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# Contents
- ### [
Zobeck Magic Items for Sale
](#zobeck-magic-items-for-sale) - #### [
Reaction Roll
](#zobeck-magic-items-for-sale-reaction-roll) - #### [
Magic Stock Roll
](#zobeck-magic-items-for-sale-magic-stock-roll) - ### [
Inspiration
](#inspiration) - ### [
Travel
](#travel) - ### [
Rest
](#encounters-by-terrain-badlands-badlands-encounters-level-1-4) - ### [
Sunder Shields
](#encounters-by-terrain-badlands-badlands-encounters-level-11-16)
CONTENTS
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# Zobeck: Magic Items for Sale
## Reaction Roll Sometime a player may choose to schmooze or intimidate a purveyors of magic item. These NPCs start off at **indifferent** unless they are dealers of illicit goods, which start at **hostile**. Player makes a Charisma (ability) check to modify the NPC's initial reaction. **Example:** Rodger goes to see his friendly neighborhood magic item purveyor, Tannis. Rodger is 1st level and has a +5 to his Charisma (Persuasion). Rodger rolls an 16 for a total of 21, moving Tannis' current reaction up to Friendly. More rolls like this or maybe a special mission and Rodger may permanently increase Tannis' base reaction. ### Conversation Reaction Table |Loyal DC|Friendly DC|Indifferent DC|Unfriendly DC|Hostile DC |Current Reaction |Discount %| |:---:|:---:|:---:|:---:|:---:|:---:|:---:| || | |0 |10|Hostile|0| || |0 |10 |20|Unfriendly|5| ||0 |10 |20 ||Indifferent|10| |0|10 |20 || |Friendly|15| |10|20 | || |Loyal|20| ###
## Magic Stock Roll Once per session a single player can make a Charisma (ability) roll DC 15. The amount above 15 is number of times they roll on Table 1 below (minimum 1). **Example:** Rodger talks to Tannis about his magic item stock and is asked to roll Charisma (Persuasion). He gets a 12 for a total of 17; two rolls on the table! Rodger rolls a 67 and a 24, two common magic items individually priced at 85GP takling in the 15% discount from his reaction. ##### Table 1: Magic Item Stock
| d100 | Table | Cost (-React DC%)| |:---:|:---|---| |01-75| Table A: Minor Common Magic Items|100GP |76-99| Table B: Minor Uncommon Magic Items|500GP |00| Table C: Minor Rare Magic Items|5,000GP
#### Minor common d12|d10|Item|Type|Attune?| |:--:|:--:|:---|:--------|:---:| |1|1-2|Armor of gleaming|Armor|No | |1|3-4|Bead of nourishment|Wondrous item|No | |1|5-6|Bead of refreshment|Wondrous item|No | |1|7-8|Boots of false tracks|Wondrous item|No | |1|9-0|Candle of the deep|Wondrous item|No | |2|1-2|Cast-off armor|Armor|No | d12|d10|Item|Type|Attune?| |:--:|:--:|:---|:--------|:---:| |2|3-4|Charlatan's die|Wondrous item|Yes | |2|5-6|Cloak of billowing|Wondrous item|No | |2|7-8|Cloak of many fashions|Wondrous item|No | |2|9-0|Clockwork amulet|Wondrous item|No | |3|1-2|Clothes of mending|Wondrous item|No | |3|3-4|Dark shard amulet|Wondrous item|Yes (Wk) | |3|5-6|Dread helm|Wondrous item|No | |3|7-8|Ear horn of hearing|Wondrous item|No | |3|9-0|Enduring spellbook|Wondrous item|No | |4|1-2|Ersatz eye|Wondrous item|Yes | |4|3-4|Hat of vermin|Wondrous item|No | |4|5-6|Hat of wizardry|Wondrous item|Yes (Wz) | |4|7-8|Heward's handy spice pouch|Wondrous item|No | |4|9-0|Horn of silent alarm|Wondrous item|No | |5|1-2|Instrument of illusions|Wondrous item|Yes | |5|3-4|Instrument of scribing|Wondrous item|Yes | |5|5-6|Lock of trickery|Wondrous item|No | |5|7-8|Moon-touched sword|Weapon|No | |5|9-0|Mystery key|Wondrous item|No | |6|1-2|Orb of direction|Wondrous item|No | |6|3-4|Orb of time|Wondrous item|No | |6|5-6|Perfume of bewitching|Wondrous item|No | |6|7-8|Pipe of smoke monsters|Wondrous