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Mittwoch, 11. Dezember 2019

Nergal's Followers' Crypt


Nergal's Followers' Crypt is a free, micro-sized low-level Barrowmoor crypt for use with Barrowmaze or as a small set-piece in your campaign or hexcrawl. Stats are given for use with the DCC RPG, but can be easily adapted to your system of choice.

Map by Dyson Logos http://www.dysonlogos.com/

Illustration by Johannes Stahl https://www.instagram.com/goblin.inker/

Download it here: NergalsFollowersCrypt.pdf

Mittwoch, 6. Februar 2019

Prisoners of the Gelatinous Dome DCC Conversion


This is a DCC conversion for Jeff Call's excellent one-page dungeon Prisoners of the Gelatinous Dome! Get it here: gelatinousdome.tumblr.com (direct link to download page)

Illustration by joe made this www.instagram.com/joe_made_this/


You can download a one-page PDF with all the stats here:

These stats are recommended for a party of 4 to 6 first level DCC characters or a mix of level ones and zeroes. 

For 5+ characters, consider adding an additional member to all group encounters (cooks, thieves, gelmen). Roll on the encounter table (2 in 6) for all rooms without enemies or when noisy (use every encounter only once, except gelmen; I didn't care for the vampires, so you have to stat them yourself if you wanna use them). Don't forget to roll for room dissolution if they stay in one place for too long.

Remember also that some of the encounters, like the gregarious ochre jelly or the out-of-luck thieves don't have to result in combat if the players act clever.

OVO, GELMEN OVERLORD
Artwork by joe made this

GREGARIOUS OCHRE JELLY: Init +2; Atk pseudopod +3 (2d6); AC 11; HD 4d10; MV 10’; Act 1d20; SP divides into 1d4+1 2HD jellies when cut or electrocuted (1d6 dmg); SV Fort +2, Ref +0, Will +1; AL N.

DESPERATE COOKS: Init +0; Atk knife +1 melee (1d4); AC 10; HD 1d6; MV 10’; Act 1d20; SP none; SV Fort +0, Ref +0, Will +1; AL N.

INSANE WEREWOLF: Init +5; Atk bite/claw/claw +4 melee (1d8/1d4/1d4); AC 14; HD 3d6; MV 40’; Act 1d20+2d16; SP lycanthropy (infectious if half max hp are lost and Fort vs DC16 fails); SV Fort +4, Ref +4, Will +3; AL L.

SENTIENT BLACK PUDDING: Init +0; Atk pseudopod +7 melee (3d8); AC 13; HD 10d10; MV 20’; Act 1d20; SP can only be harmed by fire, a 2HD (1d8dmg) part splits off when cut; SV Fort +3, Ref +3, Will +3; AL N.

HEIST-GONE-BAD-THIEF: Init +2; Atk longsword +2 melee (1d8+1); AC 11; HD 1d8; MV 30’; Act 1d20; SP thief skills as a lvl 1 neutral thief -1; SV Fort +2, Ref +2, Will +0; AL N.

ANGRY JADE BEAR: Init +3; Atk bite/claw/claw +2 melee (1d6+1); AC 14; HD 4d10; MV 30’; Act 1d20+2d16; SP reverts to jade statue worth 5d6x10 gp, if both claw attacks hit 1d6+1 extra crushing damage; SV Fort +1, Ref +1, Will +1; AL N.

LESSER GELMEN GUARDS: Init +1; Atk touch +3 melee (1d4 plus Fort vs. DC14 or paralyzed); AC 12; HD 1d6; MV 30’; Act 1d20; SP undead-like traits, paralyzation 2d4 rounds, infravision 100’, silent, immune to crits; SV Fort +1, Ref +0, Will +0; AL C.

GREATER GELMEN GUARDS: Init +1; Atk touch +3 melee (1d4 plus Fort vs. DC14 or paralyzed); AC 12; HD 2d6; MV 30’; Act 1d20; SP undead-like traits, paralyzation 2d4 rounds, infravision 100’, silent, immune to crits; SV Fort +2, Ref +0, Will +0; AL C.

