11 - Command Jewel. The item has a corresponding piece of jewelry of similar make which must be worn for it to function.
12 - Crawling. At a command word, the item will sprout dozens of tiny legs and begin moving at speed 5 towards the speaker. It can climb walls easily
13 - Dormant. This item isn't sentient, but roll on the sentient magic items "special purpose" table. Its powers won't awaken until some action towards that purpose is taken.
14 - Dousing. Use an action to know the direction to the nearest source of drinkable water within 1,000 feet.
15 - Eye. A single milky eye glares prominently out of the item. It flicks about, focusing on subjects seemingly at random.
16 - Fading. The magic of this item was not sealed properly, and it will only last for another 2d12 months.
21 - Fire Starter. Use an action to produce a tiny flame suitable for lighting a torch or candle.
22 - Folding. Use an action to fold this item to a tenth of its normal size and weight, or to unfold it.
23 - Holy Symbol. The item is, or heavily incorporates imagery of, a holy symbol, and can be used as such an implement.
24 - Hovering. When released in midair, the item will hover in place, gently wobbling, for a minute before sinking slowly to the floor.
25 - Illustration. Appears to have been drawn rather than crafted.
26 - Insect-Repelling. Nonmagical, normal-sized insects will not approach the bearer.
31 - Instrument. Despite its appearance, this item can be played like a specific instrument. Strumming, blowing, or beating in the general shape is sufficient.
32 - Journal. The item can hold a page's worth a day of writing, and can flip back and forth between previous entries. Use your finger or a twig to write.
33 - Lascivious. The item enhances feelings of desire or lust in its bearer.
34 - Lens. Some portion of or gap in the item magnifies small details when peered through, granting advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
35 - Liquid. Use an action to turn the item into a liquid of the same volume or back. The liquid is mercury-like and will not separate easily.
36 - Melancholy. Enhances the bearer's urges to brood, stare out the window, pose dramatically in the rain, and write bad poetry.
41 - Mirror. All or some part of this item is reflective enough to be used as a mirror.
42 - Mouldering. Always cold and slightly damp. Smells of niter and dirt. Any cloth or leather components are tattered; metal is varnished.
43 - Nip. One type of beast finds the object irresistible, and will seek to nuzzle, gnaw, or roll on it while not threatened.
44 - Photonic. The item requires light to work and will not function in darkness.
45 - Projector. Use an action to have the item create a specific, pre-established illusion effect in a 5-foot cube.
46 - Psychic Anchor. Cannot be moved via mage hand, telekinesis, or similar magic, and appears solid and fully colored in the ethereal plane.
51 - Purring. Empathically communicates its want to be cradled and stroked. Emits a comforting sound when it is.
52 - Shedding. Constantly dropping bits of fur, rust, scales, dust, or bark. Leaves a messy campsite.
53 - Smuggler's. A hidden interdimensional space the size of a belt pouch is accessible via a command word.
54 - Starry. Glints and glimmers. Its shadows and contours seem too deep, with hints of twinkling light within.
55 - Suspendable. Use an action to speak a command word which turns off all the item's abilities. This lasts for a minute, during which time the item does not radiate magic.
56 - Tattoo. Use an action to transform the item into a life-sized tattoo representing it, or back into a real item.
61 - Thieves' Tools. Various odd protrusions are quickly realized to be functional thieves' tools.
62 - Toothed. Rimmed with teeth of various species. Grates and grinds. If left alone with rations they always seem somewhat gnawed later.
63 - Trophy. Was crafted as a reward for a great competition. Bears the winner's name and the event's dates.
64 - Tuning. Use an action to strike the item and produce a single, specific note that can be heard clearly for 100 feet. The note continues for a minute or until another action is used to silence it.
65 - Twinned. Has a duplicate. Its bearer can use an action to learn the direction (but not the distance) to the twin.
66 - Verdant. Small living leaves sprout from the item, patches are woven of moss, or any wood is damp and sap-filled.
Monday, January 20, 2020
Sunday, February 3, 2019
Ration Replacements I
Final Infinity
Despite the intimidating name, this is a muted gray scarf whose ends have been connected. Worn by generations of wizards studying for finals, it always has enough small, stale, miscellaneous crumbs caught in its weave to count as a half ration.Ruminant Choker
This (somewhat distastefully) leather choker lets the wearer eat tough grasses. It takes about 8 hours to make a full meal. The small, dangling bell can be muffled without impacting the choker's effects.Visceral Pigments
These small jars of reeking oils run the gamut of gore: red, brown, unsettling green, TOO red.If used while casting a summoning spell, a steaming heap of entrails appears instead of any creature. The organs persist where the spell would expire, and rot or nourish as natural.
