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| Map of Castle Black and the Wall |
Maps of the Cities of Westeros / Game of Thrones
Above and Below, Two maps of King's Landing
Below, Map of Winterfell
Not every map shown here is from Westeros. The ones below are from Essos.
Below, Map of Astapor
Below, Map of Meereen
Below, 3 Maps of Braavos
20 Magical Items for a Low Magic D&D Campaign
I am currently in a transitional stage between my old Dungeons and Dragons campaign and my new D&D game. Amongst the changes are in a change in edition (1st edition to 2nd edition), a change in timeline (bronze age to iron age), and a change of campaign scale (large epic to small sandbox).
In addition to those changes, my goals are to make the new campaign more based on skills, heavier roleplaying (80% RP / 20% hack n slash), and to make it a low magic campaign with more details about the magical crafting process (ingredients et al).
Magical items thus become a matter of game balance, as there will still be magical items, but they will be comparatively low powered and rare. My old game wasn't "high magic", but more moderate in the context of "whatever the book says it is and we roll randomly as per the book".
To further this goal of a low magic game, combined with the heavier emphasis on making a skill-based campaign, I have decided to make a list of 20 magical items that work with various skills that add to the flavour of a low magic game.
Note - I should also mention that there is a difference between a "Low Magic Campaign", a "Very Low Magic Campaign", a "Rare Magic Campaign" and a "Zero Magic Campaign". It is a sliding scale obviously. Zero Magic means magic doesn't exist. Zip, Zero, Nada. Rare Magic means that magic exists, but is so rare that very few people ever see magic at all. In a world with dragons, demons and beholders, making magic so rare is unbalanced however and thus you have to balance the availability of magic with the availability of magical creatures. Very low magic means that magic is very uncommon - not impossible to see, but few and far between. A Low Magic Campaign thus means any campaign in which magic exists, but it is held in check demographically and is uncommon - equally as uncommon as magical creatures. This allows the DM some leg room in my opinion to have geographical regions where magic is rare and other regions where magic is more common, with regions where magic is varying degrees between there. A small village for example might only have 1 person who knows anything about magic. Two if they are lucky. Magical items therefore will also be remarkably rare, and when found possibly under-powered in order to limit their usefulness.
The magical items below are designed for a 2nd edition game, but could be adapted to other editions.
Arrow of the Explorer
When tossed in the air and allowed to land randomly, this magical arrow falls and *may* point the direction the user wishes to go. It provides either +5 bonus to Direction Sense or Navigation, or it can provide the reverse, a -5 penalty to either skill, in the event that the user actually wants to go a different way (due to cowardice, greed, hunger, lust, etc). Thus while the arrow can sometimes be very helpful, it will other times point back the way the user came from to indicate that what the user really wants is a hot bath and a cold ale. (The DM is encouraged to roll percentile dice once in awhile to see if the arrow points in the direction of something the user wasn't consciously thinking of.) The Arrow of the Explorer can be easily broken like any normal arrow and it is not recommended that it is used for hunting, fighting, etc.
Boots of the Bowhunter
When making stalking attempts while Hunting, the user gains a +2 bonus to their attempt. Furthermore the reduced distance to their prey is doubled when making consecutive stalking attempts (eg. instead of reducing the distance by 20 yards it is reduced by 40 yards). The wearer also gains a +5% bonus to Move Silently attempts in any wilderness area. The boots work equally well for bowhunters, spearhunters, etc, despite the name.
Bracer of Falconry
This large magical bracer and glove are designed for someone with Animal Training: Falconry and can be used for training falcons, hawks, eagles and owls. Training times are cut in half and the user gains a +2 bonus on their check. (Note - The large bracer-glove uses both the glove and bracer slots for magical items on one arm, which means other wrist and hand items cannot be used at the same time. It does not effect rings worn on either hand.)
Chisel of the Stonemason
This large heavy steel chisel remains sharp regardless of how many times it is used. When used for cutting stone, whether for Stonemasonry or for carving a stone statue, it provides a +2 bonus to the attempt. If used for carpentry it provides only a +1 bonus as it is not meant for that kind of work.
Choker of the Chanteuse
Worn by women, this decorative neck choker makes the wearer's vocal cords more powerful/dynamic and gives them a +2 bonus on Singing attempts. It also provides a +1 bonus to any Charisma check involving using one's voice. eg. Attempting to disguise their voice to sound like a particular person.
