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<blockquote data-quote="(un)reason" data-source="post: 5313892" data-attributes="member: 27780"><p><a href="http://www.dailymotion.com/video/xuqggr_dragon-magazine-issue-200-bazaar-of-the-bizarre_fun#.UKaLwI6Rn8s" target="_blank"><p style="text-align: center"><strong>Bazaar of the Bizarre</strong></p><p></a></p><p></p><p>Ooh. An item that has plenty of potential for magical variants, but hasn't been exploited yet. Magical keys. A little harder to think up new versions of than magical figurines, but certainly not insurmountable. What will they hide or reveal? </p><p></p><p>Keys of Inquiry force you to tell the truth. Not a particularly surprising power, really. </p><p></p><p>Map Keys are a lot more interesting, revealing details the original cartographer knew about but left off. This could mean nothing, or be incredibly valuable from adventure to adventure. Certainly a valuable thing to acquire if you're a treasure hunter. </p><p></p><p>Courier Keys are another solution to the problem of transmitting secret messages. Like Johnny Mnemonic, they lock the info in your head where no-one can get at it until another key opens it up. No torture will help get the info out, although you may wish it could. </p><p></p><p>Keys of Reunion come in pairs, and always point towards the other one. Splitting the party is rarely a brilliant idea, but this makes it a little more survivable and solvable. </p><p></p><p>Saddle Keys lock you into one so you can't fall off. Course, if you drop the key, things'll become very awkward, since you're stuck on the back of your mount. Better have at least one member of the group who doesn't need this kind of help. </p><p></p><p>Shapeshifter keys lock anything it's turned on into their current form. Another one that'll be very useful indeed in certain situations, and not at all in others. Remember, it's just as valuable used on you as on your enemies, and some creatures are pretty scary even with those powers removed. </p><p></p><p>Grave Keys can unlock any crypt, and bring the dead out to serve you. I'm sure adventurers'll find plenty of use for that, even though it seems somewhat morally dubious. </p><p></p><p>Keys of Silence lock up your vocal chords, like the speak no evil monkey from the last bazaar. There's more than one way to shut up an annoying blabbermouth, and a good thing too. </p><p></p><p>Spider Keys part webs and protect you from spider poison. Another one you won't use in that many adventures. Perhaps you should put all these keys on a single chain. After all, they wouldn't take up much space, and would be much more convenient for one person to carry than magical rings. </p><p></p><p>Rogues keys boost your lock-picking skills. No surprise something like this turned up in the collection. </p><p></p><p>Keys of Translation are another one that'll be very useful some of the time. Every party needs something to help with languages, really. Otherwise you'll have to fill up your valuable spell slots, and that will reduce your adventuring effectiveness. </p><p></p><p>Dowsing Keys unlock any groundwater that may be beneath you. Course, the more you need a drink, the less you're likely to get it, but such is life. At least it won't break an athasian campaign like a Decanter of endless water would. </p><p></p><p>Wizard's keys boost your chances of learning spells. Good luck figuring that one out if you don't have identification magic. So lots of quirky and useful, but not hugely powerful items this month, as well as a few formulaic dull ones. Now, where do we fit them into our random tables?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5313892, member: 27780"] [url=http://www.dailymotion.com/video/xuqggr_dragon-magazine-issue-200-bazaar-of-the-bizarre_fun#.UKaLwI6Rn8s][CENTER][B]Bazaar of the Bizarre[/B][/CENTER][/url] Ooh. An item that has plenty of potential for magical variants, but hasn't been exploited yet. Magical keys. A little harder to think up new versions of than magical figurines, but certainly not insurmountable. What will they hide or reveal? Keys of Inquiry force you to tell the truth. Not a particularly surprising power, really. Map Keys are a lot more interesting, revealing details the original cartographer knew about but left off. This could mean nothing, or be incredibly valuable from adventure to adventure. Certainly a valuable thing to acquire if you're a treasure hunter. Courier Keys are another solution to the problem of transmitting secret messages. Like Johnny Mnemonic, they lock the info in your head where no-one can get at it until another key opens it up. No torture will help get the info out, although you may wish it could. Keys of Reunion come in pairs, and always point towards the other one. Splitting the party is rarely a brilliant idea, but this makes it a little more survivable and solvable. Saddle Keys lock you into one so you can't fall off. Course, if you drop the key, things'll become very awkward, since you're stuck on the back of your mount. Better have at least one member of the group who doesn't need this kind of help. Shapeshifter keys lock anything it's turned on into their current form. Another one that'll be very useful indeed in certain situations, and not at all in others. Remember, it's just as valuable used on you as on your enemies, and some creatures are pretty scary even with those powers removed. Grave Keys can unlock any crypt, and bring the dead out to serve you. I'm sure adventurers'll find plenty of use for that, even though it seems somewhat morally dubious. Keys of Silence lock up your vocal chords, like the speak no evil monkey from the last bazaar. There's more than one way to shut up an annoying blabbermouth, and a good thing too. Spider Keys part webs and protect you from spider poison. Another one you won't use in that many adventures. Perhaps you should put all these keys on a single chain. After all, they wouldn't take up much space, and would be much more convenient for one person to carry than magical rings. Rogues keys boost your lock-picking skills. No surprise something like this turned up in the collection. Keys of Translation are another one that'll be very useful some of the time. Every party needs something to help with languages, really. Otherwise you'll have to fill up your valuable spell slots, and that will reduce your adventuring effectiveness. Dowsing Keys unlock any groundwater that may be beneath you. Course, the more you need a drink, the less you're likely to get it, but such is life. At least it won't break an athasian campaign like a Decanter of endless water would. Wizard's keys boost your chances of learning spells. Good luck figuring that one out if you don't have identification magic. So lots of quirky and useful, but not hugely powerful items this month, as well as a few formulaic dull ones. Now, where do we fit them into our random tables? [/QUOTE]
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