Showing posts with label Joesky's Rule. Show all posts
Showing posts with label Joesky's Rule. Show all posts

Tuesday, August 31, 2010

Ten Things that Might Be in a Goblin's, Gnoll's, Orc's or Troll's Pocket

1: bag containing 16 meaty sticks fried in tallow. Each contains three small bones and a hard bit at the end. Can be eaten in place of a day's rations.

2: Phosphorescent, foul-smelling green sludge packed into a small tin. The being carrying it has some smeared over a partially-healed wound. Will clog bleeding wounds immediately, and speed natural healing 50%. However, the wound will scar terrifically and a Fortitude check must be made for every point healed. If a check fails, the scar tissue grows deep enough to be a source of constant distracting pain (1 point permanent Charisma loss). After a save is failed, no more checks are required and there is no further Charisma loss for the duration of that application. There's only enough salve left for three applications.

3: A red, a blue and a purple mushroom. The red mushroom is the only antitoxin the the poisonous blue mushroom (no save, immediately begin "drowning" as throat constricts). Eating the purple mushroom grants the ability to tell the effects of all fungi at a glance for 1d4 rounds, but renders you colorblind for the same amount of time so that the mushrooms are the exact same shade of grey - the player can specify "the poison mushroom" or "the antitoxin mushroom" but isn't told which is blue or red. The blue and red mushrooms are exactly the same in all ways except color, and each are big enough for four doses, but the purple mushroom is very small and it only works once.

4: A torch that has been soaked in something improper. A spot check DC 20 will show a funny tinge to the tar. A wisdom check DC 17 means the PC notices a strong chemical smell. An attempted alchemy check DC 15 will reveal the substance contains several dangerously explosive ingredients. If a small bit of the tar is "tested," see below.

Whoever tries to light it must make a Reflex save or take 1d6 damage, with a 25% of catching fire (hair, a shirt, something). Regardless, anything that can ignite will if the torch lands on it. The torch burns hot enough to melt iron, but will exhaust itself in 10 seconds leaving nothing behind (besides any fires it inevitably started).

5: An ugly black stone with a frowning face carved into it. Every 12 hours there's a 35% chance anything flammable and in contact with it will catch fire. If held or worn when the roll is made, it will do 1d6 points of fire damage.

6: A thick white liquid in a vial. It's a healing potion, restoring 6 HP but also dropping your WIS, INT and DEX scores to 3 each, or 6 on a Fortitude save, as you collapse into a heroine-like high.

7: A screw-top jar with a spider in it. Every so often the spider simply vanishes, then reappears in the jar. It's actually a baby phase spider - the jar has an equal presence on the ethereal plane because a suicide once drank poison from it.

8: A fine blond wig, some lipstick, various colors of eye shadow and a charcoal pencil like the kind fashionable ladies and fops use to line their eyes. The wig is remarkably well-kept. All together the set is worth about 50gp. Also, a comb carved from a humanoid pelvic bone and a highly-polished silver plate. The plate's worth 25sp.

9: A rabbit pelt sewn back together to make a crud hand puppet, with a little wooden dagger tied to its paws and thick leather stitching for eyes.

10: A living, Tiny chunk of ocher jelly in a bottle. Can be thrown as a grenade-like - will break on contact and do an ocher jelly's acid damage in a splash-pattern. That will dissipate the jelly enough to kill it, though.

Monday, July 26, 2010

Acid, smacid - Try reading this scroll, man!

*Kandinsky, Yellow, Red, Blue


The idea that a moped is safer than a motorcycle is insulting, because the only difference is that one goes faster: Therefore, you are saying the rider is too irresponsible to drive a safe speed on the motorcycle, whereas the moped just limits his or her ability to get out of the way.

There. An argument. Now, Joesky's Rule.

Synesthasia:

You probably know that synesthasia is the state of experiencing one sense or perception as another. Tasting colors, seeing sounds, etc. What you may not know is the condition has many interesting variations. Several of them could be very entertaining after-effects of miscast spells, potions, fungal spores etc.

Here's three I thought would be fun as temporary effects:

Thursday, July 22, 2010

This one's for Joesky

I've been made aware that Joesky's Rule is now in effect. Unfortunately, this means my last post was in direct violation, and I'm pretty sure that means I'll get socked in the gut with a fistful of nickles if I don't correct it.

Sorry, Joesky. Without further adieu:

RANDOM RUMORS TABLE: Random crap people are whispering around that town or village.

1: A witch hunter is in a nearby hamlet, and her methods are simple: All the citizens must take their turn sleeping on a oil-soaked pyre. If nothing happens, the citizen is not a witch. Thus far the pyre has burst into flames every night at the same hour.

2: Goblins are actually born from eggs, which are laid in the bellies of kidnapped children. This is believed because a local boy who was lost in the woods for a week returned shitting one obsidian orb each day.

3: One of the PCs is thought to be a famous pirate, dangerous but loaded with gold and worth a considerable bounty dead or alive. On a 1 or 2 a merchant will lower prices 25% out of fear. On a 3 or 4 they will raise them 25%. All taverns contain 1d4 drunks who think they can take the PC. (The actual pirate is of the opposite gender, a halfling who is short even for halfings, broke and hundreds of miles away).

4: There's a party of NPCs in town that have been claiming to be the PCs. Everyone likes them better, even if the truth is revealed.

5: "For a good time, pay a call on Leanna." (Leanna turns out to be a giant spider with an attractive woman dangling in front of its maw angler fish-like.)

6: Slips of parchment are being handed out, saying that if presented at the local weaponsmith your purchase is 50% off. They weren't made by the weaponsmith, who would be driven out of business if they were honored. Angry customers may riot.

7: The PCs are vampires. 50% of people encountered at night believe it. 25% of people encountered in daylight do. 5% of vampires do.

8: A local barkeep, Fish-Faced Floyd, is a mummy. (He is.)

9: A local shopkeep, Slow-Eyed Sue, is a lich. (she isn't.) [she is a night hag]

10: If you look at your reflection in the water left in wagon tracks after a rain, your blood and the rainwater will switch places, killing you instantly. This is a children's "urban legend" that (you guessed it!) came true for one young man.