Mage Advice

Mage Advice

@mageadvice.substack.com

πŸ‡¬πŸ‡§ Based account celebrating D&D and other ttrpgs. Free ideas, tips and advice every Wednesday at mageadvice.substack.com

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I was trying to find a cheap way to pick up some books and just found the craziest thing: There's this place near my house where you can take a book for free! You just have to promise to bring it back so someone else can read it afterwards. It will never catch on…

Optional rule: β€œYou're on mute.” Whenever playing online and any individual attempts to speak while muted in some way, any other player can shout β€œYou're on mute.” The first person to do so gains the power of β€œMute”...

they can force a single enemy to skip their turn in combat, describing in world how an accident forces them to fumble their planned action. If the GM gains the power of mute, they can choose any die roll to become a natural 1.

I like the efficiency of Daggerheart's magic items tables (120 items across 5 pages)… but it does feel a little less special than the layout of D&D's Dungeon Master's Guide, with colour art for most pieces and big text blocks. Which do you prefer?

The Arches of Aoskar, Room 23 The entire room is filled with a scale model of a circus ring, however instead of performers are beautifully painted eggs. At the centre is an Oni in a top hat and red tail coat: "come and enjoy the show!"

As an action the Oni can force one target to make a Charisma saving throw or they are turned into an egg. This condition lasts until the egg is broken, causing the target to lose 4d8 hitpoints.

The Arches of Aoskar, Room Nineteen A large pool has been created in the centre of this room, filled by fresh, rose-scented water from an unknown source that keeps it at an invitingly warm temperature.

The Arches of Aoskar, Room Seventeen. The room is laid out like a checker board, with each black square filled with a matching iron bound chest. A scroll nailed to the door reads: "Of course, most of these are mimics, but one contains a deck of many things."

The DM should select a chest at random to contain the deck. Whenever a player opens a chest, roll a d20. If the result is even it becomes a mimic, if odd it dissolves into a 5ft pool of acid. - Dungeonary: One room a day for a month

The Arches of Aoskar, Room Sixteen. The room is empty except for a large archway made of skulls. Beneath it is chained a large black hound with three glowing red eyes: "I am that which remains, free me and I may guide your path through this maze." - Dungeonary: One room a day for a month

The Arches of Aoskar, Room Fifteen. The room is filled with a pile of broken bricks that block your passage as you realise the ceiling has collapsed. There is just enough gap above the pile to see dim torchlight the other side and the sound of an old man gently crying:

An inky purple void swirls in the centre of the room. --- Anyone who touches the void disappears for 2D4 minutes and returns with no memory of the experience, but is covered in a light dusting of ash containing flecks of burnt parchment.

You enter a well furnished dormitory, with comfortable beds on offer. In a small kitchen area, large mugs magically fill with relaxing hot chocolate. --- The room is cursed, every 59 minutes a klaxon sounds interrupting all resting creatures.

Round tables and comfortable chairs are overlooked by a sleek bar bearing steaming equipment. Every available chair is taken by relaxing halflings, while a team of gnome baristas make and serve coffee. Whats on the specials board - and what magical effect does it have?

Illustrations cover the walls around a comfortable looking chair next to a desk filled with tattooing equipment. A Marilith smiles at you, each of her hands holding a needle: "want to get inked?"

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Illustrations cover the walls around a comfortable looking chair next to a desk filled with tattooing equipment. A Marilith smiles at you, each of her hands holding a needle: "want to get inked?"

For 100gp, the Marilith will provide a beautiful tattoo of the players choice. If they also provide 2,000gp of a precious gem, the tattoo will also enhance one ability score by 1. Either way, the character gains the following curse:

Nine cages are placed facing each other in a circle, each containing a Kobold. They introduce themselves in turn: Barek, Direk, Eerek, Gorek, Irek, Jorek, Keyrek, Morek and Trek - and claim they have the key to the exit door which they will exchange for their freedom.

When the entire group is asked a question Jorek, the true holder, always answers first as he does not need to consider his answer. Jorek will not show the key as he is worried it will be stolen. The Arches of Aoskar, Room Eight - Dungeonary: One room a day for a month

On a dirty floor, an infernal summoning circle has been drawn in chalk and bone. The remains of five candles long since burnt out surround a scorched skeleton. Sulphurous footsteps lead through a smudged rune to the exit door. The Arches of Aoskar, Room Six - Dungeonary: One room a day for a month

Slick ice coats coats every surface of this room, where carcasses frozen solid hang from huge meat hooks in the ceiling. A dull repetitive thudding sound comes from a bare chested frost giant who is using one of the carcasses as a punching bag. He looks at you and says: "You want to be a contender?"

For every round spent inside this room you must make a Constitution Saving throw or gain one level of exhaustion as you battle the cold. The Arches of Aoskar, Room Six - Dungeonary: One room a day for a month

A Bugbear in a kaftan is surrounded by 20 goblins sat on small beanbags. She clears her throat, clearly irritated by your interruption: "Welcome to Sickie 101, where through the power of improvisation we will learn how to avoid at least one, maybe even two, days of work.

"Now repeat after me... well you know I wasn't feeling right during last week's pillaging..." --- If each party member can perform a convincing sickie, Moonshine the Bugbear will dismiss the class and allow them to use the exit door.