Dancing Shoes
These flat footed shoes provide a +3 bonus to dancing attempts, but they also provide a bonus to balance checks when using Tightrope Walking.
Draw Knife of Bow Making
A draw knife is a tool with a blade with two handles at opposite ends and is used for scraping wood. This magical version provides a +2 bonus to any bow making attempt. If used for carpentry or weaponsmithing it provides only a +1 bonus to making things like axe handles, quarterstaffs or spear shafts.
Gloves of the Juggler
These plain looking brown leather gloves are surprisingly easy to grip things with. They provide a +3 bonus to Juggling attempts. They also provide a +5% bonus to Climb Walls.
Gold Pan of the Prospector
Used for sifting through river sands to find gold dust, this magical pan lights up whenever gold dust is present. The light is equal to a candle, thus users sometimes just toss a gold coin within and use the pan as a light source. When used for prospecting for gold, the pan provides a +2 bonus on attempts to locate potential gold mines. It is only useful for gold however and is useless for attempting to mine for other minerals or gems.
Monocle of Gemstones
This glass monocle is designed for appraising gemstones and jewelry. It isn't useful anything else, only jewels and objects of jewelry that contain gemstones. When used to appraise the value of any gemstone or jewelry containing a gemstone, the user gains a +3 bonus on their check.
Paintbrush of the Forger
When used to make any forgery involving painting, this magical paintbrush provides a +3 to the attempt. It also provides +2 to any Artistic Ability involving painting.
Ring of the Gambler
This gold ring provides a +1 bonus to any Gaming check, but also a +2 bonus to any attempt to cheat at gambling. It also provides a +5% chance at Pick Pocketing or anything involving sleight of hand.
Rope of the Mountaineer
When attempting to climb any rough terrain surface the user of this rope gains a +10% bonus to their attempt to Climb Walls. Used on other surfaces (trees, architecture, etc) the rope provides only a +5% bonus to their attempt. Rope Use and Tightrope Walking checks using the rope also gain a +1 bonus.
Saddle of the Lancer
This well made saddle provides the user with a +2 bonus to any horsemanship riding checks and also a +1 bonus to hit with any lances, spears, horseman's flails or horseman's maces. The saddle does not provide any benefits to training horses or animal handling checks involving horses.
Shoes of Running and Jumping
These comfortable and well-made shoes provide a +2 bonus to Running and Jumping checks. When used for a running long jump, a running high jump or a running pole vault attempt the user gains a +4 bonus to their attempt. (When found these shoes are sometimes accompanied by a 17 to 18 foot long semi-flexible pole.)
Silver Anvil of Blacksmithing
This large silver anvil can be used in one of two ways: Blacksmithing or silversmithing. It provides a +3 bonus to any blacksmithing attempt or to any attempt to make something out of silver. For any weaponsmithing or armouring checks it provides only a +1 check. Thus if the user wishes to make horseshoes, a silver longsword or a silver shield they get a +3 bonus. If they want to make a steel longsword or a steel shield, they get only a +1 bonus to the attempt.
Tome of Skill +1
These magical tomes take 1 week to read fully and permanently raise the reader's skill in one generic skill (eg. Carpentry). After the book has been fully read the person reading the book is imbued with the magic of the tome and the book fades into nothingness while simultaneously a magical tattoo appears on a random body part usually used as part of the skill (eg. On the arms for swimming). The skill bonus cannot be permanently removed via Dispel Magic, but it can be temporarily suppressed. Reading multiple copies of the same tome has no additional effect on the reader. Reading it aloud only benefits the reader as they are the one who absorbs the magic of the book and receives the tattoo. A person who does not possess the skill in question does not gain a new skill, but in the future they can try to do the skill with a -4 to their attempt; If they later gain the skill in question, they will gain the +1 bonus to their attempts when using the skill.
Waterskin of Endurance
One long sip from this magical waterskin temporarily bestows the drinker with 1 hour of the skill Endurance. To someone who already has the skill, it boosts their Endurance skill by +5 for 1 hour. The waterskin contains only 20 long sips worth of water. Once used up however, the waterskin becomes a normal non-magical waterskin.
Whip of the Charioteer
A long horsewhip, this item provides anyone commanding horses on a wagon or chariot with a +2 bonus to any attempts. It also provides a +1 bonus to Animal Handling or Animal Training attempts involving horses.
