11 April 2021

Table: Rings of Adjacent Power (Expanding Unknown Table)

These are the fabled Rings of Adjacent Power, so-named because of their similiarity in name to other enchanted rings of legend. This is the third table of the Expanding Unknown Table. Be impressed!

Rings of Adjacent Power

Roll 1d10

1. Ring of Dinner Summoning: Can manifest a meal for the wearer and any number of guests once per day to the exact specifications of whoever orders it. The wording of the order will be taken literally.
2. Ring of Divisibility: Will, upon command, instantly divide any countable thing into however many equal amounts the wearer desires.
3. Ring of Feather Filling: Can cause a container of any volume to be filled with feathers. Can produce up to six featherbeds worth of feathers per day.
4. Ring of Fee Action: Enables the wearer to exact a fee from any action, once per day, which must be paid before the action can be completed. The fee is always 3d6 coins of the lowest denomination.
5. Ring of Fife Resistance: Provides unlimited protection against wind instruments.
6. Ring of Multiple Fishes: Will, upon command, instantly multiply any fish seen or touched once per day into as many fish as the wearer desires.
7. Ring of Smell Storing: Can store any scent smelled by the wearer and, if so desired, release it on command.
8. Ring of Spell Churning: Transforms any spell directed at its wearer into butter.
9. Ring of Swilling: Enables the wearer to guzzle any amount of liquid with no harmful effects.
10. Ring of Water Waltzing: Enables the wearer and one dance partner to dance across the surface of any body of liquid. Ability lasts only as long as both partners are dancing.

10 April 2021

Table: Wandering Spinsters (Expanding Unknown Table)

Lo! There are wandering spinsters one might encounter in one's travels if one's GM happens to roll on this, the second table of the Expanding Unknown Table.

Wandering Spinsters

Roll 1d6

1. Anita Plum. Detests plums. Will fly into a rage if offered one. Otherwise saintly.
2. Hazel the Blade Sharpener. Itinerant tradeswoman and sword priestess.
3. Sybil the Far Seer. Champion archer. Unable to see anything closer than 20 yards (18 m) away.
4. Maggie the Interstellar Sorceress. Usually available to meddle.
5. Triona Trews. Known for her comically large trousers and feats of strength.
6. Marigoldilocks. Reputedly able to discern any lie, disguise, trap, or surprise. Has ruined many birthday parties.

04 April 2021

Table: Magical Wearables (Expanding Unknown Table)

Behold the magical wearables to be found, perchance, in the closets of dragons who cannot wear them or the wardrobes of wizards who will not wear them because they are never invited to social events. This is the first table of the Expanding Unknown Table. Beware!

Magical Wearables

Roll 1d20

1. Amulet of the Plains: Will transport the wearer and any companions in close proximity to the grassland of the wearer's choice — or a random grassland until it is mastered.
2. Boots of Elevation: The soles and heels of these boots will increase or decrease to a maximum height of 30 feet (10 m) at the will of the wearer.
3. Boots of Elven Kindness: Will always predispose elves to regard the wearer as someone worthy of handouts.
4. Boots of Escalation: Enable the wearer to ascend or descend any ramp, stairway, or ladder by means of floating through the air.
5. Boots of Prancing: Permit the wearer only one means of locomotion (prancing), but anyone who observes the wearer moving thusly will also be similarly restricted for the duration.
6. Boots of Straddling and Swinging: Enable the wearer to straddle two separate surfaces with no chance of falling, and to swing from any rope, vine, chandelier, or any similar suspended and swingable thing without fear of failure.
7. Brooch of Yielding: Protects the wearer from being accidentally struck by anyone or anything.
8. Cloak of Elven Kindness: Will always convince elves to look the other way so as to spare the wearer shame.
9. Cloak of Predilection: Encourages the wearer to indulge in every unwise urge; lowers the wearer's wisdom to the minimum; and makes the wearer more prone to physical attack.
10. Gauntlets of Gesturing: Give the wearer the ability to use (and understand) any gesture from any culture and be perfectly understood when so gesturing.
11. Gauntlets of Ochre Power: Give the wearer the power to change the color of anything they touch to ochre.
12. Girdle of Ant Strength: Gives the wearer the strength of an ant. (Useful if wearer is the size of an ant or smaller.)
13. Girdle of Giant Ant Strength: Gives the ant who wears it the strength of a giant.
14. Helm of Fully Understanding Verbal, Nonverbal, and Written Communication of a Magical or Nonmagical Nature: Also functions as a normal helmet.
15. Medallion of Migraine Projection: Enables the wearer to share the pain of a migraine headache with anyone the wearer can see.
16. Necklace of Implausible Adaptability: Grants the wearer the ability to exist in any environment completely unharmed.
17. Phylactery of Tall Beers: Enables the wearer to refill any beverage magically until closing time or sunrise, whichever comes first.
18. Robe of Blending In: Enables the wearer to be mistaken for a member of whatever group the wearer mingles with or lingers around.
19. Scarab of Sanity: Restores sanity and even common sense when displayed.
20. Scarab of Upsetting Family: Will instantly cause melodramatic familial distress when displayed.