What it takes to get the D&D group together sometimes

What it takes to get the D&D group together sometimes...

 The stars need to align.
 You need to pray for nachos.
 Make a deal with the devil you know just so enough people show up.

However if it all comes together, you get to have a cold drink together.

 Preferably with a bar brawl.

Five Predictions for Season 7 of Game of Thrones


The new season of Game of Thrones started last night and like any diehard Thrones fan, it is now a good time to speculate on what is going to happen during this season.

#1. The Wall is Coming Down

The Wall is magical, we know this because Benjen Stark cannot pass beyond the Wall due to the Wall's magical properties.

According to legend the Wall cannot be destroyed except by the Horn of Winter, which is also a magical object. When the horn is blown it is supposed to cause vibrations within the ice that will cause the ice within the Wall to shatter. (This is similar to the Biblical story of horns being used to cause an earthquake in the city of Jericho - Joshua 6:20.)

Sam Tarly way back in second season found a horn along with a stash of dragonglass. Hint hint. The horn is likely currently at Castle Black.

#2. Jon Snow is going to Dragonstone and will meet Dany and Tyrion

It will not be the first time Jon Snow and Tyrion have hung out together. Both shared a friendship during Tyrion's visit to the Wall in Season 1. But it will be the first time Jon has met Dany, and this grouping of all three together will put all three Targaryen's on the same island together at the same time.

Jon Snow will go to Dragonstone after he receives a raven from Sam Tarly, telling him that there is a giant amoung of dragonglass on the island of Dragonstone. If he is smart, Jon will also try to convince Dany that the real threat is in the north and that the White Walkers are coming.

And if we are lucky, Jon will get attacked by fire or dragonfire, and we will learn that he (and possibly Tyrion too) are all immune to fire. Dany will then realize that all three of them are Targaryens.

The end game of this will be Dany, Tyrion and Jon all riding dragons together.

#3. Cersei will ally herself with the Starks, but secretly plot to kill them

In the ever-shifting alliances of Game of Thrones, Cersei needs more allies. Jon Snow / Sansa Stark will offer her a deal to end the war in an effort to get more people to help fight the White Walkers. But Sansa will know that Cersei is not to be trusted.

During this Cersei will take her army north, including her beast-zombie the Mountain.

When Cersei does strike and betray them, Jaime will have to choose between letting her kill thousands of people - or killing Cersei. But the Mountain will stop him...

Cersei could eventually get captured by the Night King and become a White Walker - the Night Queen.

#4. Brienne and the Hound killing Wights and White Walkers

The Hound (Sandor Clegane) is heading north and now knows the Fire God is real. He has also seen a vision of the undead wights in the north, and knows they are heading south. Clegane vs Wights? Bring on the wights because Clegane is going to be awesome at killing them.

There is only one problem, Clegane doesn't have a Valyrian steel sword and will break any weapon he currently has when fighting a White Walker.

Enter Brienne - who does have a Valyrian steel sword, Oathkeeper. And she is equally awesome in combat as the Hound.

Now put those two together, fighting back to back vs a horde of White Walkers and wights. That is a fight worth watching!

#5. Sam Tarly will become a Wizard

Magical learning is one of the things maesters sometimes get into while at the Citadel. In the books Sam meets other students at the Citadel who have learned that magic has come back into the world with the birth of dragons, that dragons essentially emanate magical power that can be tapped into. Sam will realize that what Jon Snow and everyone else really needs is not a maester, but a wizard.

Which will fulfill what Sam said back in Season 1: "I always wanted to be a wizard." to which the other guys laughed, because at the time it was a silly idea.

And there is a line in a later season in which Gilly says to him: "You are like a wizard."

Bonus Prediction #1. Gendry will forge a Valyrian steel sword for Arya

The smith who taught Gendry is the same smith who made Oathkeeper and Widow's Wail by melting down Ned Stark's huge sword Ice. This means that smith knows how to melt down and reforge Valyrian steel.

Which means Gendry probably knows how to reforge Valyrian steel.

Add dragonfire to this mixture, and Gendry might someday be able to make new Valyrian steel blades, without the need to melt down old Valyrian steel blades.

Eventually Arya is going to realize the real threat is also in the north, and her sword Needle will end up breaking if she tries to use it against a White Walker. At some point she and Gendry will meet up, and Gendry will make her a new sword which will be useful against White Walkers.

Bonus Prediction #2. The Reappearance of Dark Sister

There is a Valyrian steel sword which Arya mentions in an earlier season while talking to Tywin. The sword she mentions is "Dark Sister", a Valyrian steel sword which had once belonged to a Targaryen woman. The sword was small and slimmer - like Needle is - and designed for the hand of a woman.

It is possible that Arya could end up with the sword Dark Sister instead of Gendry forging her a new sword, or it is possible Dany could end up with the sword instead, as it makes sense that at some point Dany should start wearing armour and learning how to defend herself. She won't always have her dragons handy so she really should have a sword to defend herself with.

Either way, someone will end up getting Dark Sister and Arya and Dany are the two most likely candidates.

Bonus Prediction #3. When Arya heads north, she will reunite with her dire wolf Nymeria

And Nymeria will be big enough that Arya can now ride on her wolf.

But first she needs to head south to King's Landing.

Bonus Prediction #4. Cyrio is not dead and neither is King Stannis

Cyrio is alive. Somewhere. Stannis is alive too, but now missing a leg.

My prediction is Cyrio will pop up in the north east, roughly west of Braavos.

I predict Stannis will pop up during a plot twist involving Brienne, in which she explains that she realized Stannis was the rightful king, that he was only doing his duty as king, yada yada, and that she realized she needed to punish him but not kill him.

Bonus Prediction #5. Podrick Payne is one of King Robert's bastards

While everyone knows Gendry is one of King Robert's bastards, I have a hunch Podrick Payne is also one of King Robert's offspring.

The revelation probably won't be revealed until after Gendry and Podrick meet, and they will only learn they are half-brothers thanks to Bran.

This will become important because it will mean that they are the rightful heirs of the Baratheon family, which is why keeping Stannis alive for now becomes important.

It also should be noted that the Baratheon family are relatives of the Targaryens. So both Gendry and Podrick do have a bit of Targaryen blood in them.

