Friday, 29 March 2019

Magpie World Map

I, like many DM's, steal ... collect things. Take this map for example. This is the continent-sized world map of the setting I've been running various campaigns since I was, I don't know, 13?



Let's see, what are the different elements in there? the lake name 'Nyr Dyv' is from Greyhawk, the 'Sea of Fallen Stars' is from Forgotten Realms, and Wayreth forest is from Dragonlance. There was an entire apocolyptic event that was very much modeled after the Night of the Eye Dragonlance novel.

Blacksand, Darkmoon, and Fire Island are from the old Fighting Fantasy books (the choose-your-own adventure, but they also put out a roleplaying game based off that which I actually liked a lot for it's simplicity. My first homebrew ruleset was mashing up that and B/X D&D- I just had the red 'basic rulebook' I found in a secondhand bookstore, but I wanted to add a few more options, so...)

The Fenglades and the Mountains of the Morning were from some weird two-player choose-your-own adventure thing. Same with the Bone Hills.

I've added on elements from the blogosphere. The Frogstar penninsula hasn't been explored yet by players, but the name was evocative enough I had to put it in. The Abominable Island, also from Goblin Punch, is in there, but I have to take it out actually because I used a lot of the material as a location for my Isle of Dread hexcrawl.

I did mash up the 'sea of fallen stars' and 'frogstar pennisula' idea, along with Elturgard from the sword coast adventurers guide to make a region studded with these low-hanging stars, miniature suns in different colours. Most of the cities in that region have their own. So I think that's a good collision of ideas.

I have a plan to add Lankhmar and a new continent in the near west, and I've mapped out the coastline to the south, although it's deliberately a rough sketch so that it's mysterious. Players can fill it in by exploring- the areas that do exist borrow heavily from Dragon Magazine's Savage Tide adventure path coastline-crawl. Tamoachan is an expanded locale, with from various adventures clustered close together and glued on.

The crow's wood/border baronies stuff I actually before i read Game of Thrones, but it's very on-theme. They don't have a wall, they have a river, and the crows are the barbarians, not the guards. I did steal Bear Island directly, but that was before it got any real mention in the books- I just liked the name. Needless to say tho I'll steal as much as fits, post hoc, cuz Lady Mormont is badass. And I changed the mountain range to the 'Ice Wall' mountains as a nod. I think they were just 'the mountains of ice' before- probably sounds better in Dwarvish.

Oh no, I think at one point they were called The Roof of the World, which is great and which I got from Tamora Pierce's books. They should probably just use both names for different sections of it

The Chalk is stolen from Terry Pratchett, Koge is inspired by David Eddings, and the Circle Wastes are basically the Scar from China Mieville.

There's so much more. You can probably identify half a dozen at just a glance, and let me assure you that all the stuff you don't recognize I almost definitely also stole from somewhere.

Even the name for the continent, 'Karn', was swiped from some White Wolf thing.

At some point I'll probably add in some original content, but it's getting a little bit crowded at this point tbh.

Saturday, 23 March 2019

the Poet (GLOG class)

This class is a combination of Coins and Scrolls 'Fast Talker' and 'Goliard,' Goblin Punch's 'Poet,' and a few other sources from around the web. As always I am an inveterate magpie. I changed some of the 'inspiration' results to ones based on my re-contextualizing 5e Bard spells from a few weeks ago. I also changed the Goliard-derived 'Fortune's Wheel' ability in a key way: when you roll the dice up, you don't get to decide the order. You just get to know in advance. My hope is that this will lead to poets doing silly things in the middle of combat in order to burn off their crappy dice.
by Le Vuong

Poet


Starting Equipment: robes, walking stick (as quarterstaff), wineskin full of cheap wine.
Starting Skill: 1 =  Dregs, 2 = Farmer, 3 = Noble, 4 = Religion, 5 = Literature
Starting Save: Law


A: Poetry, Winning Smile, Dissolute
B: History of Seduction, Fortune's Wheel
C: Fast Talk, Flighty
D: Heartfelt Sorrow, Poetic License


Compositions
You can compose poems / stories.  These are sort of analogous to spells.  You can have a maximum of two poems composed for each poet template you have.

