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<blockquote data-quote="(un)reason" data-source="post: 5681804" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 246: April 1998</u></strong></p><p></p><p></p><p>part 5/8</p><p></p><p></p><p>The ecology of the flumph: It would be an april episode that features these guys. The unjustly mocked lawful good flying jellyfish. Flip them upside down, and they're helpless. Well, it's no bigger a weakness than vampires dying horribly in sunlight. Fortunately, the association of monster hunters' antics are comical enough on their own, so they make perfectly credible foils for them. At least this time they get off with just a bit of dignity lost, rather than having to rez dozens of people. The footnotes are better than they've been for the last few issues as well, with theorizing on how they are related to several other D&D monsters, and quite a bit of stuff that doesn't appear in the original monster entry. Not perfect, but probably far better treatment than it would have got under some other writers. </p><p></p><p></p><p>Bazaar of the Bizarre: This month's theme is kitchen based. Lots of items which ordinary people'll get use out of. Another bit of setting heavy frippery, or genuinely cool items? Pretty typical question here. </p><p></p><p>Bowls of plentiful porridge condemn you to crap food for the rest of your days. Still, at least you'll never run short. Tempting and nasty, this is a very real and difficult choice as a possession. </p><p></p><p>Cauldrons of dreams are another one that's almost as much bother as it is benefit. You could get a cool prophecy, you could get traumatic nightmares. It's all rather random. Like most random items, even though more of the options are good than bad, it'll probably backfire on you nastily in the long run. </p><p></p><p>Cauldrons of gateways allow you to go somewhere by jumping in them. This is of course one way and leaves the cauldron behind, so it might not be a great one for PC's. Leave it with your friendly neighbourhood witch. </p><p></p><p>The Cauldron of the Magi offers magical powers at quite substantial cost and risk. Assembling the ingredients you need to brew in it looks like an entire adventure in itself. </p><p></p><p>Cauldrons of Planar Travel let you go anywhere in the multiverse, presuming you can get soil from it in the first place. This of course rules out quite a few planes, but hush you pessimist. </p><p></p><p>Chamber pots of concealment have an extradimensional space in them. This means they can be used for ages without needing emptying, or have stuff hidden there where no-one would look. Clever. </p><p></p><p>Cleavers by Grog are nasty blades that make you bleed profusely, like Barbazu pikes. They're a good example of tools being useful weapons as well. Don't mess with the cook. </p><p></p><p>The Cookbook of Uzul gives you a bonus to your cooking checks. Not flashy, but like many items, surprisingly profitable. </p><p></p><p>Cormac's Wonder Butter is a bit rancid, but what doesn't kill you makes you better. Another decidedly mixed benefit in a article full of them. </p><p></p><p>Hypnotic Cauldrons are another perfect witchy stereotype. The right brew will have everyone in the room subliminally implanted to do something for you and not remember it. I believe this merits an evil cackle. Nyehehehehehe. </p><p></p><p>Everfull jugs of Lard are like decanters of endless water, only much thicker and greasier. I look forward to seeing people find good non-cooking related uses for this one. </p><p></p><p>Jan Jo's Tea Bottle keeps you awake better than any coffee, can cure lycanthropy, and heal you. One of those ones that'll really boost an adventuring parties performance, especially at lower level. </p><p></p><p>Medicine Spoons are another one that may cure you, but it'll be as unpleasant as real medicine. You'd think when clerics can do this stuff easily enough, it wouldn't be so hard to replicate. </p><p></p><p>Pepper of the Pyrolisk is just too damn spicy. One for X-treme high level characters with a masochistic edge. Can you take the heat? </p><p></p><p>Salts of Dehydration do to you what ordinary salt does to slugs. A painful shriveling death to the consumer. Good assassination technique, really. It'll certainly make other people think twice about crossing you. Crisp? </p><p></p><p>Salt and Pepper shakers of Ogg are a paired set that can poison you, or cure poison. You really really do not want to get them mixed up. </p><p></p><p>Seame Cauldrons are rather interesting scrying devices that work via sympathetic magic. This'll make using them practically an interesting challenge, and not game-breaking at all. You could do a lot worse than including these if you want divination. </p><p></p><p>Spatula of lifting let you flip up to 500lb items. Another useful tool with fun combat applications. </p><p></p><p>Spirit Cauldrons let you summon up ghosts to answer questions. This may or may not go well, but works in a nicely narrative way. I quite approve. A very fun collection of items, overall.