Random D&D Stuff on the Beach

I didn't write this. I found this on the blog:

d100 flotsam and jetsam 
01 Mountains of sea weed
02 Spectacular driftwood with barnacles
03 Hundreds of jellyfish
04 Hundreds of sea urchin
05 Hundreds of dead fish
06 Hundreds of dead starfish
07 Hundreds of dead cuttlefish
08 Dead dolphin with shark bites
09 Dried rotting dead mermaid horror from the deep
10 Several giant slimy tentacles

11 A dead rotting whale covered in crabs and gulls
12 A rotting sea serpent

13 A unconscious sailor from far off land
14 Dozens of shipwreck victims (possibly some live) and several sea chests
15 Dozens of murdered bodies and empty sea chests left by wreckers
16 A huge sand castle built by crab men as temporary base
17 Remains of a boat smashed up
18 Intact small fishing boat with fishing nets and rods and rope
19 A wooden pulley with a short length of rope
20 Barnacle covered float with small section or torn net
21 A bottle with a letter requesting help d100 years old
22 A bottle with a treasure map
23 A bottle with a will for property far away
24 A bottle half full of rum
25 A tiny chest with some small jewelry with semi precious stones
26 Carved wooden prow of ship with mythical creature
27 A fancy captains hat
28 A ship flag on length of rope
29 Long length of hemp rope
30 Man o war jellyfish with stinging tendrils
31 A gasping turtle tangled in a net
32 Hundreds of tiny crabs eating a huge strange unrecognizable creature
33 A piece of amber
34 A battered tree
35 Gigantic eyeball of some marine creature
36 Dead albatross (possibly alive helping it brings good luck)
37 Huge crab claw
38 Dead trilobite or sea scorpion
39 Beautiful badly hurt mermaid
40 Huge shark tooth
41 Cluster of sea sponges tangled in weed
42 Rusty key
43 Gigantic bones possibly from whale
44 Unhappy lost seal pup 
45 Wooden pegleg
46 Wooden box with d6 bottles of rum
47 Large block of seasalt
48 Rotting baby shark
49 Huge giant squid carcass
50 Huge shell
51 Strange symbol made from arranged stones, weed or sand
52 Baby of marine race d4 1=crabman 2=mermaid 3=squidman 4=mantaman
53 Dried puffer fish
54 Human skull with barnacles
55 Rusty old breast plate
56 Dead marine crocodile
57 Angry sea snake with deadly venom
58 Block of melting ice
59 Biological sacks of fluid some kinds of egg 
60 White cuttlefish bones useful crafting material or good for birds
61 Remains of wrecked ship long buried on beach exposed by moving sand 
62 A small anchor covered in barnacles
63 A wooden barrel with d4 1=grog 2=water 3=body 4=sea biscuits
64 A battered locked book, mostly illegible but tantalizing hints
65 A strange creepy wooden idol of squat spirit
66 A strange green stone idol of a squat sea demon 
67 A elegant noble looking native idol
68 A whale or elephant tusk
69 A blob of ambergris
70 A narwhale horn
71 A leathery corpse in shredded clothes actually a marine zombie
72 Intact skeleton with bandanna and seaman's clothes holding cutlass leaps up to attack
73 Monkeys playing on beach
74 Wax tablet dedicated to ancient evil sea demon by a cult, causes dreams if kept
75 Strange chunk of gold resembling drift wood, cult treasure of vindictive fish folk 
76 Crude wooden raft recently arrived
77 Clay pot decorated and sealed with wine or oil
78 Corroded copper coins scattered in sand all over beach
79 Lump of copper or silver coins fused into mass covered in barnacles
80 Human finger with ring
81 Single gold or silver coin in good condition
82 Pretty smooth worn glass pebbles once bottles
83 Interesting looking semiprecious stone
84 Large crystal
85 A bone dice
86 Ring shaped stone reputed to offend elves
87 Huge shell actually hermit crab looking for snacks
88 Carved wooden figurine like a duck
89 Cowrie shells strung together a form of currency in some places
90 Leather boot with crabs inside
91 Stray dog with collar
92 Ship's steering wheel or wagon wheel
93 Ships rudder or mast
94 Chunks of burned boat scattered along beach
95 Ships canvas sail, tattered but repairable
96 Green sealed bottle with occult symbols, contains soul of evil sea captain
97 Green eyed stone idol, whoever finds it becomes possessive and paranoid
98 Disgusting mass of twitching slime with eyes trying to ooze back into sea
99 A wax coated wheel of cheese possible edible
100 Erotic idol carved from tusk of marine creature in unrecognizable style

Downtime Magical Items for 5th Edition D&D

In 5th Edition D&D activities that PCs do during non-adventure time is known as "Downtime Activities". Downtime Activities are described on the following pages:
  • PHB pages 186 - 187
  • DMG pages 127 - 131
Depending on the Dungeon Master, downtime activities can play an important, interesting, and integral part of their campaign. Downtime Activities include things like:
  • Building a Stronghold
  • Carousing
  • Crafting Magical Items
  • Crafting Non-Magical Items
  • Gaining Renown
  • Maintaining / Renovating Property (including maintenance costs)
  • Operating a Garrison of Soldiers
  • Performing Sacred Rites
  • Practicing a Profession
  • Recuperating (from Major Injuries / Disease / Poison)
  • Researching Topics
  • Running a Business
  • Selling Magic Items
  • Sowing Rumours
  • Training to Gain Languages / Tool Skill
  • Training to Gain Levels
But what if there were magical items that could aid in these Downtime Activities? Well, here are some ideas for such items that would have benefits in the game.

Architect's Drafting Tools
This set of tools reduce the time required to build a stronghold or other structure by 10%.

The tools allow the Architect to optimize the design of the building to make it more time efficient to build. The overall cost of the structure is not effected, but the time savings can be useful. An architect or engineer using these tools while practicing their profession can effectively earn 10% more income.

Lucky Carousing Hat
Gives a +10% bonus downtime carousing checks. +2 saves vs alcohol.

Notes - Useless in combat. Great during a drinking contest. Encourages players to spend downtime carousing, which makes for interesting plot developments and can lead to quests. Thus the hat is a tool the DM can use to deliver quest hooks.

Desk of the Enchanter
Reduces time required to craft magical items by 10%. If there is a roll to determine success of the enchantment process there is a 10% bonus to the chance of success.

This solid oak desk is topped with obsidian and radiates strong enchantment magic, a number of magical devices are in the drawers of the desk useful for speeding up the process of enchantment. It speeds up the process of making magical items, but does not effect the cost. Normally it costs 25 gp per day to craft magical items. Using this desk the cost is 27.5 gp per day. This does not include lifestyle expenses, so in theory the user saves both time and lifestyle expenses.

Hammer of the Holy Weaponsmith
When used to craft or repair metal weapons of any kind that are normally metal, this hammer has the added effect of imbuing the weapon with the effect of being "holy" to a good god.

This does not confer any bonus to hit or damage, but simply the ability that the weapon is considered holy when used to attack undead, demons and similar critters. This may, at the DM's discretion, allow it to bypass certain kinds of weapon resistances and immunities. When used to repair an unholy or evil weapon, the hammer will purify the weapon and remove any evil enchantments or curses on the weapon. Evil artifacts are immune to this effect. The hammer has no effect on attempts to craft or repair armour or other items.

The Merchant's Silver Tongue
This silver necklace boosts interactions with NPCs by +2 when attempting to sell items, and any sale price is boosted by 10% due to the seller's "likeability".

This item can be used for selling magical items or any number of non-magical items, new or used. It is only useful for selling items however. It has no effect on purchasing or bartering items.

