Category Archives: Tuesday Toot!

Tuesday Toot!! | Hosiery of Ten Steps

Edit: in my haste to publish another post, I’ve managed posted this one a day early!

Tuesday TootG+ is closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

The Master’s Hoard is a compilation of quirk-some magic items which I posted on my G+ page over a period of weeks. The compilation of magic items can be downloaded for free here: Link

:: Hosiery of Ten Steps ::

Summary
Magical socks, stockings, tights etc. that allow the wearer to project their footfalls

HoTS.png

Detail
Once a day the wearer can, without moving location, project their footfalls as 10 steps in any direction away from themselves.

The combined distance of the 10 footfalls cannot exceed about 30 feet. Each footfall following on from the last. The combination of steps must be something the wearer could naturally do. If fancy footwork is involved, an ability check may be required.

For example, if the user wanted to stride forward and kick a door, they could do this without actually moving from the position they were standing in. Indeed, they could do this even if they were restrained or tied up.

Therefore, the user should be able to put this item to creative use, e.g. creating a diversion, testing for traps, ‘walking’ past a portcullis and kicking a duck, checking the sturdiness of a rope bridge etc.

The wearer also has the option to choose to get some sensory feedback from the projected footfalls, as if they were actually doing the walking/striding/jumping. While the wearer’s weight is projected with the footfalls, it is optional if an accompanying sound is also included.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Tuesday Toot!! | Oil of the Arcane

Tuesday TootG+ is closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

The Master’s Hoard is a compilation of quirk-some magic items which I posted on my G+ page over a period of weeks. The compilation of magic items can be downloaded for free here: Link

:: Oil of the Arcane ::

Summary
An oil that makes an ordinary weapon magical for a limited time

OoA.jpg

Detail
The oil contains essence of magic. When applied to a weapon (or even hands/feet) the item is imbued with a magic surface for about 24 hours.

This allows the weapon to hit creatures that can normally only be harmed by magic weapons.

When the oil is freshly distilled the treated weapon can also hit creatures located in the ethereal/astral planes etc.

Rarely, sometimes the oil has added components that give bonuses to hit specific creatures. For example, the oil with added silver flecks may give a bonus to hit lycanthropes.

It is reputed that the oil is made from the brains of psionic creatures. An unopened bottle normally contains enough for 6 applications. The oil’s smell elicits memories of tears.

A small rodent skull is usually found in the bottle as this helps to stabilise the oil.

The item offers the advantage that a party can fight a creature only hit by magic items without the GM having to give the whole party magic items.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Tuesday Toot!! | H’Excel a random ‘Hex Crawl’ generator (and editor) using Excel

Tuesday TootG+ is closing closed. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

Background:
H'Excel 101On a four hour train journey I decided to try something new. Rather amazingly, the idea worked first time. Since then H’Excel has had a bunch of iterative tweaks, like staggering the cells in Excel.

H’Excel can do a bunch of things (see features below), but at its core it is a random Hex Crawl terrain generator and editor.

Here’s a demo video:
The key features are explained in the below demo video:

xls  Download: Link

Features:

  • Randomly generates a ‘Hex’ map (i.e. squares in a hexagonal array)
  • Global settings – raise or lower the terrain of the whole map
  • Regional settings – raise or lower the terrain in a portion of the map
  • Screen capture mode (‘Snap Map’)
  • Edit mode – generate a map and tweak it, or build the map from scratch
  • Customisable random encounter tables
  • Refresh encounter (but keep the map the same)
  • In Hex locations, for encounter locations etc.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Infiltrator | … basically a spy ‘bolt-on’ class

Tuesday TootG+ is closing closed. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

Background: This class was written in response to +Ivan Sorensen “A Touch of Class” write a class competition with a ‘Infiltrator’ as the theme. Four people submitted something (.pdf here). Mine’s below:

InfiltratorAD&D ‘bolt-on’ class (other D&D flavours might work)
InfiltInfiltrators specialise in getting into secure locations without being noticed, and in obtaining sensitive information. An Infiltrator is not a standalone class, but is a specialisation open to the base classes, a bolt-on if you will. The specialism comes with some abilities, but at a cost to the base class.

Race
Only humans and half-humans can be Infiltrators.

Alignment
Any lawful alignment

Base class
Infiltrators can be any base class (i.e. no sub-classes like ranger, paladin, assassin or druid etc., or any dual or multi-classing) i.e. open to fighter, thief, cleric or magic user, which is permitted by their race/alignment. All limitations of the base class apply.

Ability score requirements
In addition to the minimum ability score needed by the base class, they must have a charisma score (CHR) of 14+. However, this high charisma is downplayed and concealed by the Infiltrator until/when it is needed.