OVO, GELMEN OVERLORD: Init +3; Atk magic staff +3 melee (1d10 plus Fort vs. DC15 or permanently lose 1 point of a random physical attribute) or touch +3 melee (1d4 plus Fort vs. DC14 or paralyzed); AC 13; HD 3d10; MV 30’; Act 1d20; SP undead-like traits, paralyzation 2d4 rounds, infravision 100’, silent, immune to crits; SV Fort +3, Ref +1, Will +3; AL C.

Trigonon’s Magic Staff:
Control Trigonon’s Ooze: able to control all ooze in the dome
Paralysis Cloud: 6’ radius cloud of ooze bubbles in a 10’ range, roll d10+10, everybody in the cloud makes Fort save vs. result or gets paralyzed for 2d4 rounds
Convert Matter to Energy: attacking as staff does 1d10 plus Fort vs. DC15 or permanently lose 1 point of a random physical attribute (curable by Restore Vitality)

Wand of Teleportation: 3 charges; for every try, roll INT check (or spellcheck if caster) vs:
Location in view: DC2, minor corruption on crit fail
Familiar location: DC5 or minor corruption, crit fail: major corruption
Known location: DC10 or major corruption, crit fail: greater corruption
Seen once: DC15 or major corruption, crit fail: greater corruption

Lasso of Charm Person:
AGI check to hit, then d20 spellcheck for Charm Person (lasts only as long as they're lassoed)


Mittwoch, 18. Juli 2018

Random Magical Moon Stone Table

This was inspired by a call for submissions for a moon themed RPG zine by Evlyn Moreau.
Roll a d10 once for each column. Optional: roll a new power and drawback each moon phase. 

d10
Form
Power
Drawback
1
Strange rock. Looks blurry when you focus your vision on it, but normal in peripheral vision. Concentrating on this effect makes any observer dizzy and lose 1 hp.
Moon vision, once per night for 6 turns. In addition to night vision, this makes all magical things glow with a pale aura, so it doubles as detect magic.
Slowly turn into moon child. 1 in 6 chance per use that one of the following changes its color to that of the moon: all nails, all hairs, iris, skin.
2
Tooth (has to replace a regular tooth in your mouth)
Summon ancient wolf spirit. It cannot fight or interact with physical world, but it can scout and possibly give advice. Can move through physical objects (e.g. walls). Stays for one task or up to 1 turn, once each moon phase.
Turn into raging werewolf at next midnight after use. Save negates. Lasts for one turn, afterwards totally exhausted for 6 turns, no natural healing during this night.
3
Orb. Has to be licked to use. Tastes like the void between the stars (with a slight aftertaste of cheese).
Polymorph self into bat for 1 turn, once each moon phase.
If not carefully veiled from direct sunlight, take 1 damage per turn.
4
Ring. Cannot be removed without cutting off the finger.
Bless any weapon to deal magical moonlight damage (extra +1d3 damage). Only works at, and once per night, lasts 1 turn.
Moon aura. In darkness, a faint glow of pale light emanating from your body is clearly visible, making hiding extremely difficult.
5
Ioun stone (orbits your head)
Shoot moonlight beam for 2d6 damage, once per night. Unavailable during new moon.
Vision heavily impaired while in direct sunlight (see everything as if in twilight).
6
Marble. Has to be rolled between your palms or put into mouth to use.
Ability to converse with any creature of the night.
1 in 20 chance that it loses its power after each use.
7
Wand. Using it teleports it exactly one turn into the future. This produces a loud popping sound.
Become an ethereal phantom made from moonlight for 1d12 rounds, unaffected by non-magical weapons. Only works at, and once per night.
Using it drains life energy, take 1d4 damage per use (heals normally).
8
Helmet. It is made out of moon rock and looks damn cool.
Levitate upwards in the direction of the moon. Only works if the moon is visible, and only once per night for up to 1 turn.
Owner has to howl at the moon when going outside at night.
9
Crescent ring/buffalo ring (has to be worn as a piercing jewellery in a suitable spot, like ear or septum)
Polymorph self into wolf for 1 turn, once each moon phase.
Become preferred target in fights against wolves and lycanthropes.
10
Bug (yes, a living moon bug made from moon stone). Likes to sit on your shoulder. Sometimes, it makes a melody by rubbing its wings against each other.
Lesser anti-magic shield. Subtracts one point of damage from all magical damage received, and adds +1 for all saves against magic.
Chill of the void. You are constantly feeling a light chill when not near a fire or in sunlight. You suffer 1d6 additional damage from cold-based attacks.