Ancient Dungeon Machinery

I didn't write this. I found this on the blog:

I might use this in the ruins north of Dangarn. Also check out these awesome Steampunk Dice on the right.

d12 Machine Operation
1 Crystal Grid of stone depressions which crystals are inserted and concentrated on to operate
2 Mechanical with cogs and levers and pulleys in secret combinations
3 Alchemical apparatus with glass tubes and vials of fluid with a furnace and pressurized liquids
4 Pneumatic brass tubes with vacuum cylinder transport system for small packages
5 Crystal Panels which if waved over light up in colours and links system to users mind
6 Living fleshy biological systems with tentacles, suckers, fleshy curtains manipulated by hand
7 Necrotic highly complex biological structures of bone covered in chitin, skin contact panels
8 Focal object like pool of liquid or mirror or crystal orb if concentrated on controls machine
9 Clay tablets in ancient text are inserted into slots in complex magical formulas
10 Steam Boiler powers mechanisms by elaborate gauges, pipes and furnace
11 Golem like beings incorporated into machines operated with magic signs
12 Bound entities like elementals or demons power the machinery and obey commands

d12 Condition
1 Rotting heaps of scrap barley disconcernable to experts
2 Shattered mess or rubble and broken equitment
3 Broken machine with essential and valuable parts missing
4 Badly burned and melted
5 Shattered from explosion
6 Smashed by vandalism spree from some past upheaval
7 Flooded and coroded with mounds of silt and slime
8 Shambling heap with missing parts but possibly repairable
9 Broken but repairable
10 Battered but functional
11 Good condition some wear
12 Shining new

d100 Ancient Dungeon Machine Rooms
01 Automated toilet
02 Water pump control room
03 Bakery with oven and huge mixer
04 Washing machines
05 Water heater and pump
06 Steam room boiler
07 Brewing or wine vat
08 Blacksmith forge and machine hammer
09 Weaving machine easily fowled
10 Lighting control room
11 Alarm control room
12 Servant bell control hub
13 Electrical generator
14 Message cylinder pressure plant
15 Message cylinder mail room
16 Telegraph room
17 Automated bell machine
18 Steam engine
19 Metal press for cutting patterns in sheet metal
20 Furnace for heating or burning
21 Kitchen with ovens
22 Steam press
23 Refrigerator
24 Smoke house
25 Spinning machine
26 Mulching machine for organic waste
27 Slaughter room with hooks and guilliotine
28 Butchers room with saws and fridge
29 Steam bath and massage machine
30 Torture chamber
31 Rending plant for extracting fat and oil from organic matter
32 Music machine like a steam calliope or organ
33 Automated prison cells with possibly functional food and water and toilet
34 Ice machine makes foot cubes of ice
35 Milling machine for grains to make flour
36 Dying vat for making batches of coloured cloth, uses lots of water
37 Hair cutting machine
38 Dentistry machine
39 Portrait painting machine
40 Printing press
41 Saw mill and machine to mix glue and sawdust into particle board
42 Kinetiscope or crude recreational image making machine
43 Music machine plays from collection of discs like huge jukebox
44 Canning or food preservation machine
45 Smelting furnace
46 Huge clock
47 Manufacturing assembly line with convener belt
48 Spray booth
49 Water filtration plant
50 Glass furnace
51 Huge alchemical apparatus for growing monsters
52 Dream recording chamber
53 Machine to turn corpses into zombies
54 Machine turns corpses into iron rations
55 Huge electronic drum kit
56 Security monitoring room
57 Automed med bay surgery machine
58 Beautification spa machine
59 Plastic surgerey machine
60 Face transplant machine
61 Brain transplant machine
62 Polymorphing machine
63 Controls for dungeon burrowing machine
64 Controls of subtereanean hydro dam (stops flood)
65 Machine that pumps blood from deep underground sleeping kaiju
66 Machine that controls undead sleeping army
67 Machine that pacifies or enrages orcs
68 Orc making machine converts corpses to monsters
69 Machine drains life force to generate power
70 Orgone energy acumulator drains sexual energyfor miles around
71 Soul storage device
72 Dimensional prison containing evil wizards of yore
73 Growth Accelerator turns children into ogres
74 Blood draining machines with storage vats
75 Long range comunicator
76 Time machine sends subjects to when monsters ruled one way
77 Machine fuses humans and animals to create beast men
78 Machine regulates dungeon lighting
79 Machine regulates dungeon temperature
80 Machine contains trapped tortured elementals
81 Gremlin containment machine
82 Machine allows operator to comunicate with other planes
83 Control room for one shot weapon to harm a god
84 Control room for slumbering cyborg kaiju
85 Time scoop can summon prehistoric monsters
86 Weather machine
87 Microscopic and bacterial lab
88 Reactor controls
89 Video confrence room
90 Holographic film library
91 Long range god or artifact scanner
92 Image data library screen
93 Potion lab aparatus or distilery
94 Golem animation aparatus
95 Suspended animation pods
96 Cloning vats
97 Clairvoyant aparatus or scrying device
98 Astronomical observation device
99 Teleporter pad and array
100 Machine that opens dimensional gate

What to do In Between Pokemon Go Events

By now many of us Pokemon Go players have figured out there are really two ways of playing Pokemon Go.
  1. The vanilla experience, the time period between events.
  2. The events experience, the times when there is a Pokemon Go event happening.
The recent Adventure Week rock event and the Grass Event before that got me thinking that about what players should be doing during the time periods that are in-between the events. Here is what I do:

#1. Fill in your Pokedex

I hunt specific Pokemon to fill out my Pokedex, usually by going to locations where specific kinds of Pokemon are more likely to appear. So for example if I am hunting water Pokemon, I am hanging around the lakeshore, ponds, rivers, etc. See Pokemon Go Spawn Locations in Toronto for more details.

So for example right now I am hunting Houndours, so I can evolve one and get the evolved version Houndoom. My Pokedex is currently at 222 and I would like to reach 235 before July 1st. To accomplish that I need to be finding spawn nests for certain types of Gen 2 Pokemon (I already have all of the Gen 1 Pokemon that are available in Toronto), and to find those 13 missing Pokemon I need to be spending the time during June to fine them.

#2. Hunt the Ten Biggest Pokemon

Or their lesser evolved counterparts. Your primary goal here is to get big Pokemon that make for good gym defenders. These includes hunting for:
  1. Larvitars (Tyranitar Rock/Dark, max CP 3670)
  2. Dratinis (Dragonite, Dragon/Flying, max CP 3581)
  3. Snorlax (Normal, max CP 3355)
  4. Rhydon (Ground/Rock, max CP 3300)
  5. Magikarp (Gyarados, Water/Flying, max CP 3281)
  6. Chansey (Blissey, Normal, max CP 3219)
  7. Eevees (Five different evolutions, Water, Dark, Electric, Fire or Psychic, max CP 3157)
  8. Phanpy (Donphan, Ground, max CP 3022)
  9. Heracross (Bug/Fighting, max CP 2938)
  10. Geodude (Golem, Rock/Ground, max CP 2916)
 Hunting the biggest pokemon are just straight up useful for protecting gyms, which brings me to my next topic.