Wig of Disguise
This non-descript black wig can change its shape and colour at mental command of the user, providing a +2 bonus to Disguise attempts. It cannot mimic the appearance of any person who is bald however.
CONCLUSIONS
Now obviously if you gave PCs all of the magical items listed above it would start to feel more like a high magic campaign. But spaced out, sprinkled gently, and with a dose of rarity - such magical items give a totally different tone to the "feel" of a campaign. A campaign that is based more on skills and roleplaying than it is on combat. Combat still happens, obviously, players will make sure of that, but the tone and feel of the campaign can be made very different with the use of unique magical objects that boost skills.
Having seen the examples above, doubtlessly you have your own ideas for how to make magical items that boost various skills. I recommend sticking to +1 or +2 to skills that are used more often, and a range of +3 to +5 for skills that are rarely used.
I also recommend creating magical items that have some sort of limitation. eg. "Reins of Horse Training" can only be used for training horses, donkeys, and mules. They are useless when attempting to train falcons, dogs, dolphins, etc. And possibly also useless on magical equines like pegasi and unicorns.
:)
In addition to those changes, my goals are to make the new campaign more based on skills, heavier roleplaying (80% RP / 20% hack n slash), and to make it a low magic campaign with more details about the magical crafting process (ingredients et al).
Magical items thus become a matter of game balance, as there will still be magical items, but they will be comparatively low powered and rare. My old game wasn't "high magic", but more moderate in the context of "whatever the book says it is and we roll randomly as per the book".
To further this goal of a low magic game, combined with the heavier emphasis on making a skill-based campaign, I have decided to make a list of 20 magical items that work with various skills that add to the flavour of a low magic game.
Note - I should also mention that there is a difference between a "Low Magic Campaign", a "Very Low Magic Campaign", a "Rare Magic Campaign" and a "Zero Magic Campaign". It is a sliding scale obviously. Zero Magic means magic doesn't exist. Zip, Zero, Nada. Rare Magic means that magic exists, but is so rare that very few people ever see magic at all. In a world with dragons, demons and beholders, making magic so rare is unbalanced however and thus you have to balance the availability of magic with the availability of magical creatures. Very low magic means that magic is very uncommon - not impossible to see, but few and far between. A Low Magic Campaign thus means any campaign in which magic exists, but it is held in check demographically and is uncommon - equally as uncommon as magical creatures. This allows the DM some leg room in my opinion to have geographical regions where magic is rare and other regions where magic is more common, with regions where magic is varying degrees between there. A small village for example might only have 1 person who knows anything about magic. Two if they are lucky. Magical items therefore will also be remarkably rare, and when found possibly under-powered in order to limit their usefulness.
The magical items below are designed for a 2nd edition game, but could be adapted to other editions.
Arrow of the Explorer
When tossed in the air and allowed to land randomly, this magical arrow falls and *may* point the direction the user wishes to go. It provides either +5 bonus to Direction Sense or Navigation, or it can provide the reverse, a -5 penalty to either skill, in the event that the user actually wants to go a different way (due to cowardice, greed, hunger, lust, etc). Thus while the arrow can sometimes be very helpful, it will other times point back the way the user came from to indicate that what the user really wants is a hot bath and a cold ale. (The DM is encouraged to roll percentile dice once in awhile to see if the arrow points in the direction of something the user wasn't consciously thinking of.) The Arrow of the Explorer can be easily broken like any normal arrow and it is not recommended that it is used for hunting, fighting, etc.
Boots of the Bowhunter
When making stalking attempts while Hunting, the user gains a +2 bonus to their attempt. Furthermore the reduced distance to their prey is doubled when making consecutive stalking attempts (eg. instead of reducing the distance by 20 yards it is reduced by 40 yards). The wearer also gains a +5% bonus to Move Silently attempts in any wilderness area. The boots work equally well for bowhunters, spearhunters, etc, despite the name.
Bracer of Falconry
This large magical bracer and glove are designed for someone with Animal Training: Falconry and can be used for training falcons, hawks, eagles and owls. Training times are cut in half and the user gains a +2 bonus on their check. (Note - The large bracer-glove uses both the glove and bracer slots for magical items on one arm, which means other wrist and hand items cannot be used at the same time. It does not effect rings worn on either hand.)