To compose a poem / story, a significant event must first happen in the game.  The term "significant" is left to the DM's discretion, but any large obstacle, life-threatening event, or notablemilestone counts. Odds are, there will be several significant events each session.  After the significant event, the poet or storyteller announces that they will be composing something, then roll on the Inspiration table to see what sort of inspiration they get (analogous to a wizard rolling to see what spell they will prepare). Part of composing may be telling it out loud or writing it down. It takes you 10 minutes to perform a poem.


Winning Smile: As long as no bloodshed has taken place, you get a +1 bonus to all reaction rolls as long as you are the one doing the talking.


Dissolute: If you ever have more than 50gp on your person and are able to spend it, you must Save or spend it within 24hrs. Save a second time, and if you fail that, half the money you spend is lost and provides no benefit whatsoever. The second Save may not be required if your spending habits are sufficiently profligate already- such as spending all of your money Carousing.


History of Seduction: If left alone with a willing, interested, or corruptible person for 1d4 - [the number of Poet templates you have] hours, to a minimum of 1 hour, you can seduce them. You need to be able to carry on a conversation without anyone overhearing. A soft horizontal surface also helps but is not required. Roll on the Seduction Side Effects table. Targets who have taken vows or whose preferences do not match yours get a Save to have second thoughts. Targets are aware you are trying to seduce them and will act accordingly (including throwing you out, kicking you in the face, etc.). PCs are not affected unless they choose to be affected.


Fortune's Wheel: You are resigned to the whims of fate. When combat begins, before Initiative is rolled, you may roll a number of d20s equal to two times the number of Poet templates you have. Write down the numbers and the order they are rolled. Any time you would roll a d20 (for Initative, Attacks, Saves, etc.) use the top result from the list instead and cross it off. Once you use up all the results you listed, roll normally.

You can also use this ability in a stressful, multi-check situation such as a chase, a prolonged espionage attempt, etc. Ask the DM.


Fast Talk: You are an expert blatherer, liar, punster, and trickster. You can persuade any number of people of that whatever you are saying is true for 1d6 minutes, provided it is not immediately and obviously untrue. Sober, angry, and intelligent people may get a Save to negate. When the effect ends, they realize whatever you've been saying is utter nonsense. They'll be very angry with you and immune to any future use of your Fast Talk ability, at least until you level up and they forget about the whole thing.


Flighty: If you choose not to attack in a round your armour counts as Plate (16 Defense). This only applies if you can see your enemies.


Heartfelt Sorrow: If you roll a critical failure or fail a saving throw, you may reroll the result by dropping to 0 HP. If you were at negative HP, you instead heal to 1 hp. This does not remove wounds, etc, only restores HP.


Poetic License
Choose a poem between 1-20 on the list below. Henceforth, when you compose a poem, you can choose between composing the favored poem, or a random poem.




Types of Poems
They all take 10 minutes to compose or perform (but only a single action to invoke).

Simple Poems: These are most like spells.  You "prepare" them by composing them and "cast" them when you read them.  They are sort of like scrolls that you scribe, that no one else can cast except for you.

Glyph Poems: You create a poem or work of art. You need to provide your own pen and ink or other materials. The poem is triggered the first time it is read, affecting the reader. Assume any aware person walking by will read the poem, if it’s out in the open.

Destiny Poems: Fate favors a poet.  After this poem is performed, a certain fate is created.  Later, any one of the people who heard the poem can invoke it, which then causes the intended effect to materialize. Once a poem is performed, it must be invoked before the day is over, or it is lost.