#3. Hunt Pokemon that are Good Gym Attackers

Being big isn't necessarily good for taking down enemy gyms / bumping up your own gym. In those situations it is better to have several good pokemon of each the 18 types. Certain types are very good at taking down other types. Water beats fire, ice beats dragon, grass beats ground, steel beats rock, fairy beats dark, etc.

Thus since the biggest Pokemon out there are things like Tyranitar (rock/dark) it is useful to have some big fairies or big steel Pokemon to take down the Tyranitars. Fairy attacks are also good versus dragons, so they are also good versus Dragonites. Ice attacks are also great against Dragons, so the fairy/ice Pokemon Jynx is actually surprisingly good at defeating Dragonites. If you get a really good Jynx, you should definitely keep it for the purposes of defeating Dragonites.

Since Dragonites fly, electric Pokemon are also good against them and other types of flying Pokemon like Gyarados.

Fighting Pokemon are good for taking down Snorlaxes, so finding a big Heracross with fighting attacks should also be on your To Do List. While a Heracross does make a good defender, it is arguably best kept as an attacker instead.

#4. Attack Gyms and Defend Them - Get Coins!

Now that you hopefully have some good defenders and a variety of good attackers, you should spend your time taking down gyms and replacing them with your team. Or alternatively, boosting up your team's gyms to level 10 and then defending them.

Your end goal in attacking gyms is to gain coins, so I usually try to time when I go on a series of Gym Attacks so I can attack multiple gyms, place my defenders, and then collect my coins immediately. If I wait too long someone might come along and try to take down any gyms I captured and then I would need to repeat the process to get the amount of coins I was hoping for.

Once you have the coins they are best used to increase your inventory space / Pokemon storage. Otherwise I stockpile my coins until sales that are worthwhile. (The recent sale on Pokeballs was useless to me, as I don't believe on wasting coins or money on Pokeballs that can be gained for free just by walking.)

#5. Stock Up on Pokeballs

I frequently dump healing lesser healing potions, revives and nanab berries to make more room for Pokeballs. I will generally keep the hyper/max potions and the max revives, but even then I usually end up with lots of them.

Nanab berries are annoying to me. I rarely use them because I usually just time my throwing of the Pokeball in the first place. I only keep a few on me in case I run into a particularly annoying Pokemon who keeps dodging or headbutting the ball, but otherwise I routinely dump Nanabs whenever I have more than 10 of them. If I really want more space for Pokeballs I will sometimes reduce my Nanabs to 5 because I so rarely need them.

Pokeballs, Razz/Pinap berries are the truly valuable things to have as you NEED them to catch Pokemon, increase your chances of catching them, or double the candy you get when trying to catch a particularly rare Pokemon. eg. If I see a Larvitar, that is a good time to use an Ultra Ball and a Pinap so I get double the candy and improve my chances of catching it. Combined with a curve ball and excellent aim/timing, that Larvitar is usually as good as caught.

Evolution items are nice to have when it comes time to use them (preferably during a double XP event) but otherwise I don't worry about them. If they start taking up too much space eventually I might dump a few, but at present they have not become an inventory nuisance.

#6. Inventory Maintenance / Waiting for Next Event

Whether you are getting rid of Pokemon you don't need or making sure you keep a full inventory with lots of Pokeballs, you should try to do this regularly.

When doing this I also stockpile candy, stockpile Pokemon ready to be evolved, and get ready for the next double XP event - like the Easter Eggstravaganza event that was in April. I evolved almost 400 Pokemon during the Easter Eggstravaganza that I had been stockpiling, just so when I did evolve them I could use Lucky Eggs in combo with the Double XP to get 4 times the XP.

I also record how much candy I have stockpiled of the various types, and calculate how many Pokemon I will be able to evolve whenever the next event comes around - this way I know to keep big / good stats Pokemon around instead of dumping them, thus keeping the correct number I will need for whenever a double XP event finally happens.

I have a hunch there will be another double XP event sometime in June or July.

Events seem to be happening at a rate of 1 or 2 per month, with Big Events usually accompanied by bigger incentives to get out there and play, but that doesn't mean you should not be out there playing and accomplishing your goals within the game during the downtimes between events. The events add interest to the game and allow you to focus on catching specific types of Pokemon, to hatch more eggs, to get double XP, etc - but there are certain goals like gaining coins, filling in your Pokedex, etc that can be accomplished without any need for an event to currently be happening.

Happy Hunting!

Pokemon Go - Pet Peeves concerning Whiners and Cheaters

So I haven't posted about Pokemon Go for awhile, not since November (last post was about Pokemon Spawn Locations in Toronto, which keeps shifting every few weeks).

Above: Example of a map used for hacking the game.
#1. Map Cheaters

One of the things I have noticed (and has been annoying me for awhile) is people who complain and whine about the game, and the things that they complain about is how Niantic (the makers of Pokemon Go) keep cracking down on cheating.

A common way for cheaters to cheat is by using 3rd party GPS apps / websites to see where various rare Pokemon are located, how much time they will be there, etc.

Various in-game features made it easy for people to hack the game and cheat that way, so over time Niantic changed those features to make cheating less likely.

eg. A recent change in April 2017 is that Pokemon no longer have their stats predetermined when they appear, and instead now have random stats at the moment a player first clicks on them.

Thus 3rd party GPS apps can no longer tell what the particular stats of a particular Pokemon is until someone clicks on it. It is just random now. This hasn't stopped people from cheating however, as they continue to use the GPS apps to locate rare Pokemon.

Thus, the only people complaining about those changes are the people who are cheating in the first place.

Other less common ways of cheating include GPS location spoofing (so you don't have to walk, it just does it for you).

#2. Quitters and Whiners

Another thing that annoys me is the people who quit playing the game because they thought it was:
  • Too much exercise.
  • Too cold outside during the winter.
  • Events are too few and too far in-between.
  • Whining about how Legendaries still have not been released.
  • Not at popular as it once was.
  • General Whining, Etc.
At which point I should point out the following:
  1. Pokemon Go is effectively a competitive sport. You are SUPPOSED to exercise to play the game.
  2. I played outside during the Winter, I was simply smart about and wore thermal underwear and multiple layers.
  3. Events are supposed to rare and special. Duh.
  4. They will be released eventually, during an event.
  5. The people who quit playing are probably also the people who never spent a cent playing the actual game, so those quitters don't really effect Niantic's profits, do they?
  6. Sheesh, these people complain about everything. You cannot make them happy.
The #5 point is really important because I think these players who quit really just could not handle it. Many of them, this is just a hunch, probably could not stand all the walking that is involved - and thus quitters don't just quit for 1 reason, they quit for multiple reasons, of which #1 is probably a common complaint that many of these lazy quitters just don't want to admit to.

After all, nobody ever wants to admit that they are lazy.