item|No | |6|9-0|Pole of angling|Wondrous item|No | |7|1-2|Pole of collapsing|Wondrous item|No | |7|3-4|Pot of awakening|Wondrous item|No | |7|5-8|Potion of climbing|Potion|No | |7|9-0|Rope of mending|Wondrous item|No | |7|1-2|Ruby of the war mage|Wondrous item|Yes (SC)| |8|3-4|Shield of expression|Armor|No | |8|5-6|Smoldering armor|Armor|No | |8|7-8|Spell scroll (cantrip)|Scroll|No | |8|9-0|Spell scroll (1st level)|Scroll|No | |8|1-2|Staff of adornment|Staff|No | |9|3-4|Staff of birdcalls|Staff|No | |9|5-6|Staff of flowers|Staff|No | |9|7-8|Talking doll|Wondrous item|Yes | |9|9-0|Tankard of sobriety|Wondrous item|No |
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d12|d10|Item|Type|Attune?| |:---:|:---:|:---|:---|:---| |9|1-2|Unbreakable arrow|Weapon|No | |10|3-4|Veteran?s cane|Wondrous item|No | |10|5-6|Walloping ammunition|Weapon|No | |10|7-8|Wand of conducting|Wand|No | |10|9-0|Wand of pyrotechnics|Wand|No | |10|1-2|Wand of scowls|Wand|No | |11|3-4|Wand of smiles|Wand|No | |11|5-6|Brawler's Leather|Weapon|No | |11|7-8|Lifeblood Gear, Small|Wondrous item|No | |11|9-0|Spicebox Spoon|Wondrous item|No | |12|1-4|Tactile Unguent|Potion|No | |12|5-6|Tailor's Clasp|Wondrous item|No | |12|7-8|Whispering Powder|Wondrous item|No | |12|9-0|Roll Again Twice|-| - |
#### Table B: Minor Uncommon Magic Items
|2d8|Item|Type|Attune? | |:---:|:---|:---|:---:| |11|Alchemy jug|Wondrous item|No | |12|Ammunition,+1|Weapon|No | |13|Bag of holding|Wondrous item|No | |14|Cap of water breathing|Wondrous item|No | |15|Cloak of the manta ray|Wondrous item|No | |16|Decanter of endless water|Wondrous item|No | |17|Driftglobe|Wondrous item|No | |18|Dust of disappearance|Wondrous item|No | |21|Dust of dryness|Wondrous item|No | |22|Dust of sneezing and choking|Wondrous item|No | |23|Elemental gem|Wondrous item|No | |24-25|Eyes of minute seeing|Wondrous item|No | |25|Goggles of night|Wondrous item|No | |26-27|Helm of comprehending languages|Wondrous item|No| |28-31|Immovable rod|Rod|No | |32-33|Keoghtom?s ointment|Wondrous item|No | |34-35|Lantern of revealing|Wondrous item|No | |36-37|Mariner's armor|Armor|No | |38-41|Mithral armor|Armor|No | |42-43|Oil of slipperiness|Potion|No | |44-45|Periapt of health|Wondrous item|No | |46-47|Philter of love|Potion|No | |48|Potion of animal friendship|Potion|No | |51|Potion of fire breath|Potion|No | |2d8|Item|Type|Attune? | |:---:|:---|:---|:---:| |52|Potion of healing, greater|Potion|No | |53|Potion of growth|Potion|No | |54|Potion of hill giant strength|Potion|No | |55-56|Potion of poison|Potion|No | |57-58|Potion of resistance|Potion|No | |61|Potion of water breathing|Potion|No | |62|Ring of swimming|Ring|No | |63|Robe of useful items|Wondrous item|No | |64|Rope of climbing|Wondrous item|No | |65|Saddle of the cavalier|Wondrous item|No | |66|Sending stones|Wondrous item|No | |67|Spell scroll(2nd level)|Scroll|No | |68|Spell scroll(3rd level)|Scroll|No | |71|Wand of magic detection|Wand|No | |72|Wand of secrets|Wand|No | |73|Alchemical Lantern|Wondrous item|No | |74|Blinding Lantern|Wondrous item|No | |75|Boots of Solid Footing|Wondrous item|No | |76|Burglar's Lock and Key|Wondrous item|No | |77|Clockwork Hand|Wondrous item|Yes | |78|Fanged Mask|Wondrous item|Yes | |81|Gliding Cloak|Wondrous item|Yes | |82-83|Hardening Polish|Potion|No | |84|Jungle Mess Kit|Wondrous item|No | |85|Scoundrel's Gambit|Wondrous item|No | |86|Shifting Shirt|Wondrous item|No | |87|Shoes of the Shingled Canopy|Wondrous item|Yes | |88|Spider Grenade|Wondrous item|No |
