage.
- An inspiring tune plays in the distance. Once this session, 1 PC can make a save against an ongoing effect or spend a healing surge.
- You’ve prepared your weapons well for battle. For this session, PCs score critical hits with weapon attacks on rolls of 19 or 20.
Shoot An Arrow At It