Wolfthorne This village is a great place to start a new campaign. It’s got plot hooks and dungeons scattered around the area, with enough gold and experience to get players anywhere from level 5 to 7. The history of Wolfthorne is one of mystery, simply because not many people were around when it was created and the founders are tight lipped about it. The village is built upon a large hill with a tight, conformed moat around the edge. Underneath the hill is a demon that was put to sleep long ago. Sometimes the hill breathes and strange things are known to happen in the area. There’s a strong Fey presence even inside the village walls. Witches travel here for supplies and for the fertile hunting grounds. Unicorns have been spotted before, as have fairy groves, displacer beasts, packs of blink dogs, and even a faerie dragon. Below is a list of NPCs that are in the town, a list of the buildings, and then brief descriptions of each location. After that there are tables for randomly generating the shop items, travelers, and plot hooks/rumors. Then, to top it all off, there are six dungeons in the area and they are included as well. These dungeons are at the end of the document. You’ll see the map first, then the dungeon contents. Welcome to Wolfthorne.

Buildings 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21.

Moat-Bridge Trade Goods Emporium Home for Wayward Goblinoids Alchemy Shop The Iron Hut Tvigg’s Tiny Hut House of Curiosities The Lusty Rose The Rainbow’s End Jason the Apothecary Sacks and Baskets Smithy Beet Farm The Rusty Hook Rolando’s Magically Sweet Treats Eleanor’s Fountain The Saucy Hag’s Inn The Missed Adventure Witch’s Hut Dark Root Woodsmen Company The Estate

Moat-Bridge The only way into Wolfthorne is by the bridge across the moat. There are no guards, but the town is tight knit and thanks to the Lusty Rose, no one enters without being noticed.

percentile dice. That is the number of the key. Whenever it is used, it has that percentage of a chance to open the lock. She’ll buy keys at a gold a pop.

House of Curiosities

There are little trade goods here. Isael, the proprietor, deals mainly in low-level scrolls, potions, and strange oddities. Roll on the tables provided after this section to determine what is in stock at any time (or just make it up).

The shop is locked at all hours of the day. The owner, Talvos, stands outside. If you meet his eye and he see that you’re truthful, he’ll buy you a drink at the bar and let you look over his oddities. Roll on the tables below to determine what items he has. He’ll have about 5 different ones each week.

Home for Wayward Goblinoids

The Lusty Rose

Trade Goods Emporium

Roll 2d6 + 4. That’s how many half-orc, orc, and goblin children are living in this make-shift foster home. It’s run by Karranic, a retired adventurer. The building has a 75% chance of being vandalized with orc slurs and racist comments written in elven.

Alchemy Shop

This is a brothel. It’s full of whores and bad hygiene. Locals know to avoid this place and its many diseases. Check out the disease table below to see what you catch for sleeping around here. There’s also a table to see who you sleep with. The Rose is run by Lady Rose, a beautiful psion who loves knowing all the town’s dirty secrets.

The building is made from large chunks of fallen trees, sealed together to not let any light in. it smells of musk and mold. Inside it’s lit by glowing moss. It’s owned by a Myconid, Jamar. Strange potions are concocted here. Roll on the tables below to determine what Jamar has for sale.

The Rainbow’s End

The Iron Hut

This building is covered in vines and smells of perfume. There’s a single chimney that smokes at all hours. Jason is always brewing interesting potions inside, as well as perfumes and other alchemical concoctions. Roll on the table below to determine what potions are for sale.

Shop with one of each weapon in the Player’s Handbook. There’s a 20% chance of a +1 version of a weapon to be in the inventory. Torg, the orc owner, can try to obtain special order items (5% chance he can get one). At any time there are 3 random magic items in store. Roll on the tables below to determine them.

Tvigg’s Tiny Hut This is a store of doors. Tons of them, all rigged with strange contraptions to make them open automatically, though the door to the hut is just a rug. Tvigg, the gnomish owner, keeps lots of keys and will buy them and sell them. Roll a

This is a pet shop. There’s a lot of orphaned dogs and cats. The owner hates dogs and is only selling them to make her coin. Dogs are 20gp, cats are 10gp, but she can be talked down.

Jason the Apothecary

Sacks and Baskets This shop makes fancy baskets and sacks. Sacks cost 3 copper. Baskets cost 5 gold. There’s a few other services that are offered, though the owners don’t make mention of it. If you give the owner a feather, he’ll cast mending on any item. After dark, the owner runs a craps den in the basement. 2 copper for a pint of ale.

Smithy This place repairs armor (5gp per character level) and weapons (same as armor), plus Sam, the owner, makes adjustments to magical items. This costs at least 1,000gp but as much as 20,000gp. She doesn’t mess around and doesn’t take lightly to requests that don’t get paid for.

Beet Farm This is a beet farm run by Oliver Judenson. The town eats beets exclusively unless Judenson trades some for other goods. 75% chance that someone is outside the beet farm, yelling at Judenson to please grow something else.

The Rusty Hook This bar is cobbled together from the remains of sunken ships. There’s a 25% chance for any town NPC to be present at the bar during the day. This increases to 75% at night. Edwar Eggart runs the bar and likes to tell tales of his adventuring days and how he got all of his burn scars.

Rolando’s Magically Sweet Treats This place smells of delicious treats and sweets. It’s set up like a bakery. Any treat you can think of is present inside and available for a price (a gp per large good, smaller ones are put into small sacks). Rolando likes to make magical treats as well. The tables below will give some ideas of the magical goods.

Eleanor’s Fountain This is a beautiful, ornate fountain made of stone, named after a local legend: an aggrieved widower seeking to fill the void of beauty left after his wife passed. He traveled from village to village before settling here and building the fountain. Tossing 10,000 copper pieces into the fountain grants a wish.

The Saucy Hag’s Inn Two adventurers run this Inn, Lior and Sirocc. Rooms are a gp a night and drinks are

overpriced and poorly mixed. Lots of gossip can be found here (roll on the rumor table below to see what can be found).

The Missed Adventure A kobold with a salesman attitude runs this shop. This place sells all the things in the Player’s Handbook, including wagons, horses, and the miscellaneous items. There are a set of gold swords in a locked display case that look worthless, but cost 25,000gp each. If asked, they’re used for the hunt of the Jabberwocky.

Witch’s Hut An earth Dryad lives here, fused with the ground. Her name is Bonnie and she is a witch. She offers certain special services if given special gifts (which she freely shares). If given a religious symbol she will read your fate from her Tarot cards. If given a living rabbit she grants “Protection from Evil” as the spell. It lasts for 24 hours. If given a gem she will give you a piece of inner knowledge. Grants advantage to one roll of the Player’s choice. If given a vial of your own blood and you aid her in a ritual (sacrifice a living goat in the presence of a crow), she grants you revenge in the form of a vial of poison.

Dark Root Woodsmen Company A timber company that goes out into the woods to cut down trees daily. There’s always a “help wanted” sign hanging on the door, but no one is ever there. At night they return, put up their gear, and go get drunk.