Chisel of the Stonemason
This large heavy steel chisel remains sharp regardless of how many times it is used. When used for cutting stone, whether for Stonemasonry or for carving a stone statue, it provides a +2 bonus to the attempt. If used for carpentry it provides only a +1 bonus as it is not meant for that kind of work.
Choker of the Chanteuse
Worn by women, this decorative neck choker makes the wearer's vocal cords more powerful/dynamic and gives them a +2 bonus on Singing attempts. It also provides a +1 bonus to any Charisma check involving using one's voice. eg. Attempting to disguise their voice to sound like a particular person.
Dancing Shoes
These flat footed shoes provide a +3 bonus to dancing attempts, but they also provide a bonus to balance checks when using Tightrope Walking.
Draw Knife of Bow Making
A draw knife is a tool with a blade with two handles at opposite ends and is used for scraping wood. This magical version provides a +2 bonus to any bow making attempt. If used for carpentry or weaponsmithing it provides only a +1 bonus to making things like axe handles, quarterstaffs or spear shafts.
Gloves of the Juggler
These plain looking brown leather gloves are surprisingly easy to grip things with. They provide a +3 bonus to Juggling attempts. They also provide a +5% bonus to Climb Walls.
Gold Pan of the Prospector
Used for sifting through river sands to find gold dust, this magical pan lights up whenever gold dust is present. The light is equal to a candle, thus users sometimes just toss a gold coin within and use the pan as a light source. When used for prospecting for gold, the pan provides a +2 bonus on attempts to locate potential gold mines. It is only useful for gold however and is useless for attempting to mine for other minerals or gems.
Monocle of Gemstones
This glass monocle is designed for appraising gemstones and jewelry. It isn't useful anything else, only jewels and objects of jewelry that contain gemstones. When used to appraise the value of any gemstone or jewelry containing a gemstone, the user gains a +3 bonus on their check.
Paintbrush of the Forger
When used to make any forgery involving painting, this magical paintbrush provides a +3 to the attempt. It also provides +2 to any Artistic Ability involving painting.
Ring of the Gambler
This gold ring provides a +1 bonus to any Gaming check, but also a +2 bonus to any attempt to cheat at gambling. It also provides a +5% chance at Pick Pocketing or anything involving sleight of hand.
Rope of the Mountaineer
When attempting to climb any rough terrain surface the user of this rope gains a +10% bonus to their attempt to Climb Walls. Used on other surfaces (trees, architecture, etc) the rope provides only a +5% bonus to their attempt. Rope Use and Tightrope Walking checks using the rope also gain a +1 bonus.
Saddle of the Lancer
This well made saddle provides the user with a +2 bonus to any horsemanship riding checks and also a +1 bonus to hit with any lances, spears, horseman's flails or horseman's maces. The saddle does not provide any benefits to training horses or animal handling checks involving horses.
Shoes of Running and Jumping
These comfortable and well-made shoes provide a +2 bonus to Running and Jumping checks. When used for a running long jump, a running high jump or a running pole vault attempt the user gains a +4 bonus to their attempt. (When found these shoes are sometimes accompanied by a 17 to 18 foot long semi-flexible pole.)
Silver Anvil of Blacksmithing
This large silver anvil can be used in one of two ways: Blacksmithing or silversmithing. It provides a +3 bonus to any blacksmithing attempt or to any attempt to make something out of silver. For any weaponsmithing or armouring checks it provides only a +1 check. Thus if the user wishes to make horseshoes, a silver longsword or a silver shield they get a +3 bonus. If they want to make a steel longsword or a steel shield, they get only a +1 bonus to the attempt.
Tome of Skill +1
These magical tomes take 1 week to read fully and permanently raise the reader's skill in one generic skill (eg. Carpentry). After the book has been fully read the person reading the book is imbued with the magic of the tome and the book fades into nothingness while simultaneously a magical tattoo appears on a random body part usually used as part of the skill (eg. On the arms for swimming). The skill bonus cannot be permanently removed via Dispel Magic, but it can be temporarily suppressed. Reading multiple copies of the same tome has no additional effect on the reader. Reading it aloud only benefits the reader as they are the one who absorbs the magic of the book and receives the tattoo. A person who does not possess the skill in question does not gain a new skill, but in the future they can try to do the skill with a -4 to their attempt; If they later gain the skill in question, they will gain the +1 bonus to their attempts when using the skill.
