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    Default 1001 Rod of Wonder results

    Hi, I'm wanting to make the Shield of Wonder from the Goblins comic (link) so I can add it to my game - which is basically what happens when you cross a Rod of Wonder and a Deck of Many Things together in a shield. It is triggered whenever a weapon (but not an improvised weapon) strikes the shield whilst someone is actively holding it - making it act similar to the Rod of Wonder in having both a user and a separate target.

    The author of the comic has already published a partial table of what it can do (found here as three images), but it's currently incomplete. As such I've come here to ask you all to help me finish it off!

    I technically only need 71 other outcomes for what I want, which are in the same theme as those seen in the comic (if you're familiar with it) and/or the table I just linked - but basically it should be similar to the Rod of Wonder and Deck of Many Things - although there is also a Greater Rod of Wonder out there which fits in perfectly too.
    Despite the fact that I only need 71 new outcomes, I can always extend the table to include more results - and others might wish to source from this thread for an artifact grade Rod of Wonder which does indeed have 1001 possible outcomes! So please, throw out as many ideas as you can think of!

    I'm asking in this sub-forum because Goblins seems to basically run in a faux D&D 3.5 edition system, but you'll note that both items that are clearly the inspiration for the item (and the comic itself) produce many effects that are basically beyond the scope of the core rules - so please do suggest weird and unique things rather than lots of "casts x spell as a level 7 wizard".

    Also note that the shield should be able to produce a range of good and bad results (some being highly dependant on the situation when it is triggered, and/or just the luck of the dice) with some flashy but pointless results for good measure. Also, although it is triggered from striking the shield with a weapon, it should be equally able to affect the person holding the shield or the person striking it - as well being able to just affect anyone near the shield when it is struck! (Or, as the original author has already set precedence for, the last person to verbally speak to the wielder of the shield! So other similar random connectivity of individuals is perfectly fine and encouraged.)

    So, what wonderous things would you have it do?
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    Halfling in the Playground
     
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    Default Re: 1001 Rod of Wonder results

    1) Gravity oscillates wildly in the area around the shield. As a reverse gravity spell cast by a 12th level caster, except that the direction of the pull changes every round, decided by a d6

    2) Viscous goo sprays out of the shield in a cone. roll a d100 to determine the consistency: 1-20 honey, 21-40 alchemist's fire, 41-60 aboleth mucus, 61-80 9 HD ocher jelly (will spend round after creation coalescing, then attack shield wielder), 81-100 positive energy infused ectoplasm (effects those hit as exposure to the positive energy plane until two full round actions are taken to scrape it off)

    3) Shield transforms into a nimblewright (MMII pg 162) and does nothing but dance for 2d4 rounds. those watching must save or be enthralled. Nimblewright will not react to attacks, but striking it will cause further random effects.

    4) A sailing ship appears 100 feet in the air 50 feet from the wielder in a random direction, then falls to the ground

    5) Any deceased creature barring undead within 20 feet of the of the wielder is spontaneously reincarnated.

    6) Person striking the shield is filled with a sudden, life altering revelation. They are dazed for 1d10 rounds, and gain a point of wisdom for every two rounds spent dazed. If they take damage they must pass a will save or snap out of it.

    7) A 100ft line of timey-wimey stuff sprays from the shield for 4 rounds. Those caught in the line are hasted or slowed as by a 10th level caster.

    8) The wielder grows a set of new permanent limbs. Roll a d6 to determine whether they are wings, humanoid arms, tentacles, goat legs, extendable wheels, or a two tails, one constricting and one stinging

    9) Everyone within a 10 foot radius of the shield must save or randomly swap bodies with someone else who fails.

    10) The shield's wielder and/or the person striking it becomes a werehouse. This unique form of lycanthropy causes the afflicted to transform into a Huge animate object (house) and either rampage randomly or seek out occupants every full moon. All people and objects brought into the werehouse during the transformation are spontaneously ejected as if bull rushed at the end of the night.

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    Default Re: 1001 Rod of Wonder results

    Quote Originally Posted by therakishrogue View Post
    7) A 100ft line of timey-wimey stuff sprays from the shield for 4 rounds. Those caught in the line are hasted or slowed as by a 10th level caster.
    More detail is neded to parse this.

    Which of the following would be correct:
    • Allies of the wielder are hasted, foes of the wielder are slowed.
    • Allies of the striker are hasted, foes of the striker are slowed.
    • Roll 1d2 for each affected character: on 1, slow; on 2, haste.

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    Default Re: 1001 Rod of Wonder results

    Someone posted this the other day... hope it helps:

    Quote Originally Posted by Re'ozul View Post
    Step one: Use wild/unstable magic in game
    Step Two: Have it involve wild surges that have random effects.
    Step three: Use this for determining the random effect.
    Step Four: Laugh if he rolls 4 tens.
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    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.
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    Halfling in the Playground
     
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    Default Re: 1001 Rod of Wonder results

    Hecuba, I meant roll 1d2 for each person touched by the line, but i like the idea of a potentially more directed effect. Perhaps roll 1d3 to determine one of the options you put forth would be best. The more dramatic and random the better after all!

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    Default Re: 1001 Rod of Wonder results

    *Roll to determine a random monster. (1d3 or 1d6 for book, 1d6+2d10[d6for hundreds, 2d10=tens and ones] to determine the page: roll again if nothing comes up.) from the monster manuals/bestiary.