Montag, 7. März 2016

The Flayed King DCC Conversion

+Tim Shorts was so nice to send me a print version of his mini-adventure The Flayed King last year, and I recently ran it at a con using Dungeon Crawl Classics. Here are my monster stat conversions, used against a party of five level 1 characters.

You can get the adventure for free here: https://www.rpgnow.com/product/148003/The-Flayed-King?

Draugr

North men skeletons with chainmail, axes and a raging desire to kill the living, I suppose.

DRAUGR: Init +0; Atk axe +1 melee (1d6+3); AC 15; HD 2d12; MV 40’; Act 1d20; SP un-dead traits; SV Fort +0, Ref +0, Will +3; AL C.

Goreth

Huge north man guardian skeleton with tattered chainmail and a shiny blue ring. And a raging desire to kill whoever wants what he’s guarding, I suppose. Wears the Ring of Kearar (see below).

GORETH: Init +2; Atk two-handed sword +3 melee (1d10+3); AC 15; HD 6d12; MV 40’; Act 1d20; SP un-dead traits; SV Fort +2, Ref +2, Will +5; AL C.

Ring of Kearar

Since the original Ring of Raraek that Goreth was wearing was more suited for campaign play, I changed it to something easier to hand out at a convention game:

The Ring of Kearar is sentient, but not aligned. It shimmers with a cold blue light. The wearer can make any melee weapon appear in their hand. It will form in one round; changing it to another weapon is also possible in one round. It appears as if made out of blue light. It gives no bonus to attack or damage, but the damage counts as magical.

Montag, 29. Februar 2016

Twisted and Bloated Ghosts

I created these ghosts for an adventure I ran recently, and if you need some quick ghost stats for your DCC game, they can haunt your players, too. 

The phenomenal guest art is by +Luka Rejec - check out his blog Wizard Thief Fighter!


Twisted Ghost - artwork by Luka Rejec
Twisted Ghosts

Twisted Ghosts: Init +1; Atk lifedrain +2 melee (1d6); AC 15; HD 2d12; MV 30’ fly; Act 1d20; SP un-dead traits, life drain, create spawn, immune to non-magical/non-silver weapons; SV Fort +1, Ref +1, Will +4; AL C.

They are translucent, with their faces, bodies and limbs strangely twisted and bent. They are usually bound to the place where they died.

Un-dead traits: immune to sleep, charm, and paralysis spells, as well as other mental effects and cold damage.

Life drain: all damage done gets added to their hit points (characters can regain lost hp normally).

Create spawn: any living humanoid killed by their life drain rises as a twisted ghost after the next sunset or after 1d4 rounds after “bleeding out” if it is currently night. “Recovering the body” is only possible before sunset and only if the respective ghost has been destroyed.


Bloated Ghosts


Bloated Ghosts: Init +1; Atk lifedrain +3 melee (1d4 + DC14 Fort or 1d4 STA); AC 15; HD 3d12; MV 40’ fly; Act 1d20; SP un-dead traits, life drain, create spawn, immune to non-magical/non-silver weapons, half damage from silver weapons; SV Fort +1, Ref +1, Will +4; AL C.

They are translucent, with their faces, bodies and limbs strangely tumid and bloated. They are usually bound to the place where they died.

Life drain: all damage done (both hp and STA loss) gets added to their hit points (characters can regain lost points normally).

Create spawn and un-dead traits: as above.