Waterskin of Endurance
One long sip from this magical waterskin temporarily bestows the drinker with 1 hour of the skill Endurance. To someone who already has the skill, it boosts their Endurance skill by +5 for 1 hour. The waterskin contains only 20 long sips worth of water. Once used up however, the waterskin becomes a normal non-magical waterskin.
Whip of the Charioteer
A long horsewhip, this item provides anyone commanding horses on a wagon or chariot with a +2 bonus to any attempts. It also provides a +1 bonus to Animal Handling or Animal Training attempts involving horses.
Wig of Disguise
This non-descript black wig can change its shape and colour at mental command of the user, providing a +2 bonus to Disguise attempts. It cannot mimic the appearance of any person who is bald however.
CONCLUSIONS
Now obviously if you gave PCs all of the magical items listed above it would start to feel more like a high magic campaign. But spaced out, sprinkled gently, and with a dose of rarity - such magical items give a totally different tone to the "feel" of a campaign. A campaign that is based more on skills and roleplaying than it is on combat. Combat still happens, obviously, players will make sure of that, but the tone and feel of the campaign can be made very different with the use of unique magical objects that boost skills.
Having seen the examples above, doubtlessly you have your own ideas for how to make magical items that boost various skills. I recommend sticking to +1 or +2 to skills that are used more often, and a range of +3 to +5 for skills that are rarely used.
I also recommend creating magical items that have some sort of limitation. eg. "Reins of Horse Training" can only be used for training horses, donkeys, and mules. They are useless when attempting to train falcons, dogs, dolphins, etc. And possibly also useless on magical equines like pegasi and unicorns.
:)
Ser Davos, what is dead may never die
Game of Thrones Spoiler Alert
Ser Davos drowned in Blackwater Bay but he was brought back to life by the Drowned God. What is dead may never die.
King's Landing on Fire and Sandor Clegane
SPOILER ALERT, THE FOLLOWING IS A GAME OF THRONES PREDICTION.
Sandor Clegane has a healthy fear of fire. Thus his courage will truly be tested as King's Landing burns to the ground whilst Sandor fights his arch-nemesis, his brother, aka "the Mountain that Rides". So he won't just be fighting Frankenstein's Mountain, he will be fighting his own fear while the entire city burns.
Oh and King Tommen will die, Cersei will escape alive, the High Sparrow will be revealed to be an old friend of Ned Stark's who is bent on revenge, and wildfire will play a major role in the burning of King's Landing.
Sandor Clegane has a healthy fear of fire. Thus his courage will truly be tested as King's Landing burns to the ground whilst Sandor fights his arch-nemesis, his brother, aka "the Mountain that Rides". So he won't just be fighting Frankenstein's Mountain, he will be fighting his own fear while the entire city burns.
Oh and King Tommen will die, Cersei will escape alive, the High Sparrow will be revealed to be an old friend of Ned Stark's who is bent on revenge, and wildfire will play a major role in the burning of King's Landing.
Fascinating Glitch on DDO's "Don't Drink the Water"
So I am playing Dungeons and Dragons Online (right now as I type this) and just a few moments ago I encountered an interesting glitch in the quest "Don't Drink the Water".
At the end of the quest is a green dragon (the culprit who was poisoning the water) and as is my usual tactic when fighting dragons, I like to stay close to its rear and stay away from its breath weapon and claws.
Today I did a slightly different tactic and got a fascinating result.
Instead of staying to the rear of the dragon, and moving around him as he tries to bite me, I instead ran circles around him near his feet, while smacking him with my flaming burst greater dragon bane warhammer (huzzah).
Suddenly, the dragon ran off into the corner and started spinning around like a dog looking for a place to nap. It was clearly glitching, just spinning in circles and trying to attack something that wasn't there.
So I just stood back and used a throwing hammer to whittle him down. See the screenshot below.
Once he was whittled down I ran back in and finished him off with my flaming burst greater dragon bane warhammer (again, huzzah).
I think DDO should be notified of this particular glitch, as it was rather amusing. I may attempt to exploit this glitch again in the future and see if it repeats itself. Or maybe not, because it was rather boring and felt like I was cheating.
At the end of the quest is a green dragon (the culprit who was poisoning the water) and as is my usual tactic when fighting dragons, I like to stay close to its rear and stay away from its breath weapon and claws.
Today I did a slightly different tactic and got a fascinating result.