The Estate The biggest building in town. Rests up on a hill that overlooks everything. Houses several servants and guards that protect Thaddius Blackguard, the tax collector of the town. Guests aren’t welcome without an invitation or escort. Thaddius is either out collecting taxes, hunting, or tending to his vineyard.



NPCs 

















Isael – Half-elf, Female, Sorcerer, apothecary, talented youth, keeps to herself, runs the Apothecary (#2). o Unhappy with current life, wants to travel, learn more, see the world Karranic – Human widow, retired adventurer, runs an orphanage for monster children, doesn’t get out much (#3) o Doesn’t like monsters but takes care of them out of guilt Jamar – Myconid, cannot survive in the sun, respects nature, likes company, runs a potion shop (#4) o Silently hates anyone who isn’t a druid or a lover of nature Torg – Orc, merchant, cunning, knowledgeable, opened the Iron Hut (area #5), has a story for every scar o He’s very paranoid of thieves trying to swindle him Tvigg – Gnome, suffers from narcolepsy, loony, collects keys, not respected in the town (#6) o If shown respect she will act friendly Talvos – Human, Monk, brutish, man of few words (#7) o If you meet his eye you’ll be offered a look at his oddities Lady Rose – Transvestite, Gnome, Mistress, psion, no one likes her, the building is reviled (#8) o She knows everyone’s secrets Judiaha Mensch – hates this town, hates the people, hates the pets, wants to leave but needs 500gp (#9) o Secretly sleeping with Boforn Jason – talks too much about nothing, hates it when he’s interrupted, old as the town (#10) o Will let you sleep in his store for ½ the Inn’s rate if you gather some supplies for him





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Jim-Jam Figglesteen – Gnome, Elder, craftsman, weird, hides his magic (#11) o Runs a craps den in the secret basement at nights Samantha Tyro Andromeda Argyve of Waylin Fjord II – Gnome, loves gold, always wanted to be a wizard, makes up for it with magic items (#12) o Hates dwarves and all dwarven made things Oliver Judenson (Judi) – pacifist, endearing, farmer, main food provider for the town (#13) o Lives with Crysilia, his adopted elf daughter Edwar Eggart – Dwarven, thief, covered in burn scars, hook hand, bruiser, bartender (#14) Rolando – baker, old, human, worldly, crappy wizard (#15) o Makes special food with magical properties Sirocc – bartender, burley, stoic, halforc, ex-adventurer, (#17) Lior – flamboyant, handsome, half-elf, gossips, ex-adventurer, (#17) Eric Deceival – kobold, entrepreneur, friendly, salesman (#18) Bonnie (Burnt Leaf) – witch, pleasant, otherworldly, absent minded, earth dryad (#19) o Has several services which can be exchanged for odd gifts Boforn – burly man, lumberjack, owner of the woodsmen company (#20) o Looking to hire someone to investigate the reason behind his job Thaddius Blackguard – Bureaucrat, administrator, tax collector, half-elf, over-confident, popular, hunter (#21) o Easily intimidated and bullied Tom – local drunk, bum, knowns about a forgotten grave.

Random Tables What follows is a group of random tables for the various shops and goods that are available in town. Feel free to make your own or mix and match these to your liking. they explode in green smoke. Any effects wear off when combat dies Oddities down. Has 3 charges. 1. Essence Extractor - Extract the 9. Amnesia Font - Stored at your house. consciousness of a pacified or willing Any head dunked into the water loses a being to be stored within. The specific memory as defined by the consciousness can be injected into the dunker. Anyone drinking the water still warm body of a dead being, giving absorbs all of the memories lost to the them a new body to inhabit. font. 2. Time Bomb - Time slows down sixty 10. Wish Spirit - Three measures of liquor times in a 10m sphere around the blast. that each grant a wish. The wish only Lasts for a minute outside the sphere, lasts as long as the bracing kick of the or one second inside. One use. liquor (d6 turns). 3. Helpful Bug - A metal replica of a beetle 11. Duplicator - A coffin-sized box. Put one that can perform simple tasks. thing in, get two copies. Both copies are 4. Plasmic Convertor - Turns a being's hugely inferior to the original. blood into a drop of liquid that grants 12. Mammoth Mask - Highly ornate with a single use of one special property the prehensile trunk and tusks that can be being has. 2-in-6 chance of converting used as a weapon (d6) at a push. an undesirable effect instead. 13. Smart Arm - The fanciest weapon you 5. Homunculus Gum - Whoever chews this own is also intelligent, communicating gum bonds with the substance, which psychically to whoever is holding it. It will begin to shape into a small gummy functions as a normal weapon and gives version of the chewer. It follows orders smart advice. Once per day it can but has a bad attitude. Adding further Enhance an attack that particularly gum will increase its size but decrease pleases it, but it can Impair attacks its loyalty. If somebody new chews up attacks that displease it any time it the homunculus, the bond transfers to likes. Roll 1d6 to find its personality: 1: them. Honourable, 2: Ambitious, 3: 6. Pheromone Pack - One dose each of Bloodthirsty, 4: Curious, 5: Pacifist, 6: Attraction, Rage, and Fear pheromones Bored. that work on any creature of animal 14. Devourer - A football-sized bug that intelligence. curls up in your backpack, but can be 7. Beastmode Formula - A liquid tonic that woken once per day to eat its own size grant the drinker the properties of a in organic matter, no matter how specific animal for one minute. inedible. Examples are Eyes of a Hawk, Nose of a 15. Truth Leaf - Smoking this hallucinogenic Dog, Strength of a Bear etc. Three herb reveals a ridiculous truth and a doses. ridiculous lie. Three doses. 8. Gamma Ray - Fires a green beam (d12). 16. Dehydrated Beasts - Three rubbery If the target would lose STR, they gain things resembling toy animals. If thrown that much STR instead, grow 50% in into water, roll d6 to see what the thing size, and their physical attacks are expands into. 1: Mishydration (just a Enhanced. If their STR would exceed 21

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mass of twitching flesh), 2: Crush Beast (STR 18, 7hp, d12 Crush), 3: Brain Beast (WIL 18, 9hp, d8 Brain-Ray), 4: Wing Beast (12hp, d8 Beak), 5: Slime Beast (8hp, Armour 2, d6 Slime Spew), 6: Jaw Beast (STR 14, 10hp, d10 Jaws). When there's nothing left to kill, the creature collapses into inert powder. Hover Plate - Platter-sized tray that freezes in space if you whistle a specific tune. There's a second tune to release it. It supports up to one person's weight and can be forcibly released with a STR Save. Spare Head - A completely different head that you can switch with your own. Both heads can survive just fine off your body, and generally dislike not being the main head. Roll a new WIL score for each head. WIL damage and psychological effects only affect one head at a time. Genesis Molasses - A tin of deep green syrup that causes lush vegetation to grow within minutes, no matter where it is spread. If eaten, the victim loses d6 STR and begins coughing up moss. Demon Collar - Any being wearing this collar begins to take on a demonic appearance and loses d6 WIL each day. At WIL 0 they lose their identity, claim a new identity in your service, but will only follow instructions that cause harm to others. Beserker Gland - When you take Ability Score Loss or suffer serious pain you fly into a rage. If your next attack is a melee attack, it is Enhanced. If it is ranged, it is Impaired. Once the attack is out of your system you return to normal. Imprint Capsule - Any being that enters this booth is bombarded with smoke and emerges spluttering. They imprint upon the next being they see and dedicate their life to them until they next sleep.