Speaking for myself, I did not quit - I just kept playing despite the weather, whether there was an event on or no event, and I stockpiled my candy between events so that when the recent Easter Egg Event did happen, I used up a lot of my stockpiled candy to evolve approx. 400 Pokemon and gain approx. 800,000 XP from getting 2,000 XP per evolution.

So I am sitting happy with the results of my efforts and I am now stockpiling candy for the next event that involves Double XP, which according to rumour will be sometime during the summer and involve the release of Generation I Legendaries.

I have a hunch candies might be handy whenever they release Legendaries, so it is also good to start stockpiling for that purpose. If it turns out I am wrong, oh well, just use them during a double XP event instead.

#3. Unspoken Ceasefires

Often what happens with Pokegyms these days is that they will become a level 10 blue gym or level 10 red gym, and it will just stay there for weeks or even months, meanwhile other "enemy gyms" are set up only a short distance away and do the exact same thing.

I am personally okay with this ceasefire. I really don't mind logging in once every 21 hours and collecting my coins.

Some people however see this unspoken ceasefire as a problem, and go out of their way to disrupt the status quo. It takes about 30-40 minutes to solo take down a gym.

Thus when I look around my neighbourhood at the gyms, I really don't care about the status of those gyms as long as my gyms are well protected and I am continuously gaining coins from them every 21 hours. I am quite happy with ceasefires.

What annoys me is when my gyms (effectively "my territory") get taken down and I have to go recapture them and reclaim my position protecting them. However this rarely happens these days.

So What Am I Worried About?

Not a lot actually. Obviously I would still like to see the following:
  • Player Vs Player Combat (PVP) - just so I can play against family members/etc.
  • More Things To Do in the Game - like going on quests perhaps.
  • Tiered Gyms - so that less experienced players can still collect coins, as the more experienced players currently dominate the gyms and make that aspect of the game pointless for low level players.
  • Legendaries, eventually - I am in no rush to get this.
A few weeks ago I finally got all of the 1st Generation Pokemon (ignoring regionals, Dodrio was tricky to finally get) so my current goal is to finish getting all of the 2nd Generation. So getting the Legendaries in a hurry is not a big deal to me as I still haven't got all the 2nd Gens that are available.

Otherwise I am stockpiling candy for the next Double XP event, stockpiling coins (for the next sale) and leveling up my biggest Dragons and Tyrants. I am quite happy and content with the way things are going.

And I should note, I am not by any means a "pro player". I play less than an hour per day usually. Sometimes more if I am downtown or have spare time to go for a walk I might play for several hours, but most days it is a more of a "get a few pokestops, catch a few pokemon and then just go home" kind of day.

I currently have 4.33 million XP (level 33, 58.2% of the way to level 34) and have a long way to go to reach level 40 (20 million XP).

I have been playing for 9 months, so at the current rate of XP (481,000 per month) it would take me another 2 years and 8.5 months to reach level 40.

Reach means my son would be born, will two years old and will be celebrating his 3rd Christmas by then. And I can pretty much guarantee that I won't have as much time to play this game after he is born - so expect a delay on that ever happening.

It is after all, just a game. There are other things more precious in life.

Hit Point Creep in Dungeons and Dragons

Over the years a number of Dungeons and Dragons people who have spoken out on the issue of Level Creep (the gradual evolution of Dungeons and Dragons so that more and more levels were available).

Tim Kask speaks in the video below on the topic:

So in the video Tim Kask describes how in the early days of D&D the level cap was 10th level and when PCs got to that level they usually retired, built a keep and they made new characters.

When 1st Edition AD&D came along the upper level was considered to be 20, but in theory people could just keep going up levels.

In 2nd Edition AD&D, it was still 20, and again in theory PCs could go beyond that, but few did.

In 3rd Edition D&D, 4th Edition, 5th Edition, still 20...

Meanwhile other competing games, including online games, just went nuts with level creep.

eg. World of Warcraft started with a max of 60. The Burning Crusade raised the cap to 70, Wrath of the Lich King raised it to 80, Pandaria raised it to 90. Eventually it was raised to 100.

So while other games have gone nuts with level creep, D&D has stuck to the whole "level 20" is the normal maximum - possibly because of the role dice play in the game and the symbolism of d20 dice. 20 just seems like a nice perfect round number and it has become tradition to stick with that.

Thus level creep really isn't a problem for D&D. It has stayed at level 20 for decades and will likely continue to do so just for tradition and the symbolism of d20 dice.

So what about Hit Point Creep?

So this is a thing that as both a DM and as a player, well, it rather annoys me. I shall explain why later, but first let me illustrate what Hit Point Creep does.

Here is the average hit points for a wizard with a 14 Constitution in 1st/2nd Edition AD&D at levels 1, 5, 10, 15 and 20:

4, 16, 29, 34, 39.

Now here is the average hit points for a wizard with a 14 Constitution in 3rd/3.5 at the same levels:

6, 24, 47, 70, 93.

And finally, here is the average hit points for a wizard with a 14 Constitution in 5th Edition, same levels:

8, 32, 62, 92, 122.

Now I chose wizard and gave him/her a 14 Constitution for a reason, because it perfectly demonstrates the effects of Hit Point Creep while highlighting some of the fundamental changes in the rules in various editions with respect to hit points. Here are some observations:
  • Between 1st Edition and 5th Edition, the hit points at 1st level effectively doubled. This is due to the effect of 14 Constitution granting more hit points in 3rd/4th/5th editions, but also because wizards in 5th Edition get d6s instead of d4s for hit dice.
  • The hit point increase from 1st/2nd to 3rd/3.5 effectively increased by 50% at lower levels, but more than doubled at higher levels. This is because wizards now gained d4 HD plus their Con bonus at higher levels, whereas in 1st/2nd they only gained a single hit point when they went up a level - it was designed that way originally to keep wizards squishy even at higher levels.
  • The difference between 1st/2nd and 5th sees hit points doubled at the lower levels, and roughly tripled at the higher levels. Part of this is because in 5th Edition, so-called "average hit points" are rounded up and not a true average. On a d6, the true average is 3.5, but in 5th Edition that isn't normally rolled - you just take 4 instead.
So what effect does this have?

Well, wizards are supposed to be weaklings of the party. They are meant to be squishy and are supposed to:
  • Avoid direct combat / melee.
  • Be careful about traps and let others go first.
  • Play smart / carefully in order to stay alive.
 Having more hit points effectively does the following:
  • Allows wizards to go into melee, becoming more like fighters.
  • Charge through traps.
  • Can do lots of stupid things that would normally get a wizard killed.
 So what you end up with is players doing things with their wizard that makes them behave more like a fighter, like a careless barbarian, and various unrealistic things for a character that is meant to be squishy.

And this annoys me both as a player and as a DM, because I know wizards are meant to be played in a careful and cautious way. So seeing players having their wizard charge into danger, as a DM, I don't pull my punches like other DMs might do. Instead I just have them roll their saving throws as normal and they take damage as normal.