Inspiration Table 1d20
1. Simple: Command the Word - Create, destroy, rearrange, hide, or reveal any text within line of sight.
2. Simple: Tongues - through gestures, expressions, etc, you are able to communicate pretty well with any creature.
3. Simple: Detect Magic. 'I got a feeling something weird is going on' - plus instead of school of magic, they'll know genre of story- horror, fairy, religious, epic, etc
4. Simple: Universal Forgery - You create a perfect forgery of any written object, even if you don't know exactly what the original document looks like.
5. Simple: Suggestion - As suggestion.
6. Simple: Love - Two targets compare to see who has the better save vs charm person.  Whichever one has the better save makes a save against charm person. If they fail the save, they both fall in love with each other, permanently.
7. Simple: Commune - One question per template, yes/no answers.
8. Glyph: Curse of No Poetry - Target loses all language (spoken, written, understood) and can only communicate by representations (drawing of an apple) and not symbols (words for apple).  They have a 25% chance to fumble any spellcasting. Save negates.
9. Glyph: Weakness - Target gets -2 attack and AC until the end of the day.  Save negates.
10 Glyph: Paralyzation - Target is paralyzed for 1d6 rounds (as ghoul ability).  Save negates.
11.  Destiny: Disguise Self. Poorly-improvised disguise works unrealistically well.
12. Destiny: Sleep. Can't be cast in combat, but basically works retroactively- for example, guards have a better-than-average chance of being asleep ALREADY when you try to sneak by. Save negates.
13. Destiny: Aggression - Free action.  Invoke when you hit someone in combat.  The hit turns into a critical hit.
14. Destiny: Fool. Invoke when you have disadvantage on a roll: you have advantage instead.
15. Destiny: Spite. Turn someone’s critical success into a critical failure.
16. Destiny: Survival - Free action.  Invoke to succeed a single save, before you roll, or to negate all falling damage. You fall at normal speed, but something miraculously breaks your fall- water, a pile of hay, etc. Somehow, you take NO damage, even if the thing breaking your fall should only, at best, cushion it. On falls over a hundred feet, make a save to avoid being knocked unconscious. Maybe you land on a ledge?
17. Destiny: Escape - Invoke to automatically escape from a grapple or bindings, have a door be left unlocked, etc. To escape grapple, you may have to leave them holding a piece of your clothing.
18. Destiny: Health - “Awww, see? Just a scratch! You'll live to fight another day old chap!” 1d8 for each poet template.
19. Destiny: Lucky Find - You find some minor item in some feasible location.  For example, you could declare that you are going to find a rope in the next room, and unless the next room is actually a portal to the tentacle dimension, you will.
20. Destiny: Rat - A rat approaches from someplace not infeasible. (A rat could come out of a bush, or from a crack in the wall.) The rat does one round of actions that the invoker chooses (such as chew through a rope or bite someone) then behaves exactly as a wild rat would.

Wednesday, 20 March 2019

The Rune of Acererak

(minor) Spoilers for Tomb of Annihilation

In Tomb of Annihilation, there's a description of Acererak's staff: "This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death...The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance"

Sounds like a pretty significant symbol, huh? But doing some digging, I can't find any depiction or reference to it, in old modules or new.

There's just this illustration from the book cover:

Let's zoom in:


Kiiiinda looks like two triangles glued together?

Or, a bit like this: 
Ingwaz Rune
But with a line through it.

What are the IMPLICATIONS? Well, some research into some new-agey corners of the internet suggests the Ingwaz rune represents "...isolation or separation in order to create a space or place where the process of transformation into higher states of being can occur. Rune of gestation and internal growth." The 'gestation,' and Acererak-as-father, are very in line with Throne of Salt's 'Womb of Annhilation' interpretation of the module.

I also got the line "...sacrifice occurs when one form is called upon to die so that a newly evolved form may begin to grow... The failure of a magical operation is often caused by the lack of the operator ‘letting go’ of some past form of manifestation so that a newly desired form can be born." Which to me sounds very lich-y. Ingwaz can't normally be reversed, since it's symmetrical, but it can be struck through and ruined, like the aleph rune on the forehead of the golem.


This symbol of new beginnings and self-sacrifice becomes one of hanging on to the material world far too long, to the point that the world itself starts to warp around you, weary of your presence. It becomes the symbol of devouring others to continue your warped existence.

I also like that it kinda looks like two 'A's' glued together. Acererakarakarakarak


Thursday, 14 March 2019

Gold doesn't weigh anything

Gold doesn't weigh anything. Well, it does: when you hold a coin in your hand, it feels heavy. But still, you can hoist a backpack bursting at the seams, without straining your muscles or tearing the fabric.

Could it be that gold wants to be taken?

There is power in gold. Realness. Out of all materials, it maintains the most realness between timelines. You can travel the eons in a ship plated of gold. Iron can't be mined and quarried and brought back from a next door dimension, but gold can. The magnetic fields of iron make it especially 'sticky' to reality, which is why faeries shun it. But something about the heaviness of gold makes it light. Like an eyelid drooping with too much sleep, like a koi in a still dark pond, it can move between realities.

by Yoann Lossel


Lead is like this too, but no one covets the sullen stubbornness of lead. In its unimaginative state, it cannot fathom other realities, and so it persists through all of them, a sulky stain.

This is why both gold and lead are proof against scrying, and other magics that peer across dimensions.