23. Terrormite - A big termite, pinned down in its box. Once released it burrows into the nearest living creature it can find, causing intense pain. Within a minute the victim develops a tough outer skin (Armour 1) and find they can spit acid (d6 ongoing). This lasts for an hour until the victim coughs out d6 Terrormite larva and returns to normal. If two terrormites enter the same host they fight inside them, causing d8 STR loss. 24. Chameleomole - A tiny mammal that can phase into any material without disturbing it. It can talk, but is extremely shy and will only answer a question with one word before phasing into hiding in their master's body. 25. Earth-Angel - A tiny clay figurine that can be smashed to cause an earthquake. Those nearby are thrown to the ground and all structures take d12 damage. 26. Wild Tongue - You can talk with any living thing, but what they tell you might not make sense. 27. Spite Wisp - A glowing orb that materialises near to you whenever anybody gets badly hurt (STR Damage). If you will it, it will begin to attack the victim with sparks (d6), disappearing when they are subdued or killed. 28. Threatening Probe - Has no function, but glows and vibrates in a way that suggests it could be used for distributing extreme pain. 29. Caged Biter - A monkey-like creature (STR 5, 5hp, d6 bite) in a cage. Once released it attacks its designated target and fights to the death, ignoring any further commands. If it wins, it eats some of its opponent before slinking back to its cage. It won't follow any other commands. 30. Saucer Scar - You don't remember getting it. In the presence of artificial light it tingles, and you can will yourself to levitate slowly towards the light.

31. Maiming Claw - A grappling hook that latches onto living tissue with an unbreakable grip. You know the trick for getting it to release. 32. Trick Coin - Looks like a Silver Shilling but has three secret functions that you know how to use. First is a weak light. Second is a powerful magnet. Third is a d10 bomb (destroying the coin). 33. Universal Pin - A hair-pin that sticks into any surface, no matter the material. Causes no pain if stuck into flesh. 34. Curse Doll - Anything significant that happens to the doll happens to you, beneficial or harmful. 35. Snake-Cat - A cloth toy with a snake body and cat head. Once per day you can throw it on the ground and have it transform into a real snake (STR 3, 4hp, d6 Bite, d6 STR loss on Critical Damage) or cat (STR 3, DEX 16, 4hp, d4 Claws) that loosely follows your commands. It returns to its cloth form after a few minutes. 36. Second-Chance Skull - If you die, your body disintegrates to ash and immediately regenerates from this skull in perfect health. 37. Jerk Sprite - A statuette of dried meat. Whatever eats this will act like an utter jerk for the next hour, even to their most loved ones. 38. Powder Sack - Any powder stored in this small pouch becomes essentially unlimited. Turning the pouch inside out empties the current contents, with no unusual effect. Currently contains salt. 39. Star-Beacon - A heavy tyre-sized metal beacon (requires two people to carry) with a matching pin-badge. Pushing the badge teleports the wearer back to the beacon. 40. Dire Barnacle - Three vicious little mollusks (1hp, Armour 1) that explode in a 2m blast (d8) when killed. 41. Ambrosia Seed - A bag of golden seed that any animal can't resist eating if thrown. If they're smart they'll realise

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you have the bag when the thrown seed runs out. Haunted Egg - A stone egg that can be used as a crude weapon (d6). The last thing killed by the egg will inhabit it as a ghostly voice, and will answer questions to the best of its knowledge. It doesn't have any more knowledge than it did in life, but anyone can understand its words. Tiny Shield Generator - A rat-sized collar that will creates a force-field (Armour 3) around the wearer. Only works on subjects of chicken-size or smaller. Echojector - Hears up to ten seconds of sound and repeats it at vastly increased volume on command. Doom Siren - A tiny clockwork box lets out a booming drone when a being within 10ft dies. Stick Eye - A glass eye on a stick that the holder can see through. Champion's Mark - When you defeat a willing opponent unarmed (even as part of a group) you glow with health and gain the immediate effects of a Short Rest. If anyone defeats you unarmed the Mark transfers to them. Hell Spice - Extremely concentrated powdered hot spice. Enough to sabotage three meals. Bear Jelly - A pot of jelly that reeks of animal musk. Will scare off small creatures, but attract any large mammals. Sub-Flare - A one shot pistol that launches a burning flare immediately skywards, burning through any substance in the way and leading a fistwidth hole. Orphan's Ruin - 6oz of Milky drink. 1oz pacifies any unease, 2oz causes a deep sleep, 3oz eternal sleep. Steel Goggles - When switched on, objects that have a current owner glow faintly green, objects that have been taken from their rightful owner glow

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red. Objects that have no current claimant look normal. Parallel Shifter - A metal tin big enough to fit a pistol inside. If an object is placed inside and shaken, the object is replaced with a parallel version of itself from another reality. Roll d6. 1: Only ash remains. 2-5: The change is cosmetic but significant. 6: The new version is better than the old. Brain Jar - A jar of brine and wires that can sustain the brain of a freshly killed creature, allowing it to psychically project its thoughts. The brain must be fed blood or else it dies. Stinkincense - A pot of wax with a wick. When burned, sewage slowly drips over from the top of the jar. If left for an hour it will burn out, but produce enough sewage to fill a large room. Cosmic Ranker - A grey wand that, when waved between two objects, pulls to the object that it deems best by the standards requested. In case of a tie it flies from the wearer's hand. Rail-Lens - Any missile fired through this lens (breaking it) accelerates to impossible speeds, causing d20 damage and tearing through structures. Anti-matter Key - When placed in a keyhole, utterly annihilates the door. 1in-6 chance of annihilating itself too. Nightmare Flower - Anyone sleeping in the same room as this flower suffers horrible nightmares. When they wake, they bring back the worst thing from their nightmare with them. Sanctuary Idol - Burning a candle in front of the idol causes smoke to billow out and reinforce all doors, open passageways, and windows into the room. Nothing can enter through these as long as the candle burns. Has no effect outdoors. Banker Pig - A clay pig with a coin slot. A penny causes an oinking sound. A silver shilling causes it to transform into a normal pig for an hour. A gold gilder