#### Table C: Minor Rare Magic Items |d8|Item|Type|Attune? | |:---:|:---|:---|:---:| |1| Bag of Traps| Wondrous item| No | |2| Boots of the Swift Striker| Wondrous item| Yes| |3| Catalyst Oil| Wondrous item| No| |4| Ring of Giant Mingling| Wondrous item| Yes| |5| Scarf of Deception| Wondrous item| No| |6| *Shadowhound's Muzzle| Wondrous item| Yes| |7| *Tick Stop Watch| Wondrous item No| |8| *Tipstaff |Weapon |Yes| *Illegal and only available only at shady stores/sellers.
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# Inspiration In the fifth edition dungeons and dragons, rules as written,
inspiration
can be used for advantage on a roll, before the roll is made. Most tables allow inspiration to add that die after the initial roll, I've taken that a step further and stole some rules from reddit and other places to make inspiration more useful. This can be dropped right into and d20 based system, and maybe a few others. What good is more uses for inspiration if you rarely get it? Worry no more, I have also came up with new ways to gain inspiration. Remember, role playing is a team sport so make sure to remind your dungeon master if you or someone else should gain inspiration.
##### Ways to use your inspiration*: || |---| |Reroll (**not** advantage, just reroll) **any** roll (even mine!).| |Add a flat 5 to the roll.| |Take an extra single action.| |Auto stablize.| |"If only I..."| |You can use it to have retroactively planned or done something _plausible_ offscreen, but you have to act it out.| |You can use it to introduce a plot connection with a character that's *plausible*.| |Regain one short rest ability.| |Add advantage to a roll.| ##### Ways to gain inspiration: || |---| |Role play a flaw (may need to remind the DM).| |Doing **nothing** during downtime.| |Press through multiple encounters without a rest (after 2nd recieve at begining of next encounter).| |Reminding me of something not in their favor (Lair Action, exhaustion, etc). |Choosing to go into danger to move the story forward.|
*Inspiration can not be traded or used for someone else except for changing rolls.
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# Travel
Traveling for long distances can be dangerous, to complete a travel scene players must complete a skill challenge. Each player can use a skill they are proficient in (with no assistance from others) and describe ho they helped the journey along. Region type traveled through determines base DC. For multiple regions take a weighted average of terrains traveled through. **For example**, 2 days through *civilized* terrain and 5 days through *wildlands* would be DC 14. ### Terrain Difficulty Table |Difficulty|Example Terrain|DC*| |---|---|---| |Easy |Civilization |10| |Moderate |Borderlands |15| |Hard |Wildlands |20| |Very Hard |Hostile |25| |Nearly Impossible |Other Planes |30| *Each full week beyond the first adds +1 DC ###
The base range for the skill challenge is 8 successes before 3 failures, although this can be modified for different kinds of journeys. Each time a failure is rolled, the player must roll on the Travel Challenge Failure Table below. Except for encounters, these effects take place immediately and happens to each character present. ### Travel Challenge Failure | d6 || |:---:|---| |1| Lose 1 per each character level worth of abilities, spells count as 1/2 an ability.| |2| +1 Exhaustion.| |3-4 |Encounter (2nd or third means harder encounter) upon arrival.| |5| Lose level divided by 2 hit dice.| |6-8| Lose 2 times the number of PCs pieces of equipment (bolts/arrows etc count as sold).| |9-11| Lost add 1 day per level.| |12| Lose 1 from attribute used until long rest.|
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