Druids hate gold: it's dirty, polluted, you don't know where it's been. They wear bands of silver; pure and singing songs of unabashed Realness, and copper, which calls out to the heavens and thrums with the thunderbolts. Gold, although immutable, picks up imprints of it's owners, like a fingerprint in the soft metal. Hatred. Passion. Desire.

It sings to the dragons of desire. They hear it from eons away, from across the stars. They hone in on it, though they don't always know where it is. A wanderer chasing the echoes of singing through a cave. Dragons, who have no words for 'past' or 'future,' but only 'probability.' An event in the past that is almost unknown is assigned as much contingency and doubt as a speculative event in the future. Some parts of the future are very certain. But gold is Known, it is here. The Draconic word for 100% probability is the same as the word for gold.

by Justin Gerard


And gold in a dragon's clutches gains some of their power. It gains a charge, like the build up of static electricity, from every hand it passes through, every life it touches with it's burning brand of the Real. But in a dragon's smoldering hoard it gains the most of all. And when it passes to a mortal, after theft or murder, that smoldering passes too. Gold soaked in bloodshed begets more bloodshed still.

Monday, 11 March 2019

Miscellaneous Magic Items 1d40

To be included in the 'miscellaneous items of variable but not enormous power' section of your random loot table. A section which every loot table should have, naturally.

One of the nice things about 5e is that having magic items as 'totally unnecessary, added-on elements' (that obviously everyone is going to use, cuz they're cool) means that you don't REALLY have 'balance' them at all! Consequently, you can design 'em to be equally useful in a 5e or an OSR game, with basically no conversion work between them. You can do that to some extent with lots of stuff, but with magic items you don't even need to file off the serial numbers. So if you're looking to inject a little OSR into your 5e game, magic items might be the place to start. Hopefully this will function like beautiful propaganda, and soon everything will be OSR-ified.


Miscellaneous Magic Items
(Roll a 1d4-1 (for the tens) and 1d10 for the ones.)

