1dX Wednesday: 1d20 Weird Trinkets
Here is an excerpt from my hack A Crucible For Silver The entire list goes up to 1d100 and gets pretty weird in its contents. These are the type of trinkets I like to start my players off with. It gets them interacting with the fiction in very specific ways that are endlessly amusing. When all you have is a magic hammer, everything starts to look like a magic nail for my players and the ways they try to exploit these trinkets.
1. Globe that shows its location on itself.
2. Boots that allow you to jump an extra foot.
3. 10 sheets of paper that turn into what you fold them into, when you throw them in the air
4. Jar of sleep powder.
5. A piece of masonry from The Great Temple that allows you to see everything in the universe perfectly when you touch it. The input is overwhelming and very disorienting.
6. A veiled painting of a tiger that induces complete obsession in all who fully view it.
7. A pair of antique Obols that when placed on the eyes induce a deep and restful sleep for exactly eight hours. Removing the Obols allows the sleeper to be awakened prematurely.
8. A hand mirror that reflects exactly one hour in the past.
9. Fungus that when ingested allows one to manifest a single person into existence who has never existed.
10. Wheel that turns on its own when the spoke is touched. Move at the same rate as a carriage with a single horse pulling it at a steady gallop.
11. A magical diving suit.
12. A bird that flies exactly where you tell it to.
13. A clay representation of a snake that can slither in a straight line up to 50 feet away from you, including up sheer surfaces.
14. Tiny worm that will double in size each week until its head is severed.
15. Right hand glove that causes the hand to react on its own in deadly circumstances.
16. Fez that causes all government officials to assume you are a visiting emissary.
17. A portable door, too small to crawl through, that alternates opening to an ocean or the jungle.
18. Animal pelt cloak. When you don this cloak you transform into the animal for one hour. You may do this once per day. Roll 1d6 for the animal: 1. Dog 2. Cat 3. Fish 4. Monkey 5. Snake 6. Horse
19. Vial where any liquid stored within becomes highly flammable.
20. Matching necklaces where the two that wear them are always aware of each others exact locations and conditions.
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