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causes it to transform into a vicious boar (7hp, d6 gore) for an hour. If it dies in pig form, it never transforms back. Evacuation Syrup - Removes any ill effects the drinker is suffering from, including anything short of death, but flushes the body clean in every sense. One dose. Alien Bone - Looks like a wishbone, but if broken sends out a psychic wave of pain to all in 10m (d20 WIL loss). Savage Vine Berries - If eaten, rapidly growing vines erupt from the mouth (d6 STR loss) and grow into a sprawling vine filling a large room and clinging to whatever surface it can. 2 berries. Ghost Story - If you tell this story to somebody as they fall asleep, their ghostly skeleton leaves their body for the night, returning when they wake. The skeleton acts as the owner wishes and is completely immaterial. Companion Ball - A hollow ball that rolls behind you and never stops trying to follow you. Can pop open to store a head-sized object or smaller. Green Soil - Small pot of soil. Any plant that is planted into it will grow a whole season's worth of growth in one minute, but otherwise grows normally. Pyrophone - A klaxon-like horn that repels fire away from it. Stem-Stone - Pebble that transforms into whatever inorganic substance it last touched. Currently the leather of your pouch. Maggot Prince - A tiny maggot with a gold band marking. Flies and maggots will vacate the area to make room for it, and anything that eats bugs will be strongly drawn to try and eat it. Ovality Bomb - Explodes in a cloud of beige dust, forming a 2m high egg around the blast area. Nothing inside can break out, but the outside is easily broken. The egg keeps its contents alive in a happy stasis until released.

72. Worldly Tortoise - A small tortoise (STR 2, DEX 1, WIL 6, 1hp, Armour 1) that knows the way to anywhere you ask, but gets there very slowly. 73. Fantastic Machine - Huge machine stored in an old factory. Has a slot where paper instructions can be inserted, with a coin slot for a 10s payment. After an hour of clinking it produces a rough approximation of the requested item, but anything fancy is poorly made. 74. Unstoppable Rod - When thrown, nothing stops the movement of this rod, including gravity. Eventually flies off into space regardless of its trajectory. 75. Slam Bomb - Causes all doors and windows in a large-room sized blast to slam open or shut, even if secured. 76. Air-Sac - A membranous sac on your chest that you can inflate to 2m in diameter. Your lungs can draw on the air within, but remember the inflated sac floats. 77. Gore Candle - Any injuries that happen in the presence of this candle's light are extra painful, messy, and harmful, doubling any STR loss caused. 78. Skeletal Dove - Carefully assembled. Can be crushed to unleash a cloud of confused doves. 79. Slaughter Brand - A three-pointed mark on your hand. When you kill a worthy opponent, one point turns darker. When all three points turn dark, your arm grows into an unnaturally strong, chitinous claw (d10 damage) for the next hour. When your arm returns, the brand resets. 80. Noble Tumor - This visible growth absorbs the next harmful effect to enter your body, whether poison, parasite, curse, or otherwise, before dropping off. 81. Blank Contract - A contract with blank parts. Can be modified into any sort of deal you wish. The first party to break

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the contract is blasted with a beam from above (d12, ignore armour) and the contract dissolves into shredded parchment. Utility Orb - Any tool that could plausibly exist in a mundane pocketknife has a 50% chance of existing in this orb. Keep a track of what tools it does and doesn't have. Cocoon Wax - Anything covered in this wax is sealed off in a cocoon. After 24 hours it bursts free as a winged, hostile version of its previous self. One use. Plague Wart - A carefully extracted wart sealed in a jar. Anyone that touches it contracts a disgusting plague, losing d6 STR each hour. Any touch immediately spreads the plague. There is no cure that you know of. Ego-Mirror - A pocket mirror that functions as normal, but doesn't reflect anyone looking in. Fetch-Pearl - A silvery pearl that can attach to any item submerged in water. On a mental command from you, it floats to the surface, carrying whatever it is attached to. If attached to the ground, it just rips up a large chunk of it to fetch. Tiny Phantasm - A floating mass of swirling colours the size of a penny. It follows your every command and leaves a multicolour trail across any surface it touches. Cannot physically interact in any other way. Prosthetic Tail - A metal tail that straps to your body and functions as a third arm. Devil Salts - Awakens any creature from sleep or unconsciousness, but they flail and scream in terror for a few seconds first. They have no memory of this afterwards. Phase Tonic - A dose sends you out of sync with reality for around ten seconds. You can act as normal, but when the tonic wears off, time snaps back to the point before you drank and

all actions are undone. The dose is still consumed. 2 doses. 91. Reconstruction Silk - A handkerchief that repairs any object it is draped over for an hour. The object must be small enough to be covered. 92. Sabotage Disc - A disc of metal that can be slipped into even the most tightly cased machine, causing it to immediately malfunction in the most serious way possible. 93. Preserved Soul - A tiny shriveled humanoid that can be thrown into a fire to release a flailing alien apparition (d8 eye-beams, immaterial, lashes out for 1d6 turns before vanishing in a flash of light). 94. Animation Oil - When rubbed onto an object, it springs to life for the next hour as your loyal servant. One dose. 95. Pain Wire - Causes instant agony when touched by bare skin (you have gloves). 20m in length when uncoiled. 96. Hunger Clamp - A small clamp that can be clipped onto loose skin, causing the victim to have a ceaseless hunger, which they'll do anything to sate. They suffer no ill effect from over-eating, but will not starve any faster than normal. 97. Proxy Chain - When two or more beings are in contact with the chain, any harmful effects that affect one of them affect all instead. 98. Tin Buddy - A can that springs out to a 2ft tall automaton (2hp, Armour 1). He is loud, annoying, and doesn't do a good job of whatever you request. Has no real means of fighting. 99. Broken Basilisk Symbol - Two pieces of an astral symbol set in lead. Anyone that pushes the pieces together while looking at it loses d20 WIL. 100. Gallon-Syringe - A tiny syringe that can draw up to a bath-sized amount of liquid.

Potions 1. Clairvoyance - By designating a location within 100', you can see that location as if you were there. You can look at a different location each round. Lasts 1d6 rounds. 2. Deadly Poison - Created by feeding a chain of poisonous animals to each other. Poison (2d6). 3. Flight - You gain a fly speed of 24. Lasts 1d6 rounds. 4. Fire Resistance - All incoming fire damage is reduced by 6 points. Lasts 30 minutes. 5. Gaseous Form - As the spell gaseous form. Lasts 30 minutes. 6. Giant Size - You triple in size. Your physical attacks deal double damage and you take half damage from physical sources. When making Strength checks, treat your Strength at 24. Lasts 1d6 rounds. 7. Alternatively, it can be poured on an object or part of an object to make it triple in size. Lasts 30 minutes. 8. Healing - You recover 1d8+1 hit points. 9. Heroism - You get +4 to all d20 rolls. Lasts 1d6 rounds. 10. Invisibility - You are invisible. If poured on a wall or floor, creates a psuedowindow that you can see through. Lasts 1d6 rounds. 11. Invincibility - You are immune to damage. Lasts 1 round. 12. Nondetection - All magical attempts to learn about you fail. People forget you exist as soon as they stop looking at you. Lasts 30 minutes. 13. Petrification - Turns you into stone. If poured on stone, turns it into flesh. 14. Polymorph - A piece of a creature must be added to this potion before it can be used. You transform into an exact copy of that creature. Multiple donors creates chimeras. Lasts 30 minutes if same species or 1d6 rounds if different species.