Each use of the pigments calls enough carrion to feed 2d6 humans. If both dice come up 1, the pigments are exhausted.
Weghul's Pouch
A small belt-pouch of warty leather. Every hour or so it produces a fluffy wad of sweet and salty nougat. It's enough to sustain a person indefinitely provided they don't care about vitamins and don't mind having vaguely fuzzy teeth.Anyone who eats nothing but Weghul's nougat for a day is prone to becoming addicted to it. If they don't eat some kind of regenerating food each day, it's like they ate nothing.
Abrakebabra
It might be easy to overlook this wand of magic missiles as a simple barbeque skewer of fine work. Anyone struck by one of its darts is also filled with a meal's worth of anything on the wand.It's been a weird last meal for a lot of vampires.
Holding a full barbecue can recharge the wand.
Quftz
A tiny pack of pale seedsGrows d6 "melons" each day
The vines shun the light
The soil smells of poison
But the men are fed and strong.
Zabeth's Tea Setting
Tiny, perfect porcelain and silver place settings for 12. Given d3 hours and a child in the leading seat, will feed everyone present, though only on tea, biscuits, and jam.The GM might allow someone of sufficiently childlike ways to lead the tea ritual.
Soup Stone
Not much more than a pebble, this bowl-shaped rock extends a cauldron of rations to feed four times what it's been boiled in. Its magic only words if feeding a group of twelve or more.Santhem's Funnel
A wrapping of fine glass tubes, a sad little bag, and a mouthpiece made of what looks to be a strange crab. Whenever the wearer would fall asleep, roll a d4. They add that roll to any roll next turn, then fall asleep for 1 round. On a 4 the funnel shatters.Saturday, November 10, 2018
More Goblin Names
Continuing from here, another quick d50 table for generating goblin names. Roll twice, and consider adding "-y" or "-er" to the result. Some tests:
1-2: muffin
3-4: puppy
5-6: cuddle
7-8: midden
9-10: mulch
11-12: wart
13-14: bloat
15-16: pie
17-18: spit
19-20: jug
21-22: comb
23-24: hobble
25-26: shiv
27-28: bitter
29-30: brown
31-32: goat
33-34: moon
35-36: ruck
37-38: pile
39-40: crud
41-42: oil
43-44: fist
45-46: groom
47-48: scape
49-50: jam
51-52: bodkin
53-54: lick
55-56: red
57-58: liver
59-60: bottom
61-62: husk
63-64: wife
65-66: moss
67-68: quag
69-70: powder
71-72: giggle
73-74: brother
75-76: tooth
77-78: cowl
79-80: pip
81-82: squeak
83-84: snot
85-86: little
87-88: boot
89-90: toad
91-92: sister
93-94: noggin
95-96: beetle
97-98: tongue
99-100: speck
- moon-noggin
- powdermulch
- muffin-licker
- bitterhobble
- wartpie
- ruckyfist
1-2: muffin
3-4: puppy
5-6: cuddle
7-8: midden
9-10: mulch
11-12: wart
13-14: bloat
15-16: pie
17-18: spit
19-20: jug
21-22: comb
23-24: hobble
25-26: shiv
27-28: bitter
29-30: brown
31-32: goat
33-34: moon
35-36: ruck
37-38: pile
39-40: crud
41-42: oil
43-44: fist
45-46: groom
47-48: scape
49-50: jam
51-52: bodkin
53-54: lick
55-56: red
57-58: liver
59-60: bottom
61-62: husk
63-64: wife
65-66: moss
67-68: quag
69-70: powder
71-72: giggle
73-74: brother
75-76: tooth
77-78: cowl
79-80: pip
81-82: squeak
83-84: snot
85-86: little
87-88: boot
89-90: toad
91-92: sister
93-94: noggin
95-96: beetle
97-98: tongue
99-100: speck
Friday, November 2, 2018
Fungal Mutations
Roll d20:
- A slimy mass replaces the: Tongue; Eyes; Genitals; Sinuses. It works pretty much the same but everything is a bit more beige. If you get dehydrated it turns into fruiting bodies and blows away in the next stiff breeze.
- Anything that bites you or drinks of your blood must save or be subject to hallucinations (as confusion)
- As long as you remain well-fed, sweat a honeydew that attracts a colony of ants to crawl about you, almost imperceptibly. They'll swarm anything that grapples you for more than a round, and after a rest you can taste one of them to get a sense of any egregious environmental effects.
- Sprout a brilliantly colored toadstool cap around your head. Counts as a shield. Could be mistaken for a very wide hat from a distance or with some paint maybe.
- Enter into a symbiotic relationship with a magic item carried. Once per session, you can count holding it as eating. Once per session, you can use it for free.