But inside my head I am thinking: "Ha! That will teach them!"

And as a player, when I am playing my necromancer Soljargon I play him properly. Like a wizard should be played. Smart. Carefully. With the expectation that he could get injured or die if he makes the wrong move.

And other old school players and DMs recognize that playing style - and new players presumably learn from example, learning how to play a wizard in a smart way.

Hit Point Creep doesn't just effect wizards however... It has effected all the classes, and monsters too.

Damage, in some cases, has also gone up over time too, with spells and weapons, so to some extent it is all relative. But in some cases damage has remained a constant, which is a problem by itself.

Lets take the classic Fireball spell for example.

1st Edition - Fireball was a 10' radius, 1d6 per level, with no maximum.

2nd Edition - Fireball was a 20' radius, 1d6 per level, to a maximum of 10d6.

3rd Edition - Fireball, as 2nd Edition, but with metamagic feats that allows wizards and sorceror's to increase the damage.

4th Edition - Is blasphemy. Lets not even discuss it.

5th Edition - Fireball deals 8d6 damage to a 20' radius, but the PC has the option to increase damage by using higher level spell slots to cast the spell.

So with Fireball, what you see here over time is that the spell has actually gone DOWN in damage, not up. In 1st Edition it was an awesome damage dealing spell, even though it had a small radius. In 2nd Edition it was made bigger in terms of area of effect, but they capped the damage at 10d6. 3rd and 5th Edition allow the possibility of increasing the damage, but ultimately by 5th Edition the standard spell has been reduced to 8d6 (normal cap) with the option to increase.

Now take the effect on enemy wizards... say a wizard duel between level 15 wizards.

In 1st Edition, the 15d6 Fireball deals an average of 52.5 points of fire damage. 26.25 on a successful saving throw. Based on the 34 hit points a Wizard with 14 Con would have, they would die if they failed their saving throw - and more than likely live if they succeeded. (Note - Wizards had very good saves vs spells in 1st/2nd Edition.)

In 2nd Edition, the 10d6 Fireball deals an average of 35.0 points of fire damage. 17.5 on a successful saving throw. The same wizard could survive a direct hit if the damage is below average, but would be burning to death if it is higher. On a successful saving throw they would be looking pretty good

In 3rd Edition, the 10d6 Fireball still only deals 35 / 17.5 fire damage, but the 15th level Wizard with 14 Con now has a pool of 70 hit points. They could get hit for max damage of 60 and still survive. With average damage they could take the hits twice, and still only be at exactly zero hit points. With successful saving throws they could possibly take 4 hits before they go down.

In 5th Edition, the 8d6 Fireball deals less damage, 28 on a failed save, 14 on a successful. The 15th level Wizard with 14 Con now has 92 hit points however. Three average hits still would not take them down, or it would take 7 Fireballs at half damage to take them down. Even if someone did up the damage using higher level Fireballs, the extra hit points basically guarantees that the wizard will be able to teleport out of danger before the final killing blow is made.

Understanding this, you might think "Oh, well, they have just made Fireball weaker over time." And while this is partially true, the biggest effect on this shift in power has been the increase in hit points.

During this time there has also been a big shift in the number of spells wizards get in general.

2nd Edition - At 15th level a Wizard gets 5 level three spells. The wizard gains that cap of 5 at level 13.

5th Edition - At 15th level a Wizard gets 3 level three spells. The wizard gains that cap of 3 at level 6 and it never increases beyond 3 level three spells.

So in the space of 4 editions, wizards went from being squishy with lots of spells (the way they are meant to be) to being either twice or thrice as tough, less spells, and their spells effectively do less damage.

Are you familiar with the term NERF?

It comes from a company named NERF that makes toys covered in foam so that little kids cannot hurt each other.

It basically sums up what has happened over time with D&D. Spells do less damage (relative to hit points), wizards (and other spellcasters) now get less spells, and hit points have increased so much that the spells are effectively NERFed.

Part of the problem I think is also resting.

In 1st/2nd Edition, characters didn't usually rest unless they actually needed to because they were really low on spells. In later editions, 3rd Edition to a lesser extent and significantly more so in 5th Edition, resting became more commonplace when PCs are down a few spells.

In 5th Edition there is now short rests and long rests, which have different effects. Both allow PCs to heal significantly, and may also allow them to get back spells / abilities during a short rest, and get back everything (all hit points, all abilities, all spells) during a long rest.

Resting therefore becomes problematic when it is used frequently, and in combination with the higher hit points and NERFed spells, it means PCs rarely get into a situation where things get tense, they are sitting on the edge of their seat because there is a real threat characters could die, etc. It happens so rarely, that as a DM it makes it difficult to make things interesting.

As a DM we can do some trickery (aka DM shenanigans) to whittle down the hit points of PCs, and if the game is balanced then it should not be too difficult to do that, in an effort to make battles more exciting.

These days when you whittle down hit points however you have to do it lots, and there is always the potential the party decides to take a short rest before fighting a big boss monster - which means all of your efforts to whittle them down were wasted.

DM Tip - Give them an opportunity to fight the boss monster solo, but with the party injured. If they wait too long however then add lots of mid-level minions (guards, mounts, extra monsters) to make the final fight more balanced and interesting. Done correctly, the PCs should take the risk of trying to take down the boss when they are injured, knowing that if they wait the boss might have allies later on. (Also, if they decided not to fight the boss and rested first instead, give the boss an escape route. Then when the fight is over and the party decides to rest, have the boss return (with full hit points) and attack them while they are resting. This way they hopefully learn their lesson, and when the next time they have an opportunity to fight a boss alone with no guards, they will take that option instead of having to go through all that nonsense.)

In my games (both my Monday Night 5th Edition game and my Friday Night 2nd Edition Game) I make an effort to keep stats balanced and lower, partially so that hit points don't become ridiculous. I have even recently given though to using the Adventurers League rules for stats, which is a relatively low point buy and I find it is very balanced. In the 2nd Edition game I find it is extremely balanced, but in 5th Edition I can definitely throw bigger traps / bigger monsters at the party and they do quite well against them.

What the 5th Edition players don't do well against is more old school traps where they don't seem to realize that it could be overcome using rope / 10 foot poles / chickens / etc. But they are learning, so that is a good sign.

eg. Last Monday one of the PCs picked up a coin. The coin burst into flames, igniting him on fire. I asked him if he lets go of the coin and he decided not to, so it burned a hole right through the palm of his hand and burnt a hole into the stone floor. His character now has a coin sized hole permanently drilled through the palm of his left hand.

So yeah. More Hit Points = Unbalancing the Game and NERFing it. But there is a solution. Just double the damage of traps at lower levels or triple the damage of traps at higher levels. ;)

When Goblins bring gifts...

I didn't write this. I found this on the blog:

This is similar to last month's post, "When Elves bring gifts..."

Bonus - The goblin brings you a skull of one of its ancestors. It would be an insult not to accept it.