Adjusting for character level:


Both of these variants should be a good challenge for a party of 1st level adventurers if the number appearing is about half the number of characters. It will be a very difficult encounter if they don’t have magical or silver weapons (or clerics), so you might drop some hints or rumors so the players have a chance to prepare if they’re clever.

Adjusting for higher level parties: For 2nd level characters, simply add +1 to init, attack, damage, stamina loss, HD and all saves. For 3rd level characters, add an additional +1 on everything.


Silver weapons:


These are not readily available, but if there in a reasonably big city or market, a character may find a weapon suitable for them if they succeed on a luck check. The price should be about 30 times as much as the normal cost of the weapon.

A blacksmith might be willing to coat any weapon with silver for 20 times the normal price of the weapon; this is but temporary: after using such a weapon in a fight against a corporeal enemy, a luck check decides if the silver coating is still functional or wore out. Fighting incorporeal enemies does not tarnish the silver coating!

Magic weapons: These are never for sale. (Well, maybe if they are cursed.)

Donnerstag, 29. Mai 2014

Dworfen Kaosmobile

+Luka Rejec asked me to "stat up the noble steed" he drew for his Dworfs of Anarchy, so I did (for the DCC RPG):

Dworfen Kaosmobile: Init as driver; Atk hit and run +2+INT modifier of driver (1d6 per 10' distance of acceleration (up to 10d6), every damage die showing a 6 results in a broken bone and losing a point of Strength or Agility); AC 18 (every passenger receives +2 to AC); HD 3d8+14 (any magical fire attack that does at least 8 damage to the Kaosmobile will make it explode, doing 2d6+8 damage to every passenger); MV 100’ (turning takes 1 round); Act n/a; SP breachcruisin'; SV Fort +8, Ref as driver, Will n/a; AL C.



"The Dworfs shall ride once more into the breach. For Kaos and Light." - illustration by Luka Rejec

Check out Luka's blog Cauldrons & Clerics.

Montag, 19. Mai 2014

More Magic Shields

As requested by +Joel Priddy and inspired by +Courtney Campbell's On a Magical Shield, here are some more magic shields.



Magnetus


This iron shield has a protrusion with a coiled wire around it. When activated by pressing a button on the handle, it creates a humming sound. Any attack with a metal weapon that misses to hit by one or two points results in the weapon clinging to the shield, requiring a complete action and successful strength check to free the weapon. Any attack on a fighter that is holding onto a weapon currently clinging to Magnetus receives a +1 to hit.


Ith-Narmant's Shadowshield Glove


When not in use, it looks like a pitch-black glove that does not reflect any light. When activated by clenching one's empty hand, a disk of magic shadow forms instantly at the back of the hand, protecting the wearer like a normal shield.

The shadowshield provides an additional +2 AC against attacks with any fire or light-based weapons as well as a +2 bonus on saving throws versus any fire or light-based magic or effect. The saving throw bonus also applies while the glove is just worn without the shield being active.

This glove is a given as a reward for extraordinary services to priests and champions of Ith-Narmant, the master of shadows, chill and solanaceae. Prolonged use by others might result in the visit of Ith-Narmant's agents.


Displacer Shield


A round shield covered in the dark blue pelt of a magical beast. The wielder of the shield appears to be one foot away from their actual location. In addition to the AC bonus of a normal shield, the displacement effect gives any attacker a -1 on their attack rolls.

Any other action that involves the need to know the location of the shield's wielder, like a cleric's healing touch or chucking a weapon to the displaced fighter, also either requires a successful perception roll at -1 or incurs a -1 on the roll for the action, as applicable.


Double Displacer Shield


As displacer shield, but combining pelts from two magical beasts, displacing the wielder two feet and resulting in -2 on all applicable rolls.


Paineater


Not a shield per se, this symbiotic magical bug can be implanted in the back of one's hand or forearm. In its dormant state, it looks like a big grey wart. When the host loses hit points, the wart quickly grows into a buckler sized shell and sprouts up to 4 chitinous tentacles that actively deflect further attacks.

