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<blockquote data-quote="(un)reason" data-source="post: 5627246" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 240: October 1997</u></strong></p><p></p><p></p><p>part 5/8</p><p></p><p></p><p>Dungeon mastery: For a second month in a row, we have a 101 items list. Hrum. Well, those are generally expansive enough that even when every single item on them is stolen, you're unlikely to be able to trace all the sources. And unless you're blessed with photographic memory, you'll never remember all of them anyway. This time, it's unexplained mysteries, giving you a large selection of omens and Fortean weirdness to unsettle your players with and keep them guessing. Some would make great setups to a future adventure, while others are just red herrings that wouldn't be easy to do stuff with. Once again, this seems like a good one to go to when you suddenly find yourself at an impasse, and don't want to resort to the old cliche of goons breaking down the door and attacking. More stuff to fill out the middle ratings, really. </p><p></p><p></p><p>Bazaar of the Bizarre: Cyberware comes to D&D! I kid, but only by a little, as this is all about magical limb replacements. If you regularly put your players up against phycomids, and similar ugliness (which is thankfully quite rare these days) it would only be fair to let them get their army of darkness on and replace lost limbs with something better for a sizeable price. I quite approve. And with a good bit of overarching fluff, this is much better than their recent attempts in this column.</p><p></p><p>Seeing eyes are the basic model. Apart from being able to choose your colour, there's nothing special about this. Not that this is to be sneezed at when someone's had yer eye out. But if you don't have enough money for the upgrades, I guess you'll have to settle. </p><p></p><p>True seeing eyes are one of the obvious upgrades. Who doesn't want to short-circuit dopplegangers and <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Nobrainer really. </p><p></p><p>Dim-seeing eyes give you infravision. Now you can know what demihumans take for granted. They won't pull the wool over me again :shakes fist: </p><p></p><p>All-seeing eyes give you x-ray, telescopic and periscopic vision. Truly a device for all seasons. Even superman can't quite match that. </p><p></p><p>Eyes that bind paralyze you with a look. If you didn't include it, someone else would. Another no-brainer. </p><p></p><p>The look that kills isn't as impressive as it's name sounds. Sure it'll kill your victim eventually, but it'll be both tedious and painful. Mounting a medusa head on your shield would be both cheaper and easier. </p><p></p><p>Helping hands apply the same no-frills principle to your manipulatory digits. It's a lot more useful than a hook, that's for sure. But let's see what else you can add before making a final decision. </p><p></p><p>Gripping hands show once again how popular Larry Niven is amongst geeks. You really don't want one of these closed around your balls. Tempting for a sadistic ship's captain. </p><p></p><p>Tricky hands let you be even better at sleight of hand than you were before. If you lost your hand as a punishment for thievery, this really is the way to go. You really don't want to be caught making that mistake again. </p><p></p><p>Hidden Hands are another one for rogues and brigands. They go from regular hand to vicious hook with a word. Best of both worlds, really. </p><p></p><p>Casting Hands give you extra fast-castable spell slots. Now that really will prove awesome in extending your wizard's useful day, albeit at the cost of greater downtime too. No free rides, I guess. </p><p></p><p>Hands of Justice are by far the most powerful of these, with multiple tricks useful for taking down the other items. Well, they cause so much trouble, this is just a small way of redressing the balance really. </p><p></p><p>Walking legs are of course the basic replacement down there. Not that kind of down there, although you could probably commission one of those too. But this is still a family friendly magazine. What are ya gonna do when you can't advertise through regular channels. </p><p></p><p>Leaping legs let you go all froggy. Does that sound like your kind of additional benefit? It's certainly worth 500gp to me, as I like my cinematic combats. </p><p></p><p>Hidden legs turn from realistic to peg-legs in the blink of an eye. Useful for pity plays, comedy and disguise. Hee. </p><p></p><p>Swimming legs turn all fishy in the water. Since this stuff is marketed at sailors, that really is a no-brainer. You're gonna fall in sometime, really. an extra thousand gold pieces is a small price to pay for survival. </p><p></p><p>Hollow legs Improve dramatically on the real world variant of this trick by being extradimensional. Just think how much you could smuggle. Amusingly, this means they're the most common variant. Fantasy economics strikes again!