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5681804, member: 27780"] [B][U]Dragon Magazine Issue 246: April 1998[/U][/B] part 5/8 The ecology of the flumph: It would be an april episode that features these guys. The unjustly mocked lawful good flying jellyfish. Flip them upside down, and they're helpless. Well, it's no bigger a weakness than vampires dying horribly in sunlight. Fortunately, the association of monster hunters' antics are comical enough on their own, so they make perfectly credible foils for them. At least this time they get off with just a bit of dignity lost, rather than having to rez dozens of people. The footnotes are better than they've been for the last few issues as well, with theorizing on how they are related to several other D&D monsters, and quite a bit of stuff that doesn't appear in the original monster entry. Not perfect, but probably far better treatment than it would have got under some other writers. Bazaar of the Bizarre: This month's theme is kitchen based. Lots of items which ordinary people'll get use out of. Another bit of setting heavy frippery, or genuinely cool items? Pretty typical question here. Bowls of plentiful porridge condemn you to crap food for the rest of your days. Still, at least you'll never run short. Tempting and nasty, this is a very real and difficult choice as a possession. Cauldrons of dreams are another one that's almost as much bother as it is benefit. You could get a cool prophecy, you could get traumatic nightmares. It's all rather random. Like most random items, even though more of the options are good than bad, it'll probably backfire on you nastily in the long run. Cauldrons of gateways allow you to go somewhere by jumping in them. This is of course one way and leaves the cauldron behind, so it might not be a great one for PC's. Leave it with your friendly neighbourhood witch. The Cauldron of the Magi offers magical powers at quite substantial cost and risk. Assembling the ingredients you need to brew in it looks like an entire adventure in itself. Cauldrons of Planar Travel let you go anywhere in the multiverse, presuming you can get soil from it in the first place. This of course rules out quite a few planes, but hush you pessimist. Chamber pots of concealment have an extradimensional space in them. This means they can be used for ages without needing emptying, or have stuff hidden there where no-one would look. Clever. Cleavers by Grog are nasty blades that make you bleed profusely, like Barbazu pikes. They're a good example of tools being useful weapons as well. Don't mess with the cook. The Cookbook of Uzul gives you a bonus to your cooking checks. Not flashy, but like many items, surprisingly profitable. Cormac's Wonder Butter is a bit rancid, but what doesn't kill you makes you better. Another decidedly mixed benefit in a article full of them. Hypnotic Cauldrons are another perfect witchy stereotype. The right brew will have everyone in the room subliminally implanted to do something for you and not remember it. I believe this merits an evil cackle. Nyehehehehehe. Everfull jugs of Lard are like decanters of endless water, only much thicker and greasier. I look forward to seeing people find good non-cooking related uses for this one. Jan Jo's Tea Bottle keeps you awake better than any coffee, can cure lycanthropy, and heal you. One of those ones that'll really boost an adventuring parties performance, especially at lower level. Medicine Spoons are another one that may cure you, but it'll be as unpleasant as real medicine. You'd think when clerics can do this stuff easily enough, it wouldn't be so hard to replicate. Pepper of the Pyrolisk is just too damn spicy. One for X-treme high level characters with a masochistic edge. Can you take the heat? Salts of Dehydration do to you what ordinary salt does to slugs. A painful shriveling death to the consumer. Good assassination technique, really. It'll certainly make other people think twice about crossing you. Crisp? Salt and Pepper shakers of Ogg are a paired set that can poison you, or cure poison. You really really do not want to get them mixed up. Seame Cauldrons are rather interesting scrying devices that work via sympathetic magic. This'll make using them practically an interesting challenge, and not game-breaking at all. You could do a lot worse than including these if you want divination. Spatula of lifting let you flip up to 500lb items. Another useful tool with fun combat applications. Spirit Cauldrons let you summon up ghosts to answer questions. This may or may not go well, but works in a nicely narrative way. I quite approve. A very fun collection of items, overall. [/QUOTE]
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