The AC bonus is equal to the lost hit points, up to a maximum of +4. Each attack that does not hit the host reduces this AC bonus by 1. Further hit point loss increases it again (up to +4). Any healing of hit points also reduces the bonus AC.

The arm hosting a paineater bug cannot be used to wield a weapon or sword. Extracting the bug is only possible by cutting it out of the flesh, resulting in 4 damage.


Dienstag, 29. April 2014

Ith-Narmant's Lantern

This black metal lantern was crafted by the artificer warlocks of Ith-Narmant, the master of shadows, chill, and solanaceae. It has a black leather hood made from humanoid skin, is always cold to the touch and never exudes heat even while burning. It shines an eerie, dim, unnatural bluish light in a radius of 50 feet.

The special oil used in Ith-Narmant's Lantern will burn for up to 4 hours or 24 turns and can only be made with an elaborate ritual, a sacrifice and the blessing of a cleric of Ith-Narmant. If utilizing this oil as a thrown weapon, it will inflict 1d8 cold heat damage on a successful hit and 1d4 cold heat damage on the following two rounds (this can only be prevented with resistance to both magical fire and magical cold).

Animals will never freely enter or stay in the light of Ith-Narmant's Lantern. Characters and monsters of non-chaotic alignment must make a saving throw against magic to enter or stay in the lantern's light. If they fail, they can still enter or stay inside the illuminated area, but will feel very uncomfortable, get -2 on all rolls and try to escape the light after a certain number of rounds (Wisdom score determines the maximum number of rounds for characters, double hit dice does the same for monsters). They cannot try to re-enter the light before one turn has passed.

Ith-Narmant's Lantern can be lit and used by any class. It grants the shadow tunnel ability to everyone in its light. Shadow tunneling allows entering a shadow and emerging from another shadow. Both shadows have to be cast by the blue rays of the lantern, so only shadows from objects or living things that are inside the light radius of the lantern qualify. The destination shadow has to be chosen at the time of entering. If this shadow does not qualify anymore when trying to emerge from it, the traveller is lost in the shadow realm (see table result 6). The complete shadow tunneling takes three rounds: one for entering, one for travelling, and one for emerging.

Shadow tunneling actually means travelling through the shadow realm of Ith-Narmant, and comes not without dangers. Every time when shadow tunneling, make an unmodified d20 roll. On a 1, there are complications (see table).

Shadow Tunneling Complications (1d6):

  1. Receive a demonsign of Ith-Narmant. This can take many forms, but most commonly results in a pitch black mark on the skin that does not reflect any light. These signs are recognized by demon hunters and inquisitors. 
  2. You lose a valuable item in the shadow realm.
  3. A Shadow emerges along with the traveller (see S&W Complete, page 112).
  4. Lose your own shadow for 1d6 days. During this time, you cannot regain lost hp.
  5. You are chilled to the bone and temporarily lose 1d6 Strength. If this brings your Strength to 0, you die and are transformed into a Shadow (see S&W Complete, page 112). Your lost Strength returns after 9 turns. If you die before that happens, you are also transformed into a Shadow.
  6. If you do not yet have a demonsign, you receive one and emerge normally. Otherwise, if you are already marked with a demonsign of Ith-Narmant, you do not emerge from, but are instead lost in the shadow realm of Ith-Narmant. Your friends might try to come and rescue you, if they are brave or foolish enough.


Originally written for the magic item contest over at Tenkar's Tavern, for use with Swords & Wizardry Complete - but of course you can easily use it with any other fantasy RPG. If you're using it with the DCC RPG, I'd suggest to roll on the corruption tables when a character receives a demonsign; and you'll find a Shadow monster on page 425 of the rulebook.

You can find a bit more information about Ith-Narmant in Crawl!#7, along with another of his magic items, the Shadowsword of Ith-Narmant, including DCC RPG stats. 