15. Purge - Any poisons in your body are vomited out intact. You can vomit the poison into the (now empty) potion bottle if you wish. 16. Shrink - You shrink to a twelfth of your normal size. (Feet becomes inches.) Your Strength is 1, all of your attacks deal a single point of damage, and you take double damage from physical sources. Lasts 30 minutes. 17. Alternatively, it can be poured on an object or part of an object to make it shrink down. Anything smaller than a couch can fit in your pocket. Lasts 30 minutes. 18. Sovereign Glue - Elemental stickiness. Glues anything to anything, forever. Very difficult to see if spread on a surface. 19. Spider Climb - As the spell spider climb. Lasts 30 minutes. 20. Universal Solvent - Dissolves any adhesive. Neutralizes sovereign glue and sovereign grease. Causes hard materials to become softer. (Stone becomes like clay, adamantine becomes as soft as normal steel.) Don't get it on your hands. 21. Water Breathing - You can breath underwater. Lasts 30 minutes. 22. Zombie Blood - You appear to be a cold, rotting corpse but can still act normally. Unintelligent undead will ignore you as long as you ignore them. You count as undead. Lasts 30 minutes. 23. Acid Resistance - All incoming acid damage is reduced by 6 points. Lasts 30 minutes. 24. Adulthood - Plants and animals instantly grow to their adult size and form. 25. Alternate Self - You die and a version of yourself from an alternate reality is permanently summoned to your location to be your new replacement PC. This character is exactly like your previous character except they [d4]: 1 = are a different gender, 2 = are a

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different class, 3 = have opposite values and Convictions, 4 = are a different age. Anchoring - You cannot be moved from your location. If poured on an object, it cannot be moved from its location. If poured on a creature, it cannot move from its location if it fails a save. Lasts 30 minutes. Animate Object - You turn into an inanimate piece of furniture appropriate to the environment; this lasts until the following morning. If poured on an inanimate object, that object permanently wakes up as the spell animate object. Banishment - You return to the location of your birth. No save. If poured on a creature (instead of consumed) a save is allowed. Beauty - When making Charisma checks to impress people or get them to like you, treat your Charisma as if it were 18. Creatures that might be sexually attracted to you must make a Save or be fascinated by you, unable to look away, as long as no one takes any overtly hostile actions. Bottle Imp: Black - Answers one question truthfully. Knows everything that Hell knows (which is damn near everything). If you eat it, or if it crawls down the throat of an intact corpse, it can possess that body for 30 minutes. Dies quickly upon contact with air. Can only answer questions that start with “what”. Bottle Imp: Blue - Answers one question truthfully. Knows everything that Hell knows (which is damn near everything). If you eat it, or if it crawls down the throat of an intact corpse, it can possess that body for 30 minutes. Dies quickly upon contact with air. Can only answer questions that start with “why” or “how”. Bottle Imp: Green - Answers one question truthfully. Knows everything that Hell knows (which is damn near

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everything). If you eat it, or if it crawls down the throat of an intact corpse, it can possess that body for 30 minutes. Dies quickly upon contact with air. Can only answer questions that start with “when” or “where”. Bottle Imp: Red - Answers one question truthfully. Knows everything that Hell knows (which is damn near everything). If you eat it, or if it crawls down the throat of an intact corpse, it can possess that body for 30 minutes. Dies quickly upon contact with air. Can only answer questions that start with “who”. Bottomless Puddle - Nothing you swallow will affect you in any way. If poured on a ground, creates a bottomless hole about 5' in diameter. Lasts 30 minutes. Bounty - You gain 50 pounds. If poured on food, it erupts into 3d6 more servings of that food. Copies are delicious, fancy, and have none of the magical properties of the original food (if any). “Food” is limited to human food. Breathlessness - You no longer need to breathe. You cannot speak or cast spells. Lasts 30 minutes. Breathstealer - If you are caught in a breath attack, you can choose to inhale the breath attack, thereby negating it. You can hold it in you for as long as you can hold your breath, then breath out the breath attack normally. Also works on strong wings and gases. You are immune to any negative effects of inhaled things. If you can kiss someone, you can suck out their breath, and they take 3d6 non-lethal damage. Lasts 30 minutes, or until used. Bubble Breath - You breath out a 20' cone of sticky pink bubbles. Creatures caught in this area are covered with bubbles, and get -2 Attack, +2 Defense, and move at half speed. No save. These effects last until successfully scrape off the bubbles, which takes a standard

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action and a successful Dex check. The bubbles remain on the ground for 30 minutes, and behave like a big, sticky pile of mattresses. Burrow - You gain a Burrow speed of 6 in dirt (not stone). Lasts 30 minutes. Alternatively, if this potion is poured on the ground, will excavate a burrow large enough for 6 people to sit inside comfortably. Only works on dirt, not stone. Cloudkill - If you drink this, you die (no save). If this potion is broken or poured out, it creates a noxious yellow cloud 20' in diameter. Creatures inside this cloud take 1d6 Con and HP damage each round (Save for half). Creatures with 1 HD or less must also Save or die. Vermin die automatically. Cold Resistance - All incoming cold damage is reduced by 6 points. Lasts 30 minutes. Comprehension - You comprehend all written languages. You are mute. Lasts 30 minutes. Contagious Laughter - Whenever you spend a standard action laughing, all creatures that can hear you must save or spend their next standard action laughing as well. Once a creature saves against this ability, they are immune to it. Lasts 30 minutes. Courage - You are immune to fear. If you would normally roll a save vs fear, you instead gain +2 Attack vs the source of that fear (non-stacking). Darkvision - You can see in the dark. Range 30'. You cannot see colors, just shapes. Lasts 30 minutes. Deep Sleep - You sleep for 30 minutes and cannot be awoken by any means. This refreshes you as if it were a full night's sleep. Doom Treading - You receive 1d6 visions of death. Your DM describes different ways that you might die in the near future, beginning with more likely deaths. If you are in a dungeon, this can

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be as simple as describing the monsters (briefly but accurately) and how they kill you, as well as some traps. Drunkenness - You immediately gain 5 points of drunkenness. You must make a Con check every 10 minutes or fall asleep. Lasts 30 minutes. Duo-Dimensionality - You become flat and two-dimensional. You can walk through cracks, behind bookshelves, and most closed doors. If you turn your body so that you are facing someone edge-on, they cannot see you. You weigh one pound. You take double damage from piercing and slashing. Lasts 30 minutes. Echolocation - You gain echolocation 50'. You are blind. Lasts 30 minutes. Ethereality - You become ethereal (basically an invisible ghost). Roll a random encounter check for etheropelagic fauna and demons. Lasts 1d6 rounds. Exit - You teleport out of the building or dungeon, arriving near the main entrance. If poured on an object, teleports it out of the building or dungeon. Teleported objects have a 50% chance to end up somewhere awkward, such as in a tree of beside a band of bandits. No effect outdoors. Extra Arm - You grow an extra arm. It is awkwardly placed. If you use it to attack, it gets -4 to hit and deal half damage. Otherwise, it can do anything an extra arm could do. False Life - You gain 2d8+2 HP, exceeding your maximum HP, if applicable. Your HP cannot be restored by any means for the rest of the day. Multiple uses of this potion stack (both HP increases and duration of no healing). Fleeting Journey - You teleport to a point within sight. At the end of your next turn, you teleport back. Fire Breath - You can breath out a 30' cone of fire that deals 3d6 points of

