Monday 26 December 2022

1d20 Bargain Bin items

For boxing day, here are 1d20 magic items you might want to return to the store, or maybe you could find in the discount pile at the Goblin Market.


1: -1 sword. This sword is magic, overcomes relevant damage reduction as magic... But the magic isn't that good, and interferes with wielding. Either that or the materials are very suboptimal and the magic just can't quite make up for it, like a paper sword enchanted to be *almost* but not quite as hard as steel

2: Mysterious Cloak. Does this cloak give the wearer an air of strangeness? Do people who interact with the wearer find themselves unable to describe the wearer except in the vaguest terms or via questions? Is it clear they know more than they can say, but "there just isn't time!"? Could it be... Even the wearer becomes ensnared thusly, speaking in such a way at all times? To dwell on such thoughts will do us no good!

3: Clouded marble. When you hold it or have in on your person, you feel like you've forgotten something important, buy you can't remember what.

4: Moveable rod. Like an immovable rod, but can be moved with a bit of effort by anyone with even an average strength score, and will only hold about 15 lbs of weight.

5: Growing Pole. Starts at one foot long, at the command word grows out to 10 ft, with a couple small leaves

6: Hat of Names. When you reach inside you can pull out a slip of paper with a random name written on it. The names of the people present has no bearing on the names drawn, and adding more names to the hat just causes the extra slips of paper to vanish while a random slip is drawn

7: Wand of Dave Detection. Works similar to Detect Magic, but only detects people named Dave. Glows ominously as it works.

8: Star Map. A map that shows the night sky, stars and planets, and updates as the sky shifts overhead. However, it is hundreds of years out of date, and many of the stars have moved somewhat.

9: Amulet of Cat Indifference. When worn, housecats will not really care about you one way or the other. Since this is the default state of most housecats, this might be hard to spot. Doesn't work with lions, tigers etc (except possibly for very domesticated ones).

10: Bullseye Darts. This is a set of three magic darts. Each dart has advantage in attacks made against a bullseye, whether constructed, painted on, etc

11: Towel of Convenience. Always dry and fluffy, just have to shake it out and drop it off

12: Pills of Delay Hangover. The hangover still hits just as hard, just 1d6 hours later

13: Indescribable Item. A small wooden box--inside is an item that is totally indescribable by anyone who views it. The best they can do is describe what it's definitely not: for example, it's definitely small enough to fit inside the box, but it may or may not be red. The item cannot be removed from the box.

14: Gloves of Knock. When worn these allow the wearer to knock very loudly (particularly on doors, but also potentially works on other sturdy objects). This knock does not do any extra damage to the door and it is not loud enough to deafen anyone, although creatures very close by may have their hearing overwhelmed while the knocking continues and for a few moments afterwards.

15: Book of Blankness. Whatever anyone writes in this book is erased when the book is closed. The pages are restored to a pristine creamy white. Minor rips and tears and mended, but large chunks or missing pages stay damaged.

16: Book of Copying. If this magic tome is touching another book for 30 seconds, it will become a copy of the second book. The copy includes pictures (if any), although some detail may be lost. The Book of Copying has 500 pages--any excess pages are left blank.

16: Paper of Concealing. This 5x3 ft. sheet of brown paper blocks divination magic in the same manner as a sheet of gold or lead.

17: Lenses of Bird Identification. these horn-rimmed spectacles magically allow the wearer to determine whether or not something is a bird with 100% accuracy.

18: Wand of Illusory Frogs. This wand lets the wielder cast Silent Image 3 times per day. The only thing that they can create in this manner are types of frogs.

19: Compass of Self. this magic compass always points towards the person who is attuned to it.

20: Personal Raincloud. It's a raincloud that follows you around! Hovers 5-10 ft above your head, rain varies from drizzle to pouring (sometimes based on your mood--little lightning bolts might zap you or others if you get really mad!)



Thursday 31 March 2022

In Ten Towns - Random Encounters

There seems to be a decided lack of 'random stuff that happens in town' in the Rime of the Frostmaiden campaign. I think it's especially noticeable because so much of the module is centered on the goings-on in town. The whole aim of the first large section in the module is to get players invested in what's happening here. And largely the Towns should be the "safe zone" so that players learn to appreciate that safety... but that doesn't mean nothing interesting can happen there!

Roll whenever players spend a significant time in town, or whenever they are "between" adventures or adventure beats. 