Mittwoch, 5. März 2014

Belt of Facility

This rare belt is made with leather crafted from a special breed of horse that has traces of pegasus blood in their veins. Grants the ability to lift and carry heavy objects with ease (not to throw them), and worn armor counts as one type lighter for penalties. If worn without at least light armor or something of equivalent weight, the wearer floats straight up into the air. The magic of the belt stops working 30 feet above ground, until its wearer touches the ground again or dies. Or both.

Mittwoch, 12. Februar 2014

The Last Resort Menu

What's on the menu at The Last Resort, the tavern at the crossroads between worlds?
(or just roll a d30 for a random magical food/drink)


1. Displacer Beef
Very difficult to eat piece of meat, often appears to be on the table next to your plate. Grants the displacer ability, usable once, for up to 4 days after consumption: -2 on all attacks on the eater for one turn.

2. Philter of Intoxicating Miasma
The more you drink the more people get drunk around you within a 10' radius. A soft yellow glow pervades the area, leaking from the imbiber's pores. 

3. Invisible Soup 
Does what it doesn't say on the invisible tin. 50gp a pop, tracking down those invisible asparagus and boiling all vestige of flavour and substance from it ain't easy you know. Makes your urine odourless, invisble and insubstantial.

4. Troll Cakes
Come in two flavours, sedimentary and igneous, and require a diamond edged cake knife to slice. Watch out though, the sedimentary ones might contain fossils that will reanimate in your gubbins, and the igneous type can cause the feldspar-intolerant to suffer from lava-belly. A rich and stodgy foodstuff, eat a slice of this and you won't want to move for a week and the weight will go straight to your waist. Beware of those cheapskate dwarven bakers who substitute concrete breezeblocks for the real ingredients.

5. Pixie Cocktails
All the rage at parties in the Despotate of Doom and among the fast set in the City of Dis, these are cocktails enlivened by decorating them with pixies impaled on a tiny plastic sword. Watch out. If you are proffered a drink with a pixie impaled with a wooden cocktail stick, you are being given a vampire pixie who will fang your face off and drink your blood once you reach the bottom of the glass.

6. Whine Gums
Gelatinous confections lettered and flavoured with various displeasures and whinges - such as 'Ennui', 'Weltschmerz', 'Disinclination', 'Peevishness' etc. No one really likes these and they are only bought as Christmas presents for relatives you don't get on with, probably because they bought a bag for you the year before.

7. PS
A nutritious but rather dull letter, served up boiled as an accompaniment to various more interesting dishes such as adverbs in aspic, mashed nouns and split infinitives. Can cause stuttering.

8. Multidimensional Borscht
Rainbow coloured as opposed to usual purple, and the flavours vary and mingle on your tongue, as the multidimensional beetroots transform into all the beet-equivalents they have evolved into in all the other planes of existence. Usually quite nice, but beware the possibility of your dinner transforming into a beard-snatching beet from probability seventeen-A, where a demented revolutionary concocted these demonic vegetables to drag the magnificently hirsute boyars of the Tsardom of all the Brassicas to their doom by drowning them in their favourite starter.

9. Water of Thirst 
Causes dehydration. The more you drink, the thirstier you get.

10. Orcish War Bread
Puts some punch into your kick and fire in your belly.

11. Obsidian Berries
Turn the eater as sharp and translucent as obsidian.

12. Lifenuts
Restore health, small chance they root themselves in intestine and a bloody mistletoe sprig starts growing from an orifice.

13. Banana of Yellow
Turns the eater yellow, fingers leave yellow stains.

14. Peach of levitation
A peach that levitates. Other effects unknown.

15. Holy Sunrise
A sweet looking but surprisingly bitter tasting drink, which gives you a warm glowing aura of holiness that harms unholy creatures. Lasts until sunrise, when the aura is touched by daylight.

16. Blue Mountains Gänseblümchen Sandwich
A sandwich made with Blue Mountains Daisies and goat butter. The goat butter must not come from Blue Mountains goats. Grants the ability to tell in which direction the Blue Mountains are and how long a goat would need to get there. Effects last until the sandwich has passed through your system.

17. Death of Pigs
A delicate mustard spread made from the rendered soul of a pig that grants a +3 bonus to the next save vs. Death.

