On Friday, our heroes were captured and robbed by pirates (as happens) and all their gear (along with the other loot…
On Friday, our heroes were captured and robbed by pirates (as happens) and all their gear (along with the other loot from previous raids) was in a bag of holding. This was the first time I got to try random loot as I had each player reach blindly into a bag full of tiny physical props and describe the properties of the thing they brought out.
In the bag of loot, they found a die with a trident on it, a puzzle lock, a potion bottle, a necklace, a book, and a flat black stone.
The focus stone (0 weight) allows the Monk to store 2 ki in reserve when meditating. The ki can be accessed as long as the stone can be accessed and held in the hand.
The book, “Rare Toxins and How to Craft Them” is a poison tome (2 weight) full of information. Whenever the thief has a quiet moment in a new location, she finds one ingredient. Each poison requires three ingredients, but she must state the poison’s effect when she finds the first of each three ingredients.
The necklace is a sauhagin totem usually given to air-breathing envoys to allow diplomatic negotiations in their underwater cities. This negotiation may have ended badly, or the envoy killed by pirates on their way back to shore.
We have yet to determine what the necromancer’s potion does, as his player was absent that session.
The ranger studied the lock, thinking back to stories of magic locks which open or close minds, memories, or visions. Other stories are of ghost locks which can open or close nearby doors or fastenings by sympathy…which one is this?
As for the druid’s demonic die, he remembers seeing one of them used by smugglers in Seaspark…perhaps it is a magically loaded die, that always wins the right bet, or perhaps it is the kind used to settle specific disputes by consulting a demon for their opinion of favour? We’re thinking about drawing up a random table so when the player uses the die as one of his 2d6+whatever (and the character can throw or drop the game version of the die) the higher the number, the greater the boon, and/or lesser the price you must pay the demon. I know this seems a little backward but that’s mid-circle demons for you.
I had HEAPS of other stuff in my bag, I guess they might find those things in other sessions, in different hoards. For now, this bag of holding has divulged all it had of interest to them. I do regret that I didn’t make the loot crash through the deck and sink the ship when they emptied it by hoisting it up the mast…