Instead of staying to the rear of the dragon, and moving around him as he tries to bite me, I instead ran circles around him near his feet, while smacking him with my flaming burst greater dragon bane warhammer (huzzah).
Suddenly, the dragon ran off into the corner and started spinning around like a dog looking for a place to nap. It was clearly glitching, just spinning in circles and trying to attack something that wasn't there.
So I just stood back and used a throwing hammer to whittle him down. See the screenshot below.
Once he was whittled down I ran back in and finished him off with my flaming burst greater dragon bane warhammer (again, huzzah).
I think DDO should be notified of this particular glitch, as it was rather amusing. I may attempt to exploit this glitch again in the future and see if it repeats itself. Or maybe not, because it was rather boring and felt like I was cheating.
One nerdy comedian's response to Vegans
The above video is from the nerdy comedian JP (see his Youtube channel AwakenwithJP), who regularly pokes fun at hippies, hipsters and people who often claim to be "holier than thou".
I also recommend the following additional video:
Limited Storage Capacity - Dungeons and Dragons DMing Tips
In the roleplaying game Dungeons and Dragons a common thing for player characters (PCs) to do is to carry around lots of things on them, often with little explanation as to how much PCs are actually able to carry, where they are carrying it, etc.
One of the common ways of working around this problem is magical items that increase storage capacity. Items like:
Bag of Holding
Portable Hole
Handy Haversack
As a DM however, giving out such magical items actually becomes more nuisance than boon as characters will often then go willy nilly on carrying everything with them and reaching into their handy Bag of Holding to pull out something that allows them to defeat the wonderfully crafted story the DM has created.
DM - "I guess you guys will have to make a raft in order to get across these rapids."
Player - "No need. Boris reaches into his Bag of Holding and pulls out a canoe. Oh and two paddles."
Now that doesn't mean that every encounter ends that way. Nor does it mean every PCs walks around carrying lots of stuff so that regardless of the circumstances they have a THING for that. But it does mean that quite often PCs are carrying lots of extra stuff on them that are unnecessary most of the time and end up being extremely useful in various circumstances. Done too often, it starts to become really annoying.
However I do have a proposal for a solution that will help both players and DM feel as if they something has been gained as a special reward, while simultaneously making it more difficult for players to be carrying ridiculous amounts of stuff.
Scrollcase of Holding
Sounds just like a Bag of Holding, but it can only store scrolls, maps, paper, parchment, etc. Try to put anything else in there and you just ruin one of your scrolls. 5% of these scrollcases are cursed and will once per week "eat" one of the items contained within it. The owner will likely assume the scroll or map was stolen.
Portable Smithy Figurine
A tiny iron figurine of a blacksmith. When the command words (eg. strike while the iron is hot) are used, it summons an anvil, bellows, forge and everything you need to do normal blacksmithing work. Except of course the blacksmith. The PC will have to do any blacksmithing checks themselves. The smithy disappears 8 hours later and can only be used once per day.
Other Figurines also exist, such as a Carpenter Figurine which summons a carpentry shop, a Stonemason which summons all the necessary tools for cutting stone, a Mapmaker which summons a desk to work on, ink, quills, etc.
Handy Coin Pouch
Can store an unlimited number of gold, silver or copper coins. Only coins. No gems, no twinkets - just coins. Attempting to put anything else inside the coin pouch causes the foreign object to be expelled as if the pouch had spat it out. It can also produce the exact number of coins the wearer commands. 5% of these coin pouches are cursed and will once per week "eat" all of the coins contained within it. The owner will likely think that someone robbed them of their coins.
So what do you do with these items?
Well, instead of giving PCs another Bag of Holding every so often, give them one of these unique items instead. Or make up your own unique item, so that PCs will still feel like they got a cool magical item, but they will be less likely to be carrying around a silly amount of things.
Examples of possible items...
Key Ring of Infinite Keys
Quiver of a Thousand Arrows (not infinite, just 1000)
Drinking Horn of the Town Drunk
Sack of the Jewelry Thief (can only store jewelry for some reason...)
Sack of Craziness (produces one random weird item per turn, which are 90% likely to be useless)
See? So much more interesting than a boring old Bag of Holding.
One of the common ways of working around this problem is magical items that increase storage capacity. Items like:
Bag of Holding
Portable Hole
Handy Haversack
As a DM however, giving out such magical items actually becomes more nuisance than boon as characters will often then go willy nilly on carrying everything with them and reaching into their handy Bag of Holding to pull out something that allows them to defeat the wonderfully crafted story the DM has created.