  1. Three kobolds in a trenchcoat. They are 1- trying to buy medicine, 2- going to see a performance, 3 - interacting with another 3 kobolds in a trenchcoat, neither trio is aware that the other is not an actual human
  2. Travelling actors handing out fliers for a variety show ("Termalaine's Got Talent" or "Robilar's Travelling Circus" etc), they're also open for submissions. They've been stuck in the Dale since the snows came in, trying to make the most of it.
  3. Volothamp Geddarm, compiling info for his next book. 
     - wants to interview players about monsters encountered
     - Rerolls on this you meet a fan reading his book. If the PCs gave good interviews, the fan might recognize them and ask for an autograph.
  4. A witch hunter, going around casting Detect spells. Asks players: "Have you seen any invisible dwarves lately?" May be a Specoercitor or a Leveller.
  5. Member of the Arcane Brotherhood, in person or a servant.
    1. Avarice/one of the Black Sword cultists.
    2. Vellyene/ some of her kobolds
    3. Dzaan, or his simulacrum/ the wight
    4. Nas Lantomir, getting ready for her expedition to the Isle of the Solstice
  6.  A large, indolent owlbear wandering through town. Followed at a very respectful distance by a large group of town militia. It might want to break into food stores or disrupt daily town business, militia and PCs have to decide whether to let it chow down or gently try to shoo it away. If handle animal checks fail badly enough, it'll try to take somebody's arm.
  7. Chwinga (as wilderness encounter table)
  8. Militia horn blows! A call to arms! Roll to see what menaces town: 1 - orcs, 2- gnolls, 3 - reghed raiders, 4 - ice troll, 5 - duergar, 6 - adult white dragon. 
    • Raid: by the time PCs respond, raiders have started carrying off food or other supplies and trying to fight their way out. If a dragon, it has killed an axebeak, but the dragon is too small to carry off the whole carcass. 
    • Scout: Caught lurking near the edge of settlement, PCs can help run them off or hunt them down. If they get away with important info about defenses, a extra-large or well prepared raiding party will show up for some future random encounter roll.
    • Passing by: Bold or aggro militias may want to sortie out of town to remind 'em not to venture so close.
  9. Priestess of Auril (Sister Zlata, water genasi woman.) Conducting collection of names for the lottery, or delivering sermon about how lighting fires is a sin. One way to get out of entering lottery is to claim that you've already been in a lottery within the same month in another town--Zlata doesn't really have a way of checking, and although she might pretend she's casting Zone of Truth she doesn't want to waste the spell slot unless the PCs are being REALLY transparent in their lies. Another method is simply hiding. Anyone caught cheating will be punished, usually by having their name added ten times to the next lottery.
  10. Crowd getting ready to burn a frost druid (Aliissá, genderfucked, probably human). There is some disagreement, as the religious customs normally call for sky execution--but they're not sure if that will really work on a frost druid. 
  11. Contingent of paladin bounty hunters. Searching the Towns for an escapee from Revel's End. Led by Sir Fintan (human man), clad in magic porcelain half plate +1 that is resistant to cold. Probably won't bother the PCs unless they seem like criminals, but will hang around town for awhile and might interfere with other plot events for paladin-y reasons. Helping them catch their fugitive will get on their good side. The fugitive is a shifter, hagspawn, or dhampir Assassin
  12. Recruiter, looking to sign people up for the Wars in Hell. "Can't be any worse than up here!" Make it clear to players that this would remove them from the current campaign! Altho it might be a bit tricky for the recruiter to organize their departure
  13. A traveler from another plane. May be lost. Asks lots of strange questions.
    1. Alternate version of this world
    2. Modern day earth - or cyberpunk near-future
    3. Outer space/wildspace
    4. Dark Sun or Barsoom
    5. the most recent fantasy book you read
    6. Faerie
  14. Barfight spills out onto icy street. Default brawlers include Auspix (dragonborn agender, bristles like woody twigs on face) who has accused Bowwen (Eladrin male with a crescent tattoo on forehead) of cheating at cards. Bowwen actually was cheating, but in a totally different way than Auspix is accusing, and he's frankly offended that someone would think he's so clumsy as to fumble such a simple trick. "if I WAS doing that, we wouldn't be having this conversation, as you'd never have seen me."
  15. "Wagon of Wonders" selling cures for frostbite and hunger. Proprietor, purple-mustachioed gnome Jabble Fabblestabble, warm smile permanently etched on his face. Will also offer "business opportunities" to invest in his yeti oil pyramid scheme
  16. Tomaz (half elf) staggering into town, suffering frostbite after being lost for days. DC 15 Medicine check can help him recover, if the PCs have a way to get him into a warm space and provide him warm fluids. If the check fails, this is because his condition is worse than hoped, and more long term care of one week will be required (which a PC can also provide.) If the party is able to help him Tomaz feels he owes the party a favour, and offers them free accommodations at his house in the next town over
  17. Ice hockey game! Opportunity for players to play, blow off some steam, and possibly win a fancy pair of ice skates
  18. Suspicious local (Merswit, human, she has very large teeth) accuses party member of being three kobolds in disguise. She is hard to dissuade, as she doesn't want to "fall for their tricks." Stripping down to undergarments should do it, but any attempt less than that should require a Persuasion check with DC between 13 and 17 depending on the approach. Intimidation is only DC 10, but will result in Merswit spreading scandalous lies about the party behind their backs
  19. Something very out of season has happened (a tulip blooming as if it's spring, some birds suddenly singing in some bushes, a little creek breaking free of the ice to to tinkle and burble into the lake) and locals gather round to witness it before winter reclaims its grasp. Could grant renewed save to shake off madness, depression, curses, and especially effects related to winter. 
  20. News of the White Wyrm! - Arveiaturace flying across the dale in the twilight, shadow and pale wings across moonlit snow and dark skies. - Word that a ship bearing supplies intended for Ten Towns was taken by the dragon, with all hands lost. "I watched them go down, into the black water, or down the chute of er ivory gullet" moans the gaunt sailor. -An old woman with Reghed tattoos tells tales of the days when The White Wyrm and her wizard Meltherond came to the Dale. Implies bawdily throughout the tale that she and the wizard had intimate relations. "Meltherond had quite the Meltha-wand, if you catch my meaning" -according to the upstart braggart, the hoard of Arveiaturace is said to contain scrolls, potions, nameplates and figureheads and ships helms, and one frozen corpse from every ship or caravan she's ever taken down




1d100 Oblique place names

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