</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5627246, member: 27780"] [B][U]Dragon Magazine Issue 240: October 1997[/U][/B] part 5/8 Dungeon mastery: For a second month in a row, we have a 101 items list. Hrum. Well, those are generally expansive enough that even when every single item on them is stolen, you're unlikely to be able to trace all the sources. And unless you're blessed with photographic memory, you'll never remember all of them anyway. This time, it's unexplained mysteries, giving you a large selection of omens and Fortean weirdness to unsettle your players with and keep them guessing. Some would make great setups to a future adventure, while others are just red herrings that wouldn't be easy to do stuff with. Once again, this seems like a good one to go to when you suddenly find yourself at an impasse, and don't want to resort to the old cliche of goons breaking down the door and attacking. More stuff to fill out the middle ratings, really. Bazaar of the Bizarre: Cyberware comes to D&D! I kid, but only by a little, as this is all about magical limb replacements. If you regularly put your players up against phycomids, and similar ugliness (which is thankfully quite rare these days) it would only be fair to let them get their army of darkness on and replace lost limbs with something better for a sizeable price. I quite approve. And with a good bit of overarching fluff, this is much better than their recent attempts in this column. Seeing eyes are the basic model. Apart from being able to choose your colour, there's nothing special about this. Not that this is to be sneezed at when someone's had yer eye out. But if you don't have enough money for the upgrades, I guess you'll have to settle. True seeing eyes are one of the obvious upgrades. Who doesn't want to short-circuit dopplegangers and :):):):). Nobrainer really. Dim-seeing eyes give you infravision. Now you can know what demihumans take for granted. They won't pull the wool over me again :shakes fist: All-seeing eyes give you x-ray, telescopic and periscopic vision. Truly a device for all seasons. Even superman can't quite match that. Eyes that bind paralyze you with a look. If you didn't include it, someone else would. Another no-brainer. The look that kills isn't as impressive as it's name sounds. Sure it'll kill your victim eventually, but it'll be both tedious and painful. Mounting a medusa head on your shield would be both cheaper and easier. Helping hands apply the same no-frills principle to your manipulatory digits. It's a lot more useful than a hook, that's for sure. But let's see what else you can add before making a final decision. Gripping hands show once again how popular Larry Niven is amongst geeks. You really don't want one of these closed around your balls. Tempting for a sadistic ship's captain. Tricky hands let you be even better at sleight of hand than you were before. If you lost your hand as a punishment for thievery, this really is the way to go. You really don't want to be caught making that mistake again. Hidden Hands are another one for rogues and brigands. They go from regular hand to vicious hook with a word. Best of both worlds, really. Casting Hands give you extra fast-castable spell slots. Now that really will prove awesome in extending your wizard's useful day, albeit at the cost of greater downtime too. No free rides, I guess. Hands of Justice are by far the most powerful of these, with multiple tricks useful for taking down the other items. Well, they cause so much trouble, this is just a small way of redressing the balance really. Walking legs are of course the basic replacement down there. Not that kind of down there, although you could probably commission one of those too. But this is still a family friendly magazine. What are ya gonna do when you can't advertise through regular channels. Leaping legs let you go all froggy. Does that sound like your kind of additional benefit? It's certainly worth 500gp to me, as I like my cinematic combats. Hidden legs turn from realistic to peg-legs in the blink of an eye. Useful for pity plays, comedy and disguise. Hee. Swimming legs turn all fishy in the water. Since this stuff is marketed at sailors, that really is a no-brainer. You're gonna fall in sometime, really. an extra thousand gold pieces is a small price to pay for survival. Hollow legs Improve dramatically on the real world variant of this trick by being extradimensional. Just think how much you could smuggle. Amusingly, this means they're the most common variant. Fantasy economics strikes again! [/QUOTE]
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