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damage (save for half). If the potion is not drank but instead contacts air, it explodes, dealing 2d6 points of damage in a 20' diameter (save for half).-Fusion - You fuse with the next creature you touch. Ghost Form - You appear to be a ghost. Additionally, you may be incorporeal for 1 round at any point during this duration. Lasts 30 minutes. Glibness - The next thing you say will be believed by the creature you are talking to. No save. This effect ends as soon as the creature sees or learns something which contradicts your statement. (So “I am a pterodactyl” wouldn't be believed, because you don't have huge leathery wings. But “Your house is on fire” would be believed, unless your target was currently looking at their house and could see that it was not on fire.) Golden Dreams - You have a brief vision of all of the treasure hoards in the dungeon, with all of the major items described briefly but accurately. If poured out on the floor, it creates an illusion of a small pile of treasure, which lasts for 30 minutes. Green Slime - Don't fucking drink it. Grandeur - Your clothing, armor, and weapons are instantly repaired and polished. You are instantly cleaned and styled. You get +2 when attempting to impress people. If you are at full HP and not doing anything undignified, creatures with fewer HD than you must succeed on a save whenever they wish to harm you. Haste - You take an extra round at the end of every round (after everyone else's initiative count). Lasts 1d6 rounds. You age 1 year for every round that Haste lasts. Hate - You hate the first person you see after drinking this potion. You must succeed on a Cha check to avoid attacking them whenever you see

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them. When you attack them, you fly into a Rage (as barbarian). Permanent. Hide From Animals - Animals cannot see you, hear you, or notice you by any means. Lasts 30 minutes or until you do something (except movement). Hide From Dragons - Dragons cannot see you, hear you, or notice you by any means. Lasts 30 minutes or until you do something (except movement). Hide From Undead - Undead cannot see you, hear you, or notice you by any means. Lasts 30 minutes or until you do something (except movement). Hope - Dispels any negative emotions. You automatically succeed on your next save. Ice Seed - As a poison (2d6) except the damage is cold. If poured out into a body of water, it will freeze the surface of the water a foot thick, 50' in diameter. If poured out on a creature, treat is as a poison (1d6) except the damage is cold. Iron Seed - Your skin becomes metal. Reduce all incoming physical damage by 3 points. If poured on an object, turns it to metal. Lasts 30 minutes. Jaunt - Teleports you to a random room (if in a dungeon/building), a random building (if in a city), or a random location (if on the overworld). If poured on an object, does the same thing. Lantern Eyes - Your eyes emit light as if they were a bullseye lantern (narrow cone 60'). At one point during this potion's duration, you can choose to have X-ray vision for 1 round. Lasts 30 minutes. Levitation - You can a Fly speed of 1, but only when you concentrate, and only vertically (up and down). Flying horizontally requires a flat surface to push off from. If poured on an object, the object becomes weightless. Lasts 30 minutes.

74. Lightning Resistance - All incoming cold damage is reduced by 6 points. Lasts 30 minutes. 75. Liquid Boat - You turn into a boat. The type of boat is relative to your size and cultural maritime history. You are sentient, but have no way of communicating or doing anything. No save, permanent. If this potion touches water, it immediately expands into a full-size sailboat. If rationed out in dribbles, can also be used to create 4 small rowboats. 76. Love - You fall in love with the first person you see after drinking this potion. As charm, except romantic. No save. 77. Lycanthropy - You contract lycanthropy. 78. Magic Weapon - Your punches and kicks count as magic weapons +1. If applied to a weapon, it becomes a magic weapon +1. Lasts 30 minutes. 79. Magpie Charm - All silver objects within eyesight are teleported into your backpack. All local birds are enraged and will convene at your location to attack you (4-in-6 chance of a hostile swarm of birds arriving in 10 minutes, 100% chance of aggressive poopbombing campaign for the week to come). This also works on very large silver objects, with potentially disastrous results. 80. Mapping - You learn the number of floors in the dungeon, the number of secret doors, and how many rooms/hallways are connected to your current room. If poured out, the potion will turn into ink and attempt to make an accurate map of the surrounding countryside. The map uses pictograms, not words. 81. Mirror Image - 1d4+1 mirror images of yourself appear beside you. They mirror your movements perfectly. When an enemy makes an attack against you, they strike a random target (possibly

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you, but probably one of your images). Images vanish after being targetted. Mutate Spell - One of your memorized spells mutates. Mutation - You gain a random mutation. Alternatively, can be poured on a mutation to cure it. Pause - You pause time for 3 rounds. During this time, you cannot move from your location or interact with anything except yourself. After these three rounds, you must return your limbs to their exact position, or you will die. Postpone - While this potion is active, HP damage that you take is postponed until after the potion elapses. Lasts 1d6 rounds. Rage - As the barbarian ability. Raise Dead - You die. You will return to life unharmed after 30 minutes. If poured in the mouth of a corpse, it permanently returns an a zombie. It is not under anyone's control. Recapture Spell - You remember one of the spells that you have cast earlier today. Repulsion - Nothing, not even inanimate objects, want to be near you. Creatures must succeed on a morale (or Cha) check in order to approach you. If they fail this check, they will not approach you for the rest of the potion's duration. You get +2 Defense against small ranged attacks (such as arrows). If poured on an object, it has the same effect. Lasts 30 minutes. Reverse Gravity - Gravity is reversed for you and all of your inventory. If poured on an object, it has the same effect. Lasts 30 minutes. Seal Soul - You lock away your soul in the prisons of your limbic system. You are effectively soulless. You are immune to emotions, level drain, and necromantic death effects. You feel no kindness nor compassion, but you know what your soul wants you to do, so you generally act the same as you would