01 Dandelion wine
02 Gourd of honey
03 River stone beads on strings
04 Pointy mushroom like cap
05 Acorn bread loaf wrapped in oakleaves
06 Small pointy toed boots
07 Bushel of field mushrooms
08 Bushel or wild berries
09 Hag Spittle
10 Spiderweb shawl
11 Scream in a bottle
12 Small bottle holds d6 gallons of fresh rat milk
13 Sick with minor spirit bound inside
14 Gremlin in a bottle
15 Wand with 2d10 charges of a cantrip
16 Fetish idol with green eyes - all chaoic beings save or crave it
17 Turnip with carved face summons a scare crow
18 Purse with d600 copper coins but weighs as 10cp (holds copper only)
19 Outlandish coloured troll wig +1 CHA when worn
20 Terrorbird Egg
21 Arousing mushrooms d6 doses
22 Screaming baby mushroom in pot
23 Addictive spore dust 2d6 doses d6 hour high
24 Explosive toadstool d6 damage over 1 " square
25 Glowing mushroom as candle but lasts for years
26 Prophetic dream mushroom d6 hour trip one Y/N crisis
27 Magic mushroom allows user to commune with spirits d6 hours
28 Tiny adorable mushroom person fits in pocket
29 Sovereign mushrooms, 3d6 days food with no weight
30 Chaos Mushroom, eater gets a lesser mostly cosmetic mutation
31 Ball of lizard tails +d6 HP when carried
32 Lucky ogre tooth - +1 saving throws
33 Gold nose ring
34 Nose Bone - +2 poison save
35 Necklace of teeth 2d6 each summons a kobold who obeys for a turn
36 Dungeon Magic Pie
37 Healing Potion d6
38 Basket with live snake
39 Best quality licking toad or newt
40 Bag with pipe and quality swamp goblin tobacco
41 Obedient zombie rat in a box
42 Dire Wolf Pup
43 Large bejeweled beetle worth d6x10gp gems
44 Stirge in a box
45 Colourful magic fish in bucket with magical effect if eaten
46 Baby goblin wrapped in leaves or huge pea pod
47 Hand size rat eating spider
48 Baby vampire cave squid
49 Baby goblin riding bat
50 Footlong baby purple grub or carrion crawler
51 Dried Beans - cast Entangle d4 times
52 Wasp Hive - casts swarm once
53 Whistle - summons a wandering monster d6 times
54 Dried Beans - cause d6 months of flatulence if eaten, serve d3
55 Spider Web in bag allows one to cast web spell once
56 Bark Ointment casts bark skin d4 times
57 Bear Paw can cast strength spell d3 times
58 Set of goat or ram horns may attach to head, increases headbutt to d6
59 Goat Hoof Shoes fuse to feet permanently if worn +d6 MOV
60 Kelpie Membrane, stretch over face to cast water breathing d4 times
61 Tree Seed, acorn or pine cone grows adult tree over night d6 per set
62 Goblin Chewing Stick a potent drug, +d3 MOV +1 DEX lasts 1 hour, d6 doses
63 Wizard Hood, dried skin bag from newborn baby wizard face, +1 INT if carried
64 Goblin Shaman Chunder if eaten grants ability to cast a random cantrip daily
65 Goblin Priest Chunder if eaten will turn into a zombie on death
66 Goblin Goat Bagpipes can be used to attract goats, even better for bard
67 Bat riders Crop, +2 to ride bat ability and +2 to bat morale and understand bats
68 Wolfmasters Bow, compact composite shortbow with base damage of d8 per arrow
69 Goblin Arrows, warped willow shafts twist in the air ignore cover and range penalties
70 Goblin Lord Dagger, spider venom on first stab every day
71 Goblin Spider Fetish, atracts bugs and spideres that spread cobwebs everywhere
72 Goblin Worm Fetish, dig under it if left overnight find 1d6 meals worth of grubs
73 Goblin Fertility Fetish, any births in house get a goblin baby extra in any birth
74 Goblin Mushroom Fetish, attracts fungus to grow in 1" square area double speed
75 Goblin Goat Fetish makes goats produce a extra kid each birth if kept in stall
76 Goblin Love Fetish increases holders CHA +1 if held in both hands visible to all
77 Goblin Bug Fetish increases growth rate of arthropod and or shelled invertebrates
78 Goblin Plant Fetish makes garden in 1" square grows twice as fast
79 Goblin Demon Fetish allows demons to observe area through idols eyes
80 Goblin Ancestor Fetish allows user to cast speak with dead once per week
81 Cauldron cooks battlefield meat into spicy stew, can cast animate dead once a month
82 Sickle of silver if used to cut mushrooms preserves them fresh twice as long
83 Sword of Goblin Metal, shortsword, any wounds save or -1STR 1Turn, non cumulative
84 Goblin Javelin, bursts in air into a d4 separate javelins and roll each to hit, only once
85 Goblin Pot, can be used as a d6 club, a +1AC helmet and makes food taste better
86 Goblin Bong, ceramic water pipe, pack of goblin weed, +1 HP, -d3" MOV for an hour
87 Goblin Trap Tools includes quick snare trap, dose of poison, d3 rabbit rabbit traps
88 Goblin Inflatable Goat Boat, folds from a one man coracle to a 10lb pack
89 Goblin Scroll with a random wizard or priest spell with d3 Level power on leather
90 Goblin Tinderbox with a bottle of flammable oil, handful of gunpowder, d3 signal rockets
91 Goblin Potion makes drinker turn into a goblin
92 Smoked Goblin Ham +1 STR permanent if you can eat and keep down in one sitting
93 Holy Loaf has spores on wheat that causes eater of loaf to be able to see invisible spirits
94 Goblin Skin Ointment gives user rubbery flesh of a goblin +1AC permanently
95 Chaos Crystal if cracked raw ether inflicts a major mutation on whoever broke it
96 Goblin Scepter holder translates common into goblin speech and vice versa
97 Trained Wolf, can guard or track or attack, very loyal to good
98 Trained Giant Riding bat can carry a small humanoid or child
99 Four trained giant tracking rats, loyal to who feeds and cares for them
100 A highly trained Goblin Dancing Girl (also concubine, spy and assassin)

When Elves bring gifts...

I didn't write this. I found this on the blog:

When an elf brings a gift, roll a d100.