18. Gwen's Carrot Soup
That’s it, the real thing, the reasons countless generations of children were forced to eat carrots, because “they are good for your eyes”. Eat this soup and your nightvision will improve considerably for up to 10 days.

19. Nexor's Really Hot Chili
Save vs. poison or take 1d4 fire damage while eating. Gain one-time fire breathing ability (10' ranged attack, 2d6 fire damage), expires after one week.

20. Hot Chocolate of Ith-Narmant
Made from chocolate and liquified shadows. A favorite with patrons arriving from the Frost Planes or Mount Chillblaine. In addition to making you all warm and fuzzy from the inside, it heals 3hp lost from cold damage, grants +2 on all rolls to hide in shadows/darkness, +2 on all saving throws vs cold, and +2 on all perception checks concerning things hidden in shadows/darkness for one week.

21. Magic Tongue Tea
Available in different flavors. During 10 minutes after consumption, you can taste the properties of a magic item. The amount of tasted information is based on a perception check. Afterwards, you lose your sense of taste and smell for up to one week, depending on the magic item's power.

22. Pancakes of the Gods
Served with your choice of lawful, neutral or chaotic syrup. Eater gains effects of Cure Light Wounds or Lay On Hands as if cast by the cook (depending on the cook's level). If consumed by a cleric, they grant +1 on any appropriate cleric ability or spell check for the rest of the day. They also taste absolutely delicious. Mandatory church donation not included.

23. Volatile Veggies
This bowl of fairy vegetables has to be consumed very quickly lest it disappears from the mortal realm (DEX check necessary). If successfully eaten, they grant a +3 on checks dealing with fairy magic or illusions, as well as the ability to see and use fairy portals, passageways and paths until next sunrise. As a side-effect, the eater becomes very ticklish during this time.

24. Death Cookies
Sweet, painless and instant death if willingly eaten. No effect if eater is not fully aware of the consequences and consenting. For all intents and purposes, your body is considered dead, but preserved at 0hp for up to one year and a day, after which it will rot away in a few hours. During this period, your spirit is free but cannot interact with the physical world. Magical healing of any amount of hp to the body by any means resurrects it.

25. Geas Casserole
Serves two or more. Oaths taken during consumption of this filling food are binding. If any such oath is broken, any agreed misfortunes come true.

26. Wheel of Fortune Cheese
Served with homemade bread. Allows you to re-roll your next critical miss/failure. Frequent consumption forces you to re-roll your next critical hit/success, too.

27. Purple Pudding
The favorite dessert of overambitious magic-users and would-be wizards. Highly hallucinogenic. Grants the ability to read and learn an additional spell of one level higher than usual to any spellcaster. The spell must be read from a scroll, grimoire or learned from another spellcaster in up to one hour after consumption. Non-spellcasters gain the spell Detect Magic and can cast it as a level 1 magic-user. During the following three days, the spell can be cast once, then all understanding of it is gone. Until it is cast, you experience a hallucination that you fully believe (and act accordingly), at the GM's discretion, whenever you roll a 1 on any die (even on damage rolls etc). All special effects aside, Purple Pudding is often used purely for recreational purposes and is highly addictive if consumed regularly.

28. Slow Jelly
A jelly cooked from black ooze and ochre jellies that hastes the eater and has a 1 in 1d6 chance of making him translucent.

29. Favorite Food
This illusionary dish looks, smells and tastes like your favorite food, prepared to perfection in your favorite way. It has only illusionary nutritional values, so you will feel hungry again after half an hour. No refunds if you disbelieve it.

30. Hook Hors d'oeuvres
Consisting of vulture meat wrapped in a chitinous exoskeleton, these are served prior to the main course. Those who partake are able to communicate with other guests through eerie clacking noises which are incomprehensible to others.

This is a collaborative random table from Dead Cyclops and these fine contributors:
Gary Bowerbank (2)
Bary Blatt (3-8)
Luka Rejec (9-14, 17, 28)
Regine Bernhardt (15, 16, 18)
Rafael Chandler (30)