Sorry, I've been on Google+ this past month, and just got hooked on Gangs of Boomtown.
It's been... distracting to say the least.
Wednesday, May 30, 2012
Oh yeah! The blog!
Saturday, May 26, 2012
Hitting the Bottle Week: Catch-up and Conclusion
I still owe you guys yesterday's item as well as today's Time to get this thing finished. I'll be posting a link to these on Links to Wisdom soon.
Jar of Preservation
This jar of lead-lined glass contains a singularity that protects it's contents from the rest of the space-time continuum. Any object that is placed in the jar that can fit within it's boundaries is immune to the effects of time as long as the lid is secured. Organic items will not grow nor decay. Living creatures will be held in stasis while in the jar. Chemical processes such as fermentation and oxidation will not occur. Even spell durations will continue to persist while inside the jar, though the enchantments will not penetrate through the glass.
Jar of Vermin
This smoky-glass container is usually found sealed shut. If the command word is known, the user can open it to release an endless plague of vermin from the mouth of the jar. The type of vermin varies from jar to jar and is determined by the following table.
2d6 Die Roll Vermin
2-4 Frogs
5-7 Locusts
8-10 Spiders
11-12 Rodents
The creatures are weak individually, but as a swarm they can easily overwhelm. The vermin will continue to pour out from the jar until it is sealed again. The command word that activates the jar will also dismiss the vermin that have already been released.
Jar of Preservation
This jar of lead-lined glass contains a singularity that protects it's contents from the rest of the space-time continuum. Any object that is placed in the jar that can fit within it's boundaries is immune to the effects of time as long as the lid is secured. Organic items will not grow nor decay. Living creatures will be held in stasis while in the jar. Chemical processes such as fermentation and oxidation will not occur. Even spell durations will continue to persist while inside the jar, though the enchantments will not penetrate through the glass.
Jar of Vermin
This smoky-glass container is usually found sealed shut. If the command word is known, the user can open it to release an endless plague of vermin from the mouth of the jar. The type of vermin varies from jar to jar and is determined by the following table.
2d6 Die Roll Vermin
2-4 Frogs
5-7 Locusts
8-10 Spiders
11-12 Rodents
The creatures are weak individually, but as a swarm they can easily overwhelm. The vermin will continue to pour out from the jar until it is sealed again. The command word that activates the jar will also dismiss the vermin that have already been released.
Labels:
Hitting the Bottle Week,
magic items
| Reactions: |
Thursday, May 24, 2012
Hitting the Bottle Week: Bag of Endless Sands
Bag of Endless Sands
Perhaps the antithesis of the decanter of endless water, the bag of endless sands is a large cloth sack decorated with scenes of a vast desert on it's outer surface. When closed, it weighs about 20 lbs. Simply opening the bag reveals it to be filled with sand. But no matter how much sand a person removes from the bag, it instantly replenishes itself. If turned upside-down, sand will continuously pour out until the bag is righted again.
Mages favor the bag for a constant supply of material components for sleep spells. Thieves have used the bag in the creation, and subversion of traps. There are also tales of entire deserts being crated by one of these bags being left to pour out.
Perhaps the antithesis of the decanter of endless water, the bag of endless sands is a large cloth sack decorated with scenes of a vast desert on it's outer surface. When closed, it weighs about 20 lbs. Simply opening the bag reveals it to be filled with sand. But no matter how much sand a person removes from the bag, it instantly replenishes itself. If turned upside-down, sand will continuously pour out until the bag is righted again.
Mages favor the bag for a constant supply of material components for sleep spells. Thieves have used the bag in the creation, and subversion of traps. There are also tales of entire deserts being crated by one of these bags being left to pour out.
Labels:
Hitting the Bottle Week,
magic items
| Reactions: |
Wednesday, May 23, 2012
Hitting the Bottle 2012: Day 2- Shock Pocket
Shock Pocket
This small cloth pouch may either be used on it's own or sewn into an article of clothing. The pocket has an enchantment upon it to protect its owner from theft. Should anyone attempt to remove items from the pocket without the owner's consent, they will be hit with a strong electrical charge that does 2d6 damage (save vs. paralysis for half damage).
This small cloth pouch may either be used on it's own or sewn into an article of clothing. The pocket has an enchantment upon it to protect its owner from theft. Should anyone attempt to remove items from the pocket without the owner's consent, they will be hit with a strong electrical charge that does 2d6 damage (save vs. paralysis for half damage).
Labels:
Hitting the Bottle Week,
magic items
| Reactions: |
Tuesday, May 22, 2012
The Return of Hitting the Bottle Week!

Yes my apprentices, it is back! This week for five days only I will be providing you with new magical bottles, boxes, bags and other containers to use in your games. What wonders will we discover this year? Only one way to find out.
Last year's entries can be found here.
Portable Fishin' Hole
This initially appears to be a small, deep blue, circular piece of cloth approximately four inches in diameter. By grabbing the edges of the cloth and pulling, it can be stretched out to three feet in diameter. Folding the cloth allows it to be returned to it's original size. However, this in not the only property the cloth contains.
When placed on a horizontal surface, the cloth becomes a portal to a large body of water that is teeming with life. Though the water from the hole cannot be safely drank (it's seawater), it supports enough aquatic life to allow the owner to fish in any location in the world. Once done finishing, the hole can be picked up by lifting it along it's edge, where it reverts back into a piece of blue cloth.
Despite its name, the portable fishin' hole is not actually a hole. As a result it can be used on boats without running the risk of causing a leak.
To date, no one has attempted to enter the waters of the portable fishin' hole. Rumor has it that the hole is a link to the Elemental Plane of Water, though it is not conclusive whether the hole opens to the same location in the water every time.
Labels:
Hitting the Bottle Week,
magic items
| Reactions: |
Subscribe to:
Posts (Atom)