01 Leaf wrapped vegetarian Long Life Rations 2d6 days, no weight
02 Cloak of Elven kind helps wearer hide in forest or mountains or against unworked rock
03 Boots of Elven Kind helps wearer move silently when trying to sneak
04 Musical Instrument worth d6x100gp and +1 to any musical skills
05 Silver Dagger glows if goblinoids or orcs within 6"
06 Spear that changes length from dagger to spear to long spar or lance
07 Set of single edged silver shortswords with fine scabbards
08 Goodberries 2d4 in a bag heal a HP each or supplies a days food
09 Jaunty Elfish Hunting Cap +1 to spotting things rolls
10 Elfin silver sabre sword d8 damage
11 Pot of d10x100 gold pieces that melts outside elfland within 24 hours
12 Acorn if left in larder fills with 30 days of food by dawn
13 Bottle of addictive elf wetnurse milk incredibly delicious and equals a day of food
14 Lump of Coal that burns for a month
15 Glowing marsh melon makes light as a candle for month or 3"radius if burst for a hour
16 Jack O'Lantern if lit and placed near door will arise as scarecrow if strangers enter house
17 Honey Comb drizzles a spoon of honey a day or can use up by summoning a bear
18 Teabag that lasts a year with tasty refreshing herbal tea
19 Ground Roast Spiced Chicory Powder makes tasty warm drink, enough for 20 doses
20 Bottle of White Desert Wine excellent vintage worth 60gp
21 Magic Beans, if planted becomes a plant sprite overnight d4 in bag
22 Wolf Weed Seed, if planted grows into a loyal pet vegetal wolf beast
23 Acorns that grow a tree overnight as if 30 years had passed d6 in a bag
24 Acorns of healing cure d4 with d6 in bag
25 Flower Seeds each covers 1" square in thick pretty flowers in pack of d6
26 Goblin Seeds each grows a warrior goblin in 24 hours, pack of d6
27 Vine Belt can grow lengths of strong climbing and swinging vine, d6" per day
28 Hair Seeds make flowers grow in your air for a d6 months, d6 doses in pack
29 Fire Pinecone inflicts d4 in a 1" square
30 Berryseeds, a handful of seeds grow a 1" patch of fruiting berry bushes by dawn
31 Arrow that always points home
32 Quiver of 12 long range arrows that get no rage penalties
33 Quiver of 12 silver +1 arrows
34 Lycanthropy Arrow, most frequently inflicts victim with werewolf disease if they fail save
35 Charming Arrow hit as a charm person spell and causes no damage
36 Plague arrow, causes disease if target fails to save
37 Quiver of 20 silver arrows
38 Arrow of Healing cures 2d8+4 HP on struck target (causes no damage)
39 Iron Arrow is +5 and does 2d8 damage vs supernatural and magical creatures and races
40 Leafhead Arrows in quiver of 20 bump up bow damage to d8
41 Elf Cat loyal 20lb cat, expert at hiding and climbing HD 1+1 AC16 Dd6 MOVE 16"
42 Elf Hunting Hound with nice hair HD 1+1 AC14 Dd6 MOVE 24" Sprint
43 Elf Hunting Falcon, will catch rabbits and birds skillfully and warns of hazards ahead
44 Elf Magic Goat can translate many animal, human and Elf conversations and has milk
45 Elf Finch can carry whispered messages from person to person
46 Elf Work a small pocket size stinging snake that protects purses
47 Attractive but grumpy fairy in bottle who dances in hopes of being released or fed
48 Faerie trapped in amber looks shocked, if carefully removed is very grateful to rescuer
49 Elfin Peacock, decorative alarm, hates snakes and screams if strangers approach home
50 Pet Squirrel, gather and sort scattered items very quickly if commanded, adorable
51 Boar Tusk Comb, makes existing hair grow 20% faster if used daily to brush
52 Stag Helm, gives a antler headbutt attack extra for a d6 damage once a turn (10 min)
53 Owls Crown allows a human to see in the night like a owl, needs some light to see
54 Bull's Torc gives the wearer +1 CON if standing on unworked earth or stone or wood
55 Beavers Teeth, if implanted in holes left by teeth, gain ability to eat wood like a beaver
56 Weasel Claws are gloves that improve climbing abilities while worn, d3 unarmed attack
57 Badgers Claws are gloves for digging, move a foot of earth per round, d4 unarmed attack
58 Otters Gloves are for swimming add +4 to your MOV in water, very warm and dry
59 Bats Ears fuse with your ears providing sonar vision and perfect dark vision
60 Toad leather vest makes you toxic to eat while wearing, bite attacks save or avoid
61 Moss Potion covers d4 1" squares with rich thick soft moss, lichen and ferns
62 Moon Tree Potion grants permanent second sight near full moon for 3 days
63 Celestial Tear Potion allows drinker to levitate to the moon and back in a single night
64 Golden Orb Potion if used drinker glows 3" radius that undead find repulsive -2 to hit
65 Star Potion if drunk gives visions of dreamland suggesting a quest and travel there
66 Brazen Noon Potion makes the drinker immune to natural fire till next dawn
67 Blue Mushroom Potion makes drinker sense the nearest d3 gates within 12 hours march
68 Heavenly Lotus Potion makes drinker gain +1 Level for a d6 hours
69 Dragon Ambergris Potion, can vomit fire bolt 4" 3d8 damage once
70 Unicorn Horn Potion cures poisoned person or nuetralizes a poison in liguid
71 Name of fairy knight who will negotiate to fight once in return for a promise or pact
72 Name of a fairy lady who will attack a supernatural enemy for you once if called
73 Name of the Blue Lady who if called brings a letter from your fairy godmother once
74 Name of the faerie knight who will carry you and your servants as per teleport once
75 Name of a faerie princess who will conjure a mile long fog bank that lasts for a hour once
76 Names the king and queen of bright elves and dark elves, befriend faction of elves once
77 Names of the Harlequinade, calls a creepy elven carnival to a location for a single day
78 Name of the Tree Ancestor, if called will sprout a plant with d6 goblins in pods, once
79 Name of the Horned One , if called by night will send a servitor gargoyle for night, once
80 Name of the Wild Hunt can be called to set upon a villain or fugitive, once
81 Lesser demon bound in rock freed if broken might fight if freed as favour but don't trust it
82 Faerie Swarm Bottle acts as a insect swarm spell, an choose to take coins instead of HP
83 Pipes of the Satyr are able to play a single lascivious tune by anyone who plays it
84 Horn of the Banshee if used by night all within mile afraid to go out side, one use
85 A Hand Mirror with a pocket universe complete with cursed undying eccentric occupants
86 Ancestral bundle of human bones from the dawn age returned to your race after aeons
87 A grumpy argumentative faerie in a jar but a good scout and spotter glad for release
88 Moss of the Tree Men allows user to speak to plants for a hour d4 doses a bag
89 Wrist sundial, a time piece and navigational aid in a attractive bronze bracelet
90 Wolf Biscuits, if fed to a wolf it becomes friendly towards feeder, d6 per box
91 Holly Leaf Crown +1CON when worn on head
92 Silver Moon Bow makes every arrow fired act as if silver
93 Living Branch Bow grows d6 arrows from it each day as long as watered
94 Silver Torc gives wearer +1 DEX in night or darkness
95 Copper Ringlet allows you to speak to one common animal
96 Silken slippers make you immune to spider or magic webs and improve your dancing
97 Sprite Idol can be awoken as a sprite to serve for on hour once
98 Silver Ring can call for help from sylvan beings once for a rescue
99 Ivory Ring wearer can turn into wild boar under a full moon (three days per month)
100 Thorn Crown can cast Entangle three times a week

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