DM - "I guess you guys will have to make a raft in order to get across these rapids."
Player - "No need. Boris reaches into his Bag of Holding and pulls out a canoe. Oh and two paddles."
Now that doesn't mean that every encounter ends that way. Nor does it mean every PCs walks around carrying lots of stuff so that regardless of the circumstances they have a THING for that. But it does mean that quite often PCs are carrying lots of extra stuff on them that are unnecessary most of the time and end up being extremely useful in various circumstances. Done too often, it starts to become really annoying.
However I do have a proposal for a solution that will help both players and DM feel as if they something has been gained as a special reward, while simultaneously making it more difficult for players to be carrying ridiculous amounts of stuff.
Scrollcase of Holding
Sounds just like a Bag of Holding, but it can only store scrolls, maps, paper, parchment, etc. Try to put anything else in there and you just ruin one of your scrolls. 5% of these scrollcases are cursed and will once per week "eat" one of the items contained within it. The owner will likely assume the scroll or map was stolen.
Portable Smithy Figurine
A tiny iron figurine of a blacksmith. When the command words (eg. strike while the iron is hot) are used, it summons an anvil, bellows, forge and everything you need to do normal blacksmithing work. Except of course the blacksmith. The PC will have to do any blacksmithing checks themselves. The smithy disappears 8 hours later and can only be used once per day.
Other Figurines also exist, such as a Carpenter Figurine which summons a carpentry shop, a Stonemason which summons all the necessary tools for cutting stone, a Mapmaker which summons a desk to work on, ink, quills, etc.
Handy Coin Pouch
Can store an unlimited number of gold, silver or copper coins. Only coins. No gems, no twinkets - just coins. Attempting to put anything else inside the coin pouch causes the foreign object to be expelled as if the pouch had spat it out. It can also produce the exact number of coins the wearer commands. 5% of these coin pouches are cursed and will once per week "eat" all of the coins contained within it. The owner will likely think that someone robbed them of their coins.
So what do you do with these items?
Well, instead of giving PCs another Bag of Holding every so often, give them one of these unique items instead. Or make up your own unique item, so that PCs will still feel like they got a cool magical item, but they will be less likely to be carrying around a silly amount of things.
Examples of possible items...
Key Ring of Infinite Keys
Quiver of a Thousand Arrows (not infinite, just 1000)
Drinking Horn of the Town Drunk
Sack of the Jewelry Thief (can only store jewelry for some reason...)
Sack of Craziness (produces one random weird item per turn, which are 90% likely to be useless)
See? So much more interesting than a boring old Bag of Holding.
May the 4th be with you Jon Snow, Always
SPOILER ALERT!
Below you will find mixed phrases from Game of Thrones and Star Wars. Oh and memes having a play at both Star Wars and Game of Thrones.
"May the 4th be with you Jon Snow. Always."
"Jon Snow, I am your father!" - Rhaegar Targaryen.
"The Dark Side is coming."
"You know nothing about Star Wars Jon Snow."
“When 900 years old, you reach… Look as good, you will not.” - The Three Eyed Raven. Or Yoda. Whichever.
“The Lord of Light teaches us many things, including the pathway to many abilities some consider to be… Unnatural.”
"You don’t know how hard I found it, signing the order to terminate your life." - Joffrey.
"He’s holding a Valyrian steel sword!"
"I sense great fear in you, Arya Stark. You have hate… you have anger… and you use them."
"Great, kid. Don’t get cocky." - The Hound to Arya Stark.
"Daenarys, you can destroy the Lannisters. He has foreseen this. It is your destiny. Join me, and together we can rule the Seven Kingdoms as husband and wife." - Khal Drogo.
"You can’t win, Olly. Strike me down, and I will become more powerful than you could possibly imagine."
"It's a trap!" - Catelyn Stark on the eve of the Red Wedding.
"Aren't you a little short for a Hand of the King?" - The Hound to Tyrion.
"Why you stuck-up, half-witted, scruffy-looking warg-herder!" -Ygritte.
"Mmm. Lost a queen, Jorah Mormont has. How embarrassing."
"The Three Eyed Raven’s not a raven, he’s a man!"
"These aren’t the Starks you’re looking for..."
