Sunday, November 27, 2016

‘Deck of Many Things’/Weird Effects Generator, d6 Version








My attempt at a relatively quick and easy table, based on the classic Deck, using only a d6.
Also makes a handy table to consult for ‘Dungeon Tricks’, like magic statues and forgotten shrines, pulling that rusty lever, etc…
Roll d6 for ea Draw (or use, exposure, etc); 1-2 Gain, 3-4 Loss, 5-6 Fate
Most effects are immediate. All draws Blink back into the Deck!
Option: Prior to drawing, PC must commit to 1d6 draws.

Gain/Loss
1. +/- 1-3 to Ability Score(s); equal chance of:
            1. Highest/Lowest, 50/50 Chance
            2. Any one Random
            3. Distribute among any Abilities, by choice
2. One Experience Level
3. Gain 1d6 items of cool jewelry worth some cash/Lose all gems/jewels/coins
4. Experiences of Momentous Consequence
            1. Get Lucky/Crotch-Blocked (first opportunity)
            2. Messenger avian delivers Treasure Map/Footwear spontaneously combusts
            3. Every Roll during Next Encounter at Advantage/Disadvantage
            4. Automatically Make/Fail next 1d6 Saves
            5. Inherit haunted keep – if you spend a night within…/Random Nipple Migration
            6. Kickass Superhero appears from Nowhere to Help Out/Beat you near to death
5. Gain loyal Henchman from Nowhere/Soon-Fulfilled Prophecy of Doom for current Henchman
6. Gain One Class-Appropriate Magic Item/1d6 Items of choice are ‘safe’, all others automatically lost

Fate (Fulfil task, or 50/50 Chance of Good/Bad)
1. ‘Defeat’ Opponent, solo, for a roll on Gain tbl
1. Avatar of Death (Max possible AC, 100 HP, Immune to all Magic, Automatic hit at end of every rnd for 10 HP damage)
            2. Random Party member
            3. Goateed Duplicate of Self (Play continues, bearded or not, after this fight to the death)
2. Granted 1d6 Random Spells, regardless of Class/1d6 Random Spell cast upon you, possibly others in Area as well
3. Misc Change, equal chance of: Gender swap, Re-roll HP, Pick a new Class (same XP)
4. Favor/Disfavor of Higher/Lower Power; 1d6 instances of relatively minor favors (cast minor Spell on behalf of PC, heal one injury…), or moderately dickish problem causing (ambush, ill fortune…)
5. Grants one Wish/Removal from play (No Save!):
            1. Forlorn Encystment, entombed in eternal stasis, far below the surface of the planet
            2. Immediate Death by Heart Attack (-11 HP)
            3. Swarm of Valkyries haul PC to Valhalla to be Odin’s foot washer for a year and a day
            4. Body Functions, Soul/Mind Trapped Elsewhere
            5. Total Bodily Disintegration, possessions clatter into a shiny pile
            6. Complete Erasure from History (“Who??”)
6. DM determines Special Magical Ability, such as a Spell usable 1/day, or creates fiendish Curse, effective at start of next session.  A particular McGuffin must be sought and obtained to activate/deactivate this effect.


UPDATE: Check this out too, it's pretty cool

Friday, April 22, 2016

d8 Magical Spectacles




Eye Glasses; (type 1d8): 1. Rose-colored, immune to Emotional influence (Fear, etc), 2. Reading, any language, 3. Hypersight, acts as binoculars, 4. Ecto Spex, detect out-of-phase creatures, 5. Mirrored, reflects back Gaze Attacks, 6. Dark, Infravison 60’, 7. Psychometric, view 1-100 years if an item’s history, 8. Magnifying.
Prolonged use leads to debilitating migraines.