1- Legionaire Helm. Gives reverse telepathy-people can transmit their thoughts to you. Works over 100 ft, or ten times that if the sender takes full round to concentrate (or if they have corresponding Centurion Helm)
2- Brain Wire. Like headphones you plug into someone's ear and listen to to hear their thoughts.
3- Scissors of Precision. Can separate impossible things without damaging them. A persons skin, leaves off a tree, all the grey hairs on someone's head, turn a tapestry into its individual threads, cut all of someones clothes off- even cut someone off mid sentence??
4- Arrow of Dimension Door: when this arrow hits a target, whether creature or object, the shooter teleports to that location. Maybe they kinda ride the arrow like a surf board, or maybe the arrow pokes a hole in space-time and you hop through
5- portable door. This item can be worn as a shield, granting the ability to 'swallow' one missile or ray attack per round (as a reaction). It can also be placed against a wall to create a temporary doorway, large enough to walk thru while crouching. The shield can bridge up to five ft of stone or wood, one inch of metal, but is blocked by gold or lead. The item can be retrieved from either side of the door (there's a knob like thing that also serves as the boss of the shield), and the portal takes one round to close once removed.
6- moss arrow. Can muffle footsteps, help bypass caltrops, oil, grease spell, etc, can temporarily choke/blind a target (1d4-1 rounds, min 1, no save, disadvantage to hit cuz you have to target only the head, only deals 1 damage) (yes I stole this from Thief but I know you wanted it on a random table
7: Blue crystal lens. Like a miniature telescope, you can use it to see through smoke and fog, but only for about 30 ft in front of the telescope's point of focus. So to see further you might have to zoom in more, but that gets increasingly unwieldy to use during combat
8: Shell of the Zondervoze. Like a snail-shell-clam thing you wear on your ear (it has wire loops for this purpose). It lets you have a kind of weird, echo-y telepathy that transmits through the group unconsciousness. Make the players play 'telephone' to pass messages to each other to pass the message- the characters in between don't really hear the message, but their brains kinda shove the contents through, and maybe they catch little snippets, so don't enforce player-vs-character knowledge super hard for this one. Of course, the DM *can* also be included in this chain, but can the characters really trust the subconscious of the miscellaneous monsters hanging around? Characters can pass messages over any distance using this, but that's the basic area of monsters included if the DM gets looped in. In a cute little town this might be relatively safe, but in a dungeon probably just go the other way around the circle.
9: Bishop's Mantle. Provides a mystical ward that abstracts geometry around you. So long as you move diagonally (on a grid) you don't provoke attacks of opportunity. You can also move between objects if the diagonal dimension between them is free, without squeezing, weirdly phasing between them if necessary. While you wear this mantle, you cannot run or charge in a 'straight' line, and you have disadvantage on Acrobatics checks to avoid terrain difficulties when you're moving in a 'straight' line.
10: Knight's Mantle. You can teleport 15 feet at will (two squares forward, one to the side) so long as your movement takes you through a space occupied by a hostile creature.
11: Pawn's Mantle. On the first round of combat, you can take an extra move action. You can also hit people who moved past you in the last round of combat as if they were still adjacent. Unfortunately, you can only move 'forward' (towards your enemies) and you cab only attack the two squares to the left and right in front of you (you know, like a pawn)
12: Pouch of Sleep. You can use this pouch to 'store up' sleep and save it for later. You can store up to 1d6 nights worth (roll every day, excess leaks out and puts random targets to sleep). You can release sleep from the bag to cast sleep as the spell (one charge per night's worth)
13: Bag of Night. When opened, makes it the middle of the night. When used indoors, instead makes the room magically dark, and leaks into 1d6 adjacent rooms
14: Bag of Stars. You can open this bag to shoot stars at people.You can recharge it by climbing a tree or something and waving the bag around on a clear night to catch stars. Roll for each star: 1-2- faerie fire; 3-4- dancing lights; 5- scorching ray; 6 - moonbeam, 7- fireball, 8- sunbeam.
15: Sentient Arrow. Can fire itself at targets, about as smart as a bird of prey. If it hits it gets embedded in target, probably has to be rescued
16: Belt of Tails. Can magically grow different kinds of tails (lizard, feline, monkey, etc). Can be used like a whip, and can grow a whole bunch of tails and kind of helicopter them to prevent the first 1d8x10 fall damage. Can also hold small objects.
17: Abacus of Fate. Lets you count anything you can see. A giant pile of rice, all the stars in the sky, etc etc.
18: Spiral Bomb. Causes a spatial rupture, similar to a bag of holding/portable hole scenario. Sucks everything within a 10ft radius (DC 18 STR save to resist) through a very small gate, reinforced with adamantium. The target takes 8d6+20 force damage. If this damage reduces the target to 0 Hit Points, it is pulped and ejected into the astral plane.
19: Colour Bomb. Like a large hand grenade filled with scientifically admixtured chaos. Deals 6d6+1d8+1d10 damage. The d8 determines the damage type (1-poison, 2-lightning, 3-acid, 4-thunder, 5-cold, 6-fire, 7- radiant, 8- necrotic), and the d10 determines a random condition (1-damage is ongoing (half of original), 2- stunned, 3-blinded, 4-paralyzed, 5- deafened, 6- entangled, 7-sleep, 8-mutation, 9- madness point, 10-1d4 drunk points.)