"Traveling North of the Wall ain't like planting crops, bastard boy."
"If there's a bright side of the Lord of Light, you're on the side that it's farthest from."
"Fear is the path to the Lord of Darkness."
"You were the chosen one! It was said that you would destroy the White Walkers, not get killed by Olly."
"At last we will reveal ourselves to the Starks. At last we will have revenge."
"I’ve been waiting for you, Randyll Tarly. We meet again, at last. The circle is now complete. When I left you, I was but a boy; now I am a man of the Night's Watch. Oh and a wizard." - Samwell to his father, Randyll Tarly.
"Now, young Jon Snow… you will die. For the Watch."
"I find your lack of faith disturbing." - The Red Woman to Ser Davos.
"Help me Littlefinger, you're my only hope." - Sansa Stark to Littlefinger.
"Rhaegar Targaryen. Rhaegar. Now that's a name I have not heard in a long time. A long time."
"You came in that thing? You're braver than I thought." - Illyrio Mopatis of Pentos, speaking to Tyrion.
"No. I am not your Father." - Eddard Stark to Jon Snow.
"The House of Black and White has taught you well."
"Oh my. Sea travel sound rather perilous. I can assure you they will never get me on one of those dreadful wooden horse things." - Khal Drogo.
"The Green Sight is strong with this one." - King of the White Walkers to Brandon Stark.
"Remember Jon Snow...the Lord of Light will be with you, always."
Below you will find mixed phrases from Game of Thrones and Star Wars. Oh and memes having a play at both Star Wars and Game of Thrones.
"May the 4th be with you Jon Snow. Always."
"Jon Snow, I am your father!" - Rhaegar Targaryen.
"The Dark Side is coming."
"You know nothing about Star Wars Jon Snow."
“When 900 years old, you reach… Look as good, you will not.” - The Three Eyed Raven. Or Yoda. Whichever.
“The Lord of Light teaches us many things, including the pathway to many abilities some consider to be… Unnatural.”
"You don’t know how hard I found it, signing the order to terminate your life." - Joffrey.
"He’s holding a Valyrian steel sword!"
"I sense great fear in you, Arya Stark. You have hate… you have anger… and you use them."
"Great, kid. Don’t get cocky." - The Hound to Arya Stark.
"Daenarys, you can destroy the Lannisters. He has foreseen this. It is your destiny. Join me, and together we can rule the Seven Kingdoms as husband and wife." - Khal Drogo.
"You can’t win, Olly. Strike me down, and I will become more powerful than you could possibly imagine."
"It's a trap!" - Catelyn Stark on the eve of the Red Wedding.
"Aren't you a little short for a Hand of the King?" - The Hound to Tyrion.
"Why you stuck-up, half-witted, scruffy-looking warg-herder!" -Ygritte.
"Mmm. Lost a queen, Jorah Mormont has. How embarrassing."
"The Three Eyed Raven’s not a raven, he’s a man!"
"These aren’t the Starks you’re looking for..."
"Traveling North of the Wall ain't like planting crops, bastard boy."
"If there's a bright side of the Lord of Light, you're on the side that it's farthest from."
"Fear is the path to the Lord of Darkness."
"You were the chosen one! It was said that you would destroy the White Walkers, not get killed by Olly."
"At last we will reveal ourselves to the Starks. At last we will have revenge."
"I’ve been waiting for you, Randyll Tarly. We meet again, at last. The circle is now complete. When I left you, I was but a boy; now I am a man of the Night's Watch. Oh and a wizard." - Samwell to his father, Randyll Tarly.
"Now, young Jon Snow… you will die. For the Watch."
"I find your lack of faith disturbing." - The Red Woman to Ser Davos.
"Help me Littlefinger, you're my only hope." - Sansa Stark to Littlefinger.
"Rhaegar Targaryen. Rhaegar. Now that's a name I have not heard in a long time. A long time."
"You came in that thing? You're braver than I thought." - Illyrio Mopatis of Pentos, speaking to Tyrion.
"No. I am not your Father." - Eddard Stark to Jon Snow.
"The House of Black and White has taught you well."
"Oh my. Sea travel sound rather perilous. I can assure you they will never get me on one of those dreadful wooden horse things." - Khal Drogo.
"The Green Sight is strong with this one." - King of the White Walkers to Brandon Stark.
"Remember Jon Snow...the Lord of Light will be with you, always."
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