Monday, December 7, 2015

(Dungeon) Stocking Stuffers - Twenty assorted Magic Items from my campaign




1. Runic Cube; 4 inch stone, each face can project a Symbol; Discord, Fear, Insanity, Hopelessness, Pain, Sleep, once each

2. Chalice of Endless Water; can only drink from, not pour from

3. Flask of Unending Vacuum (Eversucking Bottle); sucks in gasses, smoke, etc

4. Gloves of Far Reach; creates ghostly but substantial ‘remote hands’, which mimic actions at up to 50’

5. Barrel o’ Monkeys; contains 12 one foot tall furry red monkeys, obey, and perform/mimic simple tasks for 1hr ea, then disappear in a puff of smoke, pull ‘em one at a time, or all at once!  (AC 5, HD ½) 

6. Jar o’ the Swarm; mundane-looking glass jar, metal lid pierced with air holes, filled with creepy black insects.  If opened, stinging bug swarm does 1d10HP/rnd w/in 10’ rad for 1d4+2r, then dissolves into a lingering mist.

7. Taper of Peaceful Rest, candle burns for eight hrs, 0% chance of Random Encounter

8. Glyphic Scribe, inscribes Glyph of Warding on any surface, each use erases previous use, 1d6+4 charges

9. Idol of Gom; allows substitution of d30 for any one d20 roll, 1/day, small but bulky stone statuette, requires sacrifice of minor treasure to recharge, but no sacrifice may ever be repeated (copper piece(s) once, one ruby, one necklace, etc – keep a list!)

10. GGPC; when filled with liquids or potions, the Great Golden Pimp Cup negates poisons and contaminants, improves flavor, adds +1HP/die to Healing Potions, and extends Potion duration by 1d6 rnds

11. Holocaust Cloak; bright red lining, Fire Protection, immolates 1/day for 1T, doing 1d8 dam/r, 5’ radius 

12. Most Useful Keyring; holds up to 20 assorted ‘blank’ keys.  When a lock is encountered, roll d20.  If roll is under the number of blank keys, one key permanently shapes itself to fit this lock, if roll is over, no key will fit this particular lock

13. 'Ice 9'; a crystal of an ice from another dimension, suspended in a jar of clear fluid, it will instantly freeze solid up to 100 cubic feet of water on contact

14. Holy Hand Grenade; gold-plated Chambord bottle, explodes in a blinding flash to the sound of an angelic choir, 30’ radius, auto destroys any mindless Undead, other Undead gain Save, if made, take 1d10 +10 dmg

15. Missile Crystals; act as Magic Missiles when thrown like darts, # 3d4

16. Arrow of Seeking; +1, may be fired normally at any targets w/in range, even those not in line of sight, circumventing cover, turning corners, etc. #2d6

17. Roddenberries, dried; each heals 1 HP, 1-100 berries per pouch

18. Living Wig; attaches to scalp, grows out in any color &/or style desired

19. Rewriting Scroll; changes to a random spell each day until cast

20. Extending Ladder; wooden ‘toy’ ladder, size of a ruler, grows to full size, up to 20’ long on command


Wednesday, December 2, 2015

Time and Relative Dimension in Space Existence Remover


I was mining this Wikipedia of 'Doctor Who Items' for super-science artifacts and/or magical item ideas, came across the entry for the 'President's Gauntlet', which states that "if a person is destroyed by it, their timeline vanishes as well, leaving no memory of them".

This could be pretty cool... Maybe the victim must be touched by the gauntlet, gets a Save, but a Fail causes the target to completely disappear, leaving the Party confused about what they are doing, standing around with weapons in hand, with no apparent foe present.  Might be a way for a particularly generous - or difficult! - DM to give the Party an 'out' when confronted by an overwhelming foe.  Of course, if the foe never existed... it's not worth any XP, and never accumulated any treasure.  Beats Total Party Kill, don't it?  No memory of ever encountering the target remains.
"When did I use my Invisibility Potion?"  "Why am I down to half HP?" 

Would definitely require some limitation, possibly a very small number of charges, or use only once/year, or even a one-shot.  Could possibly take different forms: a lidded box which contains a mystery which cannot be viewed, or has a big red button on top, or a crystal dagger which emits a prismatic cone, maybe a weapon which changes form every day...