- Grow big fungal mounds on the back and forearms. They are: geometric; wrinkled; gilled; ropy. Together they count as a large item carried, but grants a level's worth of HP.
- Hold a type of creature: plant; vermin; humanoid; construct. It gets a save each round. After three failures it is charmed until it's not handled for an hour.
- If you would die of thirst, you instead retreat into a husk that can last up to one-hundred times your natural lifespan. When doused, you will emerge into a fugue state until drenched in water (or blood).
- If you've eaten a good share of bread or fruit, you pee beer! However, you also burp a lot until it's passed. This could make stealth or negotiations difficult.
- If your body lies in the same place for a day, a fairy ring forms around it: Well that's weird; Anyone who sleeps in the ring enters Fairyland; Some minor mischievous fairies enter the world; The Shaggy Man enters the world.
- In complete darkness, skin glows pale green, as bright as a candle.
- Naked, can eat wood. Something about the size of a door counts as a meal. It takes a rest and is not particularly pleasant to watch.
- Once per session, breath a cloud of spores that deal damage based on current HP. Until then they're in the lungs, and the strain counts as carrying a large item.
- Purged of one curse and cough up a delicious orange. Everyone who sees it wants to eat the orange. Anyone who does inherits the curse. If nobody does after a day, the orange hatches into a familiar.
- Release a cloud of irritating spores when hurt. Those nearby must save or suffer from: sneezing & coughing (stunned); runny eyes (blind); itching (drop held items); an unsightly rash (takes a day to clear up).
- Resist the touch of slimes, oozes, and such. Sunlight, however, burns like fire.
- The brain turns into a beautiful puffball. You die. A wizard who cracks your head and inhales the spores learns a new spell and rolls on this table.
- The flesh becomes spongy and pliable. Half damage from all attacks. Cannot wear armor, and clothes are barely tolerable. Halve speed each day until collapse into sludge and die.
- Tiny grey roots grow into anything worn or carried. Clothes and leather armor become painful to remove after a few hours, ruined in a day. Wooden weapons, leather bags, or rations carried quickly rot. Each item ruined counts a ration consumed, though.
- When hungry, emit a nauseating, rotting stench. it attracts flies and other flesh-hungry vermin.
Sunday, July 22, 2018
dice decay probabilities
Messing around with supply dice in a game. Here are the average number of times you can expect a die of a size to last if it decays to the next smaller sizer on a 1 or a 2, then be expended after 1.
d | minimum uses | avg uses |
12 | 6 | 13.03 |
10 | 5 | 9.23 |
8 | 4 | 6.12 |
6 | 3 | 3.71 |
4 | 2 | 2.00 |
Wednesday, May 16, 2018
Dog Weapons
Retrieving bolts
Golden-tufted crossbow bolts. Feel kind of stupid in the hand.
Drag struck creatures backwards.
Dirt knife
Jumpy dagger with itchy, stocky, wire-wrapped handle.
Vermin bane.
Flushing spear
Long spear with a bifurcated, wavy head.
Strains towards nearest hiding creature, granting holder advantage to find them.
Pit cestus
Stinky, tooth-studded bandages with a thick metal ring around the middle knuckles.
Advantage to maintain (not enter or escape) a grapple.
Barrel-down greatsword
Huge blade is perpetually cold and damp. Banded, barrel-like wooden handle.
Once per day, dispenses medicinal brandy from handle (as healing potion, plus tipsy).
Hounding blade
Baying is heard in the distance when this short sword is drawn.
Checks to track anyone hurt by this blade have advantage until the wound is healed.
Puppy shot
Wiggly and soft arrows, bolts, or stones.
For each damage that would be dealt, instead a healthy puppy drops to the ground. If reared to adulthood, might have hints of struck creature.
Golden-tufted crossbow bolts. Feel kind of stupid in the hand.
Drag struck creatures backwards.
Dirt knife
Jumpy dagger with itchy, stocky, wire-wrapped handle.
Vermin bane.
Flushing spear
Long spear with a bifurcated, wavy head.
Strains towards nearest hiding creature, granting holder advantage to find them.
Pit cestus
Stinky, tooth-studded bandages with a thick metal ring around the middle knuckles.
Advantage to maintain (not enter or escape) a grapple.
Barrel-down greatsword
Huge blade is perpetually cold and damp. Banded, barrel-like wooden handle.
Once per day, dispenses medicinal brandy from handle (as healing potion, plus tipsy).
Hounding blade
Baying is heard in the distance when this short sword is drawn.
Checks to track anyone hurt by this blade have advantage until the wound is healed.
Puppy shot
Wiggly and soft arrows, bolts, or stones.
For each damage that would be dealt, instead a healthy puppy drops to the ground. If reared to adulthood, might have hints of struck creature.
Tuesday, May 1, 2018
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