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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9009478" data-attributes="member: 27780"><p><strong><u>Polyhedron Gen Con Special: August 1999</u></strong></p><p></p><p></p><p></p><p>part 2/3</p><p></p><p></p><p></p><p>There's Magic Afoot: Magical footwear isn't one of the most common types of magical items, but it's nowhere near the rarest either. We had several recently in Dragon 250 & 256, so apparently interest in them is on an upswing at the moment. Let's see if these are worth making regular daywear, or we'll go through more of them in the campaign than Carrie Bradshaw trying to find the perfect accessory to her current outfit. </p><p></p><p>Boots of Dust leave no tracks and boost your chances of moving silently. Pretty similar to regular elven ones, only without the racial branding. </p><p></p><p>Boots of Cowardice let you move at double speed, but force you to flee whenever things get dangerous. If you're playing Shaggy you won't even notice the hindrance. (although even he might have trouble with the not being able to take them off without remove curse bit, given how often they do quick outfit changes for disguise in scooby-doo.)</p><p></p><p>Boots of Safe Travel let you know if you come near anything likely to collapse or otherwise cause trouble when you step on it. In a dungeon full of pit traps and other low-lying dangers, this is a massive help. </p><p></p><p>Boots of Tracking let you near flawlessly follow anything once they've touched it's footprint once. Only teleportation or planar travel will reliably let them get away once you've got a lock-on. </p><p></p><p>Cirilan's Scaly Slippers automatically turn into flippers when they get wet, and back again when they dry off, giving you comfort on land and a substantially boosted swim speed in water. Investing in water breathing magic would probably be a good complement to that. </p><p></p><p>Serpent Slippers let you turn into a snake, which doesn't need footwear at all. Depending on the size and venomousness of the snake, the amount of combat utility this has can vary quite a bit, but you'll always be able to slither into tighter spaces than you would as a human so it definitely has its uses for an explorer.</p><p></p><p>Shoes of Many Footfalls let you make your footsteps sound like whatever you want. This has plenty of stealth, misdirection and comedic applications in the hands of a clever player. Plus you can stamp them to create an AoE shockwave once per day. That definitely seems like it encourages good roleplaying more than just adding to your speed or jumping ability would. Overall, a pretty good collection.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9009478, member: 27780"] [b][u]Polyhedron Gen Con Special: August 1999[/u][/b] part 2/3 There's Magic Afoot: Magical footwear isn't one of the most common types of magical items, but it's nowhere near the rarest either. We had several recently in Dragon 250 & 256, so apparently interest in them is on an upswing at the moment. Let's see if these are worth making regular daywear, or we'll go through more of them in the campaign than Carrie Bradshaw trying to find the perfect accessory to her current outfit. Boots of Dust leave no tracks and boost your chances of moving silently. Pretty similar to regular elven ones, only without the racial branding. Boots of Cowardice let you move at double speed, but force you to flee whenever things get dangerous. If you're playing Shaggy you won't even notice the hindrance. (although even he might have trouble with the not being able to take them off without remove curse bit, given how often they do quick outfit changes for disguise in scooby-doo.) Boots of Safe Travel let you know if you come near anything likely to collapse or otherwise cause trouble when you step on it. In a dungeon full of pit traps and other low-lying dangers, this is a massive help. Boots of Tracking let you near flawlessly follow anything once they've touched it's footprint once. Only teleportation or planar travel will reliably let them get away once you've got a lock-on. Cirilan's Scaly Slippers automatically turn into flippers when they get wet, and back again when they dry off, giving you comfort on land and a substantially boosted swim speed in water. Investing in water breathing magic would probably be a good complement to that. Serpent Slippers let you turn into a snake, which doesn't need footwear at all. Depending on the size and venomousness of the snake, the amount of combat utility this has can vary quite a bit, but you'll always be able to slither into tighter spaces than you would as a human so it definitely has its uses for an explorer. Shoes of Many Footfalls let you make your footsteps sound like whatever you want. This has plenty of stealth, misdirection and comedic applications in the hands of a clever player. Plus you can stamp them to create an AoE shockwave once per day. That definitely seems like it encourages good roleplaying more than just adding to your speed or jumping ability would. Overall, a pretty good collection. [/QUOTE]
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