Hit points
The hit dice of the character are generally downgraded by one die size for each of the base classes, i.e. fighters use a D8, clerics, thieves use D6 and magic users use a D4+1. Magic users are more hardy that normal, due to rigorous screening process of the Order (see Backstory below)

Spells
Spell casting is diminished. The spell caster gets the spell set one level below their actual level (but not lower than level 1). So a 5th level cleric gets spells normally obtainable by a 4th level cleric. This is because time is needed to hone their other skills.

Special Skills
Non-thief Infiltrators gain the following thief skills:

:- open locks
:- move silently
:- hide in shadows
:- hear noises

and all at a level matching the level of their base class. Thieves also have the above skills, but the remaining skills (i.e. ‘pick pockets’, ‘find and remove traps’, ‘climb walls’ and ‘read languages’) are at half the normal value.

In addition, all Infiltrators get the following abilities:

:- Shadow (equivalent score to the ‘pick pockets’ score of a thief of the same level) – ability to follow a target person without attracting attention or suspicion

:- Pass checkpoint (equivalent score to the ‘find and remove traps’ score) – ability to pass routine security-type checks, by bluff, intimidation, flattery, distraction, or other means

:- Fit in (equivalent score to the ‘climb walls’ score) – ability to naturally ‘fit in’ to their surroundings, be it a social function, strutting through the city barrack or just quietly sitting by the docks fishing. That is, they can adopt mannerisms that make them appear to naturally belong in that location/environment

:- Disguise (equivalent score to read languages score) – with adequate preparation, have the ability to prepare a convincing disguise. The disguise can fool anyone taking only a cursory inspection of the character. For example, a bowing chamber maid could mistake the character for the Lord of the keep, even at close range. However, a disguise would not fool the Lord’s daughter wishing to speak with her father

Swapping genders lowers the ability score by half. For each inch in height the character wishes to appear above (or below) their normal height, a -5% modifier applies.

Backstory
Infiltrators belong to a shady organisation of Information Merchants call The Order.

The Order is an organisation that has Chapters in most capital cities. Run by grey men who accept gold for information and secrets. Kings, merchants, and even jealous wives call in at their opulent halls. The Order’s clients are a closely guarded secret. Apart from that, little is known about the Order.

The Order find, save or even abduct stray youths. Youths that will not be missed by anyone.

Most of these youths fail a rigorous screening process, and find themselves working their lives away in various projects, usually rural farms, owned by the Order.

However, a small percentage of those youths are diamonds in the rough. They are selected, polished and honed into the principle organs of the Order. That is, those that pass the stringent vetting process become the Order’s ‘Infiltrators’. The Order prefer the term ‘Investment’.

Only the most loyal and dedicated youths are trained as ‘Infiltrators’. Once their core training is done, they are released into the outside world. Some are simply given a sword a shield and a purse of gold. Others find themselves with a letter of introduction to a mages’ towers, or to a temple of a lawful Deity.

From that point on, the fledgling Infiltrators strive to achieve power and mastery in their adopted field. Fighters often find themselves in the city guard, or in positions of power in armies. Clerics, the healers to the royal court. Many simply become free-booters, honing their skills through adventure. These adventures being able to move freely in the world without question. These drifters are amongst the most useful ‘Investments’ that the Order can call on.

No matter their chosen field of pursuit (i.e. their base class), the Infiltrator always awaits the call of the Order, should they be needed (some never are). The Infiltrator will see no conflict in acting for the Order, even to the detriment of their chosen profession. Where possible, the Order try to avoid outright personal conflicts. That said, the Order accepts no betrayal, and has a team of ‘Sleepers’ used to ‘extinguish’ Infiltrators gone ”wild”.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Tuesday Toot!! | Peaster’s Cylinder of Alchemy

Tuesday TootG+ is closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

The Master’s Hoard is a compilation of quirk-some magic items which I posted on my G+ page over a period of weeks. The compilation of magic items can be downloaded for free here: Link

:: Peaster’s Cylinder of Alchemy ::

Summary
The item allows low value coins like copper pieces to be upgraded to a smaller number of higher value coins (albeit at a cost)

PCoA

Detail
The cylinder-like item is made up of 4 hoops of metal (in the order copper; silver; electrum and platinum – note there is no gold hoop). The cylinder has a mouth 6 inches to a foot wide.

When copper (CP), silver (SP) or electrum (EP) pieces are dropped through the cylinder, the metal is upgraded to the next most precious category in the sequence (i.e. copper to silver; silver to electrum; electrum to platinum). The coins coming out the bottom of the cylinder are stamped with a fox and a fish.

In the sequence copper, silver, electrum and platinum, each metal is 10 times more valuable than the last. So if no value was lost in the transferring process, then the number of coins obtained in the conversion process would be 10 times fewer each time.

Personally, I would recommend in the transferring process that some of the money is lost (possibly syphoned off by the creator of the magic item).