20: Circlet of Rage. Allows you to spend a HD to get an extra d20 on an attack roll, you take the better one. You can spend multiple hd at once (so 3d20, 4d20,etc). You also take those hd in psychic damage (con bonus doesn't apply)
21: Cloak of Shrouding. Your face and identity are completely blurred out when you have the hood up. You can't be detected by long-range divinations, and short range divinations must pass a DC 15 save to effect you. No one can learn a secret about you by magic, unless NO ONE but you knows the secret
22: Eye-painted pebble. A blue eye painted on a stone, and a corresponding very small mirror. Looking into the mirror is like looking out of the eye.
23: Iron Shoes. Cursed so you can't take them off. If you jump on someone shoes-first, you can have them take up to 10d6 of fall damage you would normally take- if you hit. If you miss, you take damage as normal. Attacks beyond 20 ft have disadvantage if they know you're there, 40 ft if they're not paying attention. The shoes are super heavy, but you can run in them normally, etc. Disadvantage on swimming and stealth, though.
24: Feather Token. 1- Cloud of Butterflies (as fog cloud for 1d6 turns); 2- Beautiful Pipes (music enthralls); 3- Raven Messenger (like animal messanger, obvs); 4- Icy Shores (Freezes the surface of a body of water, thick enough to walk on, 1d6x100 ft radius, lasts 1d6 minutes); 6- Jaguar (turns you into a jaguar for 1d10 hours).
25: Dream Pipe. Magical pipe and special tobacco/drugs mixture. Enough in pouch for 1d6 uses, an alchemist could make more (with proper magic ingredients). Smoking for a minute puts you into a trance, you can appear in other people's dreams. Gives 1d4 points of 'drunk' for the next 1d4+1 hours.
26: Red Goop. Made of extremely potent healing herbs. Almost too potent. Heals 4d8+4 damage, will knit (but not set) bones. Give advantage on Str saves and checks for an hour or so, +20 ft to speed. Addictive, but successive applications can give a mutation point (con save avoids, DC 10+2 for each dose you've had today). Gives 1 point of drunk.
27: Black Lotus Extract. Smoked, gives magic users spell slots back depending on how high they get. One spell level worth for every 'drunk' point. You can split these up however, so three drunk points could be three 1st level slots, or one 2nd, one 1st. You also hallucinate vividly for about a minute, which is fine if you just sit there and chill, but if you try'n do anything, act as confused every turn unless you make a Intelligence save. Technically gives non-magic users spell slots too, but they can't usually do anything with them. When found as a magic item, has 1d10 doses. Highly addictive.
28: Magic Barrel. You can hop inside it and roll around, without getting TOO dizzy. About as fast as a horse. Only works when you're drunk (at least 3 points). Has trouble going up steep hills and stairs. 1d6 damage when you smash into people, can trample.
29: Ugly Stick. The stick itself is very ugly. Counts as magic against beautiful creatures. 1d8 damage, as a club, but can strike for 0 damage if so choose. Anyone hit must make a Charisma save (DC 16) or become very ugly- they loose 1d6 Charisma each time they're hit. Characters with Charisma 6 or less, or who are already quite ugly, may be immune.
30: Breathing Goggles. Let you breath underwater, in a vacuum, etc. 50% chance of screening out poison gas, advantage on saves vs. gas if it doesn't.
31: Drinking Goggles. Ignore the first 5 points of Drunk. If you take the goggles off, all the drunkeness comes back.
32: Belt of Immovability. When activated, the wearer cannot be moved by any means. The wearer can still move their arms, etc, but they can't move from their position unless they deactivate the belt. Supernatural forces may be able to shift the wearer on a successful DC 20 Str check. Charge and ram type attacks still deal damage, but they deal half that amount of damage to the attacker as well.
33: Postage Stamp of Sending- send a letter by magic! Give the players a piece of paper to write the letter. You need an address, but it doesn't have to be a street address ('Awesome John Smith, the Gnarled Hollow Tree Stump, South End of the Svalich Woods, Barovia') If the person is at 'home' it appears close by them in an obvious location, otherwise it appears somewhere near the door (ideally in a mailbox, obvs)
34: Net of Ghost-Catching. Can entangle ghosts, will-o'wisps, etc. While entangled they can't shift their shape or use possession-type powers. DC 15 to evade, 20 to escape.
35: Magic String. Spool appears to have perhaps 50 ft, but actually up to a kilometer. Not unbreakable, but magically good at not being cut or tripped over by accident. Golden gleam in dim light makes it easy to spot. Easily rolls back onto the spool as you retrace your steps, easily untangled/unknotted if the owner wants it to be. Pieces cut off can be added back into the spool and repaired.
36: Immovable Nail. Immovable rod, but in nail form. Doesn't have a button to release, but if you have a magic hammer or crowbar you can pry it out (75% chance it's undamaged enough to use again)
37: Magic Crowbar +1. It's a crowbar that's magic! Deals 1d4 damage if used as an improvised weapon, +1 to hit and damage. +5 to any Strength checks to pry open objects, etc, using the crowbar. Almost unbreakable.
38: Immovable Shield. Button toggles immovable - ness. When locked in place, protects against attacks from a specific direction, and frees up your hands to do other things. Savvy enemies may also use the shield as cover if they're right next to it
39: Spoon of Deliciousness. Makes anything it stirs taste great. It still tastes like whatever it is tho, which could lead to some weird sensations. Could be used to mask bitter-tasting poisons.
40: Needle of Reality. If you stab an illusion with this needle, it dispels it, popping it like a balloon. Also stops real things from becoming illusions, if stabbed through them. Can such a thing happen?


1d100 Oblique place names

Back in November, the redoubtable noisms of Monsters and Manuals posted about "oblique" place names. I thought the examples liste...