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when you had a soul. You will have no memory of this afterwards. Lasts 30 minutes. Silver Dust - Cannot be drank; it is literal silver dust. Contains enough silver dust to spread across a doorway. (Demons cannot cross lines of silver.) Simulcrum - You vomit out a tiny fetus, which quickly grows into a clone of yourself. Your clone has a 50% chance to have a random mutation. Your clone will live for 1d6 minutes, but if you roll a 6 on this your clone is instead permanent. Your clone knows that it is a clone and that it will probably die soon (chest pains). Your clone has a morale score of 1d20. Unlike normal hirelings, you clone can sometimes be persuaded to do suicidal tasks. It has no clothing, gear, or memorized spells. Smoke - You can see through smoke and fog perfectly. If broken or poured out, creates a prodigious amount of fog—a 100' sphere, or enough to fill approximately 5 dungeon rooms. Snake Arm - Your arm turns into a python. If you attack with it, it has Attack 14, Strength 14, and deals 1d8+1 damage + grab. Lasts 1d6 rounds. Snake Conjuring - You can shoot vipers out of your fingertips. You can shoot one per round. Treat this as attacking with a bow, except the arrows are poisoned (1d6) and leave angry vipers where they land. The snakes and the shooting ability last 1d6 rounds. Solipcism - If you believe something is true, it is true for you. This allows you to walk across a chasm by imagining a bridge, or open a locked door by imagining that it is unlocked. This only works if you fail an Int check, and only works on environments and local objects. Lasts 30 minutes, or until you use it once. Sound Bubble - Creates an invisible, intangible bubble around you with a 10'

diameter. Sound cannot pass through this bubble.. 99. Sovereign Acid - Elemental acid. Will melt through anything except glass and adamantine, and will eventually melt a hole all the way down to Hell. If poured on a stone floor, hole is 1' wide and narrows as it goes down. Lethal (and messily so) if drank. 100. Sovereign Grease - Elemental Slipperiness. Surfaces coated with this become perfectly frictionless. Coats an area about 5' in diameter. Nearly invisible when spread thin. If drank, negates the effects of anything you ingest for the rest of the day; food, edible poisons, and potions will have no effect—they just pass right through you.

Magic Items 1. A small silver figurine that, when given away, will return to your pocket after 1d6 minutes. The only way to permanently get rid of it is for the recipient to similarly give it away before the 1d6 minutes expire. (Alternatively, the original owner could die.) Yes, this is great for scamming people. Apparent value: 1d100 silver. 2. A rock that, when thrown, always hits its target. Always. Cannot do anything that you couldn't conceivably do with a really lucky throw. 3. A saddle that turns any animal into a horse when it is strapped on. The horse cannot remove the saddle on its own. Currently owned by a bounty hunter who is fond of riding his bounties back to town. 4. A key that can unlock any door, but cannot be removed from the mechanism until the door is relocked. 5. A mug that points the way to the nearest tavern when it is balanced on its edge.

6. An egg cup that can hatch any egg that is placed atop it. 7. A ring that gives the wearer a magnificent mustache/beard, depending on which finger it is worn on. The left ring finger, for example, always yields a Van Dyke. 8. A ring that makes your eyeball pop out. This is not a problem, and you can continue to see through the eye just fine, like a spy-eye. Reversible if the ring is removed. 9. A ring that makes you invisible, but not your equipment or clothing. 10. An umbrella that allows you float downwards at 60'/round when open, negating fall damage. 11. Chicken Arrows (1d6). On a hit, target must save vs fear (first arrow only). If sat upon like an egg, quickly turns into an adult chicken. Fletched with white feathers. 12. Bag of Infinite Manure. Useful for campfires. 13. Wand of Necromantic Cooking. Can enchant a corpse or cut of meat to cut, prepare, marinate, and cook itself. A slaughtered pig will seek out gravy to roll around in. Sausages will jump into the saucepan, and then seek out your plate when cooked. 14. Omnidress. Can turn into any type of dress (can even imitate leather armor, but not metal). 15. Indelible Pen. Can write on anything. Writing is permanent. Works 1d6 times. 16. Ring that makes the wearer appear to be dead and rotten. 17. Scones (1d6). When broken in half, it erupts into 1d100 scones (10 scones = food for a day). Alternatively, it can be eaten to restore 1d6 HP. 18. Wooden hand. 1/day, can turn into a living-but-disembodied hand for 1 hour. Will obey your commands for the duration. Str 1, can climb most walls.

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Int 6, can see normally, but cannot speak. Locket. Woman's face inside the amulet always looks towards Meltheria. Box of paired snails. When one snail dies, so does its mate. Normally used to send very crude, binary messages. There are 1d6 pairs of snails. Feed them leaves. Hungry coin. Cursed. Will attempt to eat other coins that it comes into contact with. Eats 100 coins an hour. Armor of Glamour. Looks like a fancy dinner suit. Is actually a suit of plate mail. Ring of Good Omen. The first time you fail a save against a curse or other magic, the ring breaks and you instead make your save. Prayer of the Seal. When this sheet of paper is attached to a door or portal, it become locked (until the paper is removed or destroyed.) Boots of the Aristocrat. When you click them together, your clothes become clean, your skin becomes perfumed, and your hair is styled. Cursed matches (1d6). When lit, the match does not ignite. Instead, whatever the PC is looking at catches fire. (Tiny match-sized fire. Does no damage unless allowed to progress.) Preservative jar. Anything placed in this jar enters stasis. Cannot hold anything bigger than a toad. Currently holds a toad. Library Box. When a non-magical book is placed inside it, another of the same type will be found there the next day. Monocle of Entropy. If you stare at something long enough, it will fall over. 1 round for a candlestick, 1 minute for a sleeping cow, 1 hour for a small tree, 1 day for a cottage or large tree, 1 week for a castle. Must be within 100'. Girdle of Masculinity/Femininity. Noncursed because that's way more fun.

31. Stick of the Titan. Hits for 2d8, then breaks. 32. Singing frog. Knows 1d6 songs. Good for a free round of drinks in pretty much any bar you walk in to, with only a 20% chance that someone will try to steal it from you at the end of the night. 33. Perpetual motion machine. Utterly unremarkable in a world filled with magic, but still cool. 34. Seed of Moon Ice. If dropped in a body of water, will "freeze" an area up to 20' diameter. If swallowed, you die. If touched, save or die. Leaves awesomely frozen corpses that are not cold to the touch and never thaw. 35. Small broom. When activated, will attempt to clean the dirtiest thing nearby. 36. Black cat, winged. When you tap it on the nose, it enters stasis. (This is why you found it in a treasure chest.) 37. Blindfold of the Spirits. When worn, you can attack incorporeal things as if they weren't. Also, you're blind. 38. Night's Black Windchimes. 25% chance of alerting you when you would be attacked during the night. If one of the 1d6+1 chimes is broken in half, a refreshing (but also quite cold) breeze blows through the area. 39. Dust of Vermicide. When thrown, does 1 damage to everything in a 5' diameter area. Alternatively, does 2d6 damage against a swarm. 40. Sovereign Glue. 41. Universal Solvent. 42. Goblin cloak. Invisible while in shadowy areas, but stinks like a mound of goblin shit. 43. Miser's Flute. When played, all unsecured coins in 20' will leap up and roll after you. They will follow you as long as you play, and as fast as normal running speed. Uphill is fine, stairs are not. 44. Donkey Legs. These wooden donkey legs can be attached to anything (but

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are not strong enough to carry literally anything). Once attached, the thing will follow you around like a loyal donkey. For example, you can attach them to a heavy statue and then have it walk itself out of the dungeon. Donkey legs are as strong as two donkeys! Giant's Ochre. Anything painted with this pigment will double in size. Washes off easily with water or sweat. (If you paint yourself, it'll wash off after 1d6 rounds of sweaty combat). Mask of the Jester. Anyone seeing it for the first time must save vs charm or be compelled to attack the wearer. Eye of Zin. If this jewel is pressed into the forehead, the wearer's eyes turn jet black, they gain darkvision, and they are blinded by even small amounts of light (a nearby torch will blind them, for example). Metal Eye Mask. Wearing this mask obscures you normal vision, but allows you to see from above, sort of like an orbital satellite's view. At sea level, you can see an area 200' in diameter, centered on the mask. Pink Bead. When smashed on the ground, immediately turns into a huge mountain of fluffy bubbles, similar in consistency to a mass of fused marshmallows. Can cushion a fall or block a hallway or something. 10' in diameter, can be cut through with 6 slashing attacks, lasts 1d6 minutes. Animate rope with the personality of a loyal dog. 50'. Must be taught knots the way a dog must be taught tricks.

