Dragon Magazine Issue 259: May 1999
part 6/7
Bazaar of the Bizarre: Ahh, to sleep, perchance to dream. We spend a good third of our life asleep, yet only a tiny fraction of our items are devoted to it. It's the same kind of principle that results in ocean adventures being so uncommon when the sea covers 2/3rds of the world. Still, there's usually one article every decade or so, and it seems like this is the time for bedtime to get it's own spotlight. So let's see if these are lifechangers like a CPAP machine, or fripperies like a wind-up lullaby player.
A Cover of Invisibility lets you blend into the surroundings while wrapped up and staying still. Course, it won't stop you snoring, or smelling, so it's another imperfect protection against wandering monsters at night.
Bedrolls of the Woodsman give you ranger abilities after a night spent in it outdoors. I think that'll definitely come in handy, especially for a solo adventurer.
Blankets of Security are one of those amusingly whimsical cursed items. No matter how big and bad you are, you'll need your blanky to avoid being scared of the dark. Taking it away from them without removing the curse will provoke muchos tantrums.
Blankets of Recuperation let you survive on one hour of sleep per night. Like most items of this type, they wear out if used repeatedly in short succession. You'll have to become undead if you want a long term solution to increasing productivity.
Pillows of perpetual youth are a bit of a misnomer, as they only work for 6 hours a day, and only when actually lain upon. You can bet someone'll come up with a scheme to lawyer that for actual immortality by using several of them, but they'll still have to get up to go to the toilet. Or be wealthy enough to get attendants to do everything for them. Hmm. That's a definite character concept there.
Pillows of Nightmares are another cursed one with an obvious effect. You'll never sleep comfortably again. If the curse isn't removed you'll be dead of exhaustion within a month.
Pillows of magic Restoration reduce the amount of tedious studying a wizard needs to recharge. Now that's one that will be highly valued by a party.
Pillows of Dream Travelling are another slight misnomer, but still useful. You don't actually do the astral scouting yourself, but send a magical spirit guide. Way to ruin the fun.
PC Portraits is interestingly progressive. Halfbreeds as a theme? That has a lot of potential, especially as you increase the number of compatible races, resulting in a quadratic increase in the number of combinations. Amusing that D&D would wind up being on the side of racial diversity (if not exactly equality) not out of altruism, but because it gives players more cool options. Along with the obvious half-elf and orc, we have a half satyr, half-giant, half cat, dog, lizard and rat people, and what looks like a half troll to me. Plus a couple where I simply can't tell what they're supposed to be crossbred with. I suppose that means the players'll have freedom to take them and make them their own then.
Dungeon mastery: Ah yes, the idea of keeping the PC's alive when defeated, but then making them suffer, thus turning what could be a game-ending event into a whole new set of opportunities. It's not unknown, but not common around here, partly because of the increasing emphasis on linear storytelling in the modules, and partly because AD&D's ruleset remains as unfriendly as ever to that happening without the DM fudging things. So this column is as system-free as ever, but this is one bit of advice that's particularly pertinent to those who like variety in their systems. There are a decent number of permutations to this idea detailed here, but none of them are unfamiliar to me. So this is pretty near the middle in terms of quality, with a good idea, but only so-so execution of that idea. Have the players lose occasionally, but not too often, otherwise they will get discouraged.
Role models: This column gets round to doing something previous ones haven't at last. Inserting cover fire into AD&D? That's probably going to work better with minis than just using your imagination. So this is mostly a little article on how to handle that, along with a little painting advice, as usual. As with last month, the well spaced writing, combined with large amounts of illustration, means this seems all too short. Still, that means it handles things in a simple and easy to remember fashion, so I guess the pudding will be in the actual play. Better get out that gridded board that they showed us how to make earlier on then.