I would use the following sliding scale:

  • For every 20 CP put through the item 1 SP is produced (i.e. 50% levy)
  • For every 12 SP put through the item 1 EP is produced (i.e. about 17% levy)
  • For every 11 EP put through the item 1 PP is produced (i.e. about 9% levy). That is:
Input coins

–>

Output coin
20 CP

–>

1 SP
12 SP

–>

1 EP
11 EP

–>

1 PP

As an example, if 2640 CP were put through the cylinder three times, 1 PP would be obtained (i.e. 2640 CP –> 132 SP –> 11 EP –> 1 PP).

Or just take some of the converted coins away!

Generally, a sensible party will only use the item when they have more coins than they can carry.

Imagine a dragon hoard being boiled down to platinum (and unconvertible gold); or a copper golem boiled down to a handful of platinum.

Reverse
Sometimes the item works in reverse. If the item is used upside down, it will do the revere of the process described above, but in this case the item does not take a cut of the money during the exchange, i.e.:

Output coins

<–

Input coin
10 CP

<–

1 SP
10 SP

<–

1 EP
10 EP

<–

1 PP

As an example, if 1 PP were put through the cylinder in reverse three times, 1000 CP would be obtained (e.g. 1 PP –> 10 EP –> 100 SP –> 1000 CP).

Mono-exhangers
Sometimes, the item comes as a paired down version, and will only exchange one type of coin, i.e. copper to silver. In that case the item will be made of two bands, one copper and the other silver.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Eye Glog | … no relation to the GLOG system

Tuesday TootG+ is closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

Background – This monster was posted on G+ in about 2016. I’ve taken the liberty of cutting the description details down by more than half for this post. The creature was name before I heard of the GLOG system, so perhaps it’s due a name change … suggestions?

:: Eye Glog :: 

Eye Glog.jpg

Frequency:                   Very Rare
No. Appearing:          1
Armor Class:              7
Move:                            24’’
Hit Dice:                       1 and +1 HP per established host
% in Lair:                     95%
Treasure Type:           as per hosts
No. of Attacks:           20 + 10 per established host
Damage/Attack:         NA
Special Attacks:         See below
Special Defenses:       See below
Magic Resistance:     Standard
Intelligence:                 Average
Alignment:                  Neutral
Size:                               S to L
Psionic Ability:          Nil
Level/XP Value:         500 + 5/hp
(Stats for AD&D)

Description
This bladder-sized creature is a top-tier parasite, feeding on groups or whole communities.

Tactics
It silently floats above a group before shooting long hair-thin barbed tendrils through the pupil of each victim. Only a brief burst of pain is felt, a bit like a piece of grit hitting the eye.

The silk strong tendril rapidly bores into the optic nerve. The Glog is thereafter capable of manipulating what the hosts sees.

It first removes any visual presence of itself, including its shadow. The tendrils (often mistaken for stray hairs) then begins to siphon nutrients from its victims, returning its waste the same way.

The Glog is only interested in feeding, and it will change the appearance of the surroundings to keep its hosts together, and to steer them away from danger.

Health
Its hosts are weakened and prone to sickness. CON score is lowered by 1 per month until it is halved.

Ecology
Glogs tend to inhabit remote/rural areas. A large (cow-sized) Glog is capable of feeding off a small hamlet undetected for years.

It might permit visitor to enter and leave the village by eye-spiking them on the way in and releasing them on the way out. It has some extremely long tendrils for this purpose. If threatened it may make the visitor look evil/hostile/diseased, perhaps like a wounded lycanthrope holding a captive, to provoke the villagers into attacking.

Plot hook
Why does no one return from the happy vale of Nether Stowey? Why can’t the PCs navigate their way out of this darn but pleasant wood?

– – –

Me on DriveThruDriveThru; I’ve not pimped my procedural adventure ‘Carapace‘ about a giant ant colony for a while.

Tuesday Toot!! | Platter of Phantasmal Food

Tuesday TootG+ is closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

The Master’s Hoard is a compilation of quirk-some magic items which I posted on my G+ page over a period of weeks. The compilation of magic items can be downloaded for free here: Link

:: Platter of Phantasmal Food ::

Summary
An emergency source of food

PoPF

Detail
The platter generates translucent, delicious-tasting phantasmal food (i.e. real-seeming but illusionary food) tailored to the taste of the eater.

Up to 30 people (or 15 mounts) can safely eat from the platter for up to 30 days without suffering ill effects. Eaters will feel well, but their appearance begins to look appropriately wizened/starved over time.

Upon resuming a normal (real food) diet, the eater must eat double the usual amount of food for the same number of days that the platter was used. This replenishes their body’s missed food.

If an eater fails to consume the required amount of extra food afterward, they take starvation damage. Eaters who are ill or seriously wounded when taking starvation damage may require a save vs. death.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.