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Diseases 1. Dwarven Pustules – These large welts grow right on your bits and your tits (even if you’re a guy). They are the size of golf balls and at any time there can be 2d6+2 of them on you. They are full of a green liquid and can be popped, but if they get popped they grow back

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twice as fast (though maybe there’s a wives’ tale that says they have to be popped to cure it). Dragon Scales – Your ass and scalp grow hard, itchy scales. These make it impossible to wear a helmet or pants. After 2d10 days, they shed and fall off, leaving weak, pink skin, and no hair. Blubbery Gutlings – You bloat up every day at noon, to twice your size, then you slowly deflate the rest of the day. Needs clerical intervention. Demise – You go blind and smell dead. Vultures circle you. Rats try to bite you. Clerics try to rebuke you. And a gravedigger makes up a plot for you. This requires clerical intervention but isn’t deadly. Gender Bender – You slowly and agonizingly turn into the opposite sex over the course of 1d4 days, then you turn back. After you’re back to your original sex, you vomit up your opposite gender’s guts. This takes another 1d4 days. Endless Draught – This is dysentery. It has a 1 in 20 chance of killing you slowly from dehydration. Lasts 1d4 days. The Old Stink Finger – Your fingers smell like rotting fish for the rest of your life. Cleric can help you but won’t, because it’s so inconsequential to them. Dead Eye Drew – People think your name is Drew. Your face begins to droop and sag. Your body becomes fat and weak (loose 1d6+1 strength), and eventually you become a blob. This requires clerical intervention. The Wereness – On the next full moon you turn into a turkey. Split Finger – Your hands change. The gaps between your fingers grow into your palm until they reach your wrist. This makes your hands useless. Requires clerical intervention. Candle Stick – Torches and candles are snuffed wherever you go. Requires clerical intervention.

12. Mongoose Plague – This one is deadly. Nothing happens, but after 1d4 days you make a con save. If you succeed you throw up and loose 2d4 con points. If you fail, you die. This one is hard to detect except that a large mongoose will come to town and lick your face.

Who Did I Sleep With? 50/50 chance of male or female (even if you ask for one or the other). Then, after that, roll on this table or pick whichever one sounds the funniest. 1. Deep Gnome 2. Dragonborn 3. Dwarf 4. Elf 5. Firbolg 6. Genasi 7. Gnome 8. Goliat 9. Halfling 10. Kenku 11. Lizardfolk 12. Tabaxi 13. Tiefling 14. Triton 15. Human 16. Anthropomorphic Mice 17. Aarakocra 18. Merfolk 19. Warforged 20. 2 Warforged

Magical Treats 1. Chocolate, gold coin that when split creates two chocolate gold coins. 2. Truffle that causes the eater to dance for an hour (no save). 3. Vomit inducing jelly bean (con save). 4. Powdered candy that explodes when tossed on the ground. 5. Dragon shaped gummy treat that grants resistance to fire for 24 hours. 6. Cake that expands tenfold when exposed to water.

7. Pretzel sticks that release a bunch of smoke when snapped in half. 8. Animal crackers that, when ate, allow you to roar like that animal once. 9. Dark chocolate that actually tastes good. 10. Sugary drink that gives inspiration. 11. Caramel goop that acts as sovereign glue. 12. Wrapped candy. The wrapper has little bits of information about your life written on it.

Rumors/Plot Hooks 1. Isael will give up her shop if she can get a horse and a guaranteed safety to the next village, two days’ ride east. 2. Karranic has hired an arsonist to burn down the orphanage. 3. Four members of the town (roll randomly) want Torg, the orc, killed. Torg knows and wants them stopped. 4. Tom keeps spouting about treasure in a hidden grave beneath the city… 5. Talvos has some strange things in his shop. 6. Dwarven ruins outside of the town are rumored to have ancient dwarven treasures that could be worth a fortune to any historians or dwarves in town. (The Drowned Temple) 7. Jason needs a rare lotus that is said to only grow in fairy groves. 8. Lady Rose knows the pet shop owner is sleeping with Boforn. 9. Two witches tried to recruit Bonnie. She will pay in livestock and blood to have them killed. 10. An ancient elven tree is said to be cursed by moonlight. (Moonlit Tree) 11. Several paladins come to town with a dangerous criminal for a hanging. But before the criminal can be hung, the party must go inside his brain and get a confession. (The Forgotten Gem)

12. Oliver wants to get his adopted daughter out of town and back to the city. He’s willing to pay. 13. Jamar discovers the secret of what’s buried beneath the hill. It drives him mad and violent. 14. Beneath Wolfthorne is a demon. Go down and slay it. (The Palace of Beauty) 15. Several druids stalk the outskirt of the city in animal form. Everyone knows that means they’re going to raid the village and destroy it. 16. A large forest fire spreads and the druids do nothing about it. It will reach the village. 17. Outside of town there is are some strange ruins with a large painting. People think it’s cursed. (The Gallery) 18. An ancient tomb was discovered outside of town. (Tomb of the Eight) 19. The burble of the Jabberwocky is heard outside of the village. Everyone knows that you only get one shot to hunt it. 20. A strange dragon is spotted hunting/circling the village, or it lands in town and makes strange demands (like it wants all the pastries, or it wants a virgin to eat). (Roll on the unique dragon table)

Credits Cartography by Dyson Logos (Dysonlogos.com) The village was keyed by /r/DnDBehindtheScreen Contibutors: DeathMcGunz, SpaceApe, CalvenballAKA, deepfriendcheese, Moonmethysis, dIoiIoIb, Trapline, codefinder64, Applejaxc, bludgeons_and_wagons, TheDiscordedSnarl, IPickUpDucks, SilverWarrior9, FredTheFish97, dalecookie, famoushippopotamus, Seraphim_kid, alanrickman21, wilDes7, Giantslayer459. Potions – Arnold K (AKA GoblinPunch) 50 Magic Items – Arnold K (AKA GoblinPunch) 100 Oddities – Chris McDowall (AKA Into the Odd) Edited by DeathMcGunz

Wolfthorne (city and tables).pdf

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