    This monster is launched from the shield at high velocity towards the striker. The striker is affected by a bull rush of a strength equal to the creature's CMD/bull-rush defence +1, and is pushed as far as possible by it. If they crash into anything, the launched monster, the striker, and the object/creature crashed into take damage as if his by a falling object of the creature's size. if this object crashed into is destroyed, the monster/striker duo keep moving.

    After the event, assuming the creature launched survives the experience, it is placed adjacent to the new position of the striker, and will move and act normally, trying to get out of the area by any means necessary.


    ** The shield, the weapon that struck it, and every item within 5d10 feet starts screaming constantly and horrifyingly. Everyone within the area is shaken on the first round, frightened on the next round they stay within the area, and panicked on the round after that. A will save (D.C= distance of the effect in feet) negates the effect. The screaming continues for 13 round regardless of anything else.

    *** The striker's weapon starts talking. In an annoying voice. A terribly annoying voice.
    Last edited by Doorhandle; 2012-11-19 at 12:15 AM.
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    Ettin in the Playground
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    Default Re: 1001 Rod of Wonder results

    * Time stops as if Time Stop was cast by a 20th Level Caster. No one can do any action that is not purely mental. (Psions and people who have puely mental combat abilities rejoice, others scream in rage. If nothing else, everyone gets a minute to think in silence like a scene from starwars.

    * The Striker gains a Level, which must be done immediately before combat resumes.

    * The Wielder gains a Level, which must be done immediately before combat resumes.

    * A randomly determined person within 100 feet gains a level, which must be done immediately before combat resumes.

    * A randomly determined god gains a level. This shouldn't have an affect on combat, but if it would, the level must be taken before combat resumes. (Gods begin upsetting the balance with new levels.)

    * The most uninfluential person in the campaign world gains Divine rank 0. This is never a PC.

    * The most influential person in the campaign world that isn't a god gains Divine rank 0. This may be but shouldn't be a PC.

    * A random person in the campaign world that isn't a god gains Divine rank 0. This probably won't be a PC given a universes population.

    * A Random person within 100 feet is granted a wish, this is a subconcious wish.

    * A random person within 1000 feet is granted a miricle, this will be the first time they wish for something, but they do not know they have this miricle.

    * All combatants are teleported d1000 feet in a random direction. Roll a d10:
    1. All combatents stay in the same relative positions to eachother.
    2-9. All combatents land in the same general area.
    10. All combatents are teleported in random directions, with the exeption that all 'allies' land together. (I.E. 3 goblins are fighting 3 orcs, the orcs land near eachother, the goblins land near eachother, but the two groups split in a random direction.)

    * All combatents are teleported to be next to eachother, however the exact placement is detirmined by the DM.

    * Wail of the Banshee is cast with the Weilder being the center of the area of Affect. This affects all combatents.

    * Wail of the Banshee is cast with the Weilder being the center of the area of Affect. This affects only allies of the striker.

    * Wail of the Banshee is cast with the Weilder being the center of the area of Affect. This affects only allies of the wielder.

    * All combatants are shapechanged into a randomly detirmened creature from a book of the DM's Choosing.

    * All combatants are shapechanged into a randomly detirmened creature from a book of the Wielders Choosing.

    * All combatants are shapechanged into a randomly detirmened creature from a book of the Strikers Choosing.

    * All combatants are shapechanged into a randomly detirmened creature from a book of the DM's Choosing. This is Perminent.

    * All combatants are shapechanged into a randomly detirmened creature from a book of the Wielders Choosing. This is Perminent.

    * All combatants are shapechanged into a randomly detirmened creature from a book of the Strikers Choosing. This is Perminent.

    * The person who rolls on this table gains 1 exp.

    * All people but the person who rolled on this table loose 1 exp.
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    Default Re: 1001 Rod of Wonder results

    don't forget some purely flavorful stuff.

    Sheild turns a random color for the rest of the encounter

    Defender and attack switch facial hair, or normal hair

    Attackers voice sounds like defender or gets high pitch or really low

    The attacker becomes a mirror version of himself for X rounds, this has no in game effect, the character is just mirrored. Right hand left hand, and writing is written on backwards.

    More possiblities
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    Default Re: 1001 Rod of Wonder results

    The item causes a random spell effect to target a random target within the combat(roll to determine which target, roll a d4 for spell list(Cleric, Druid, Wizard, Psion), roll a d10 for level(1-9, 0 or 10 is cantrip) The spell acts as if cast at a random CL(d2, then a d4(the 2 determines negative or positive, the d4 adds to the hd of the target.)). If the spell has multiple effects, the DM chooses the effect. Roll to determine which spell is used(I suggest the SRD)

    Mostly the same thing, but the wielder determines the level of the spell, and any optional effects.

    Still the same thing, but the striker chooses.

    This is somewhat complicated, but is really random. You might want to roll to determine what school of magic is used to narrow down possible spells.

    The spell is treated as though cast by the target at the target. If the spell would normally not affect the target, it does.
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    Default Re: 1001 Rod of Wonder results

    hmm
    Wielder disappears and reappears sometime in the future, the shield does not travel with the wielder. Roll 1d100 on the bellow table to determine units and 1d100 to determine amount
    1-35 rounds
    36-50 minutes
    51-70 hours
    71-85 days
    86-95 years
    96-99 centuries
    100 millennia
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    Default Re: 1001 Rod of Wonder results

    *Casts mirror image on the shield. Not the wielder or striker, the shield.

    * Wielder and striker spontaneously vomit flowers and rainbows,, staggering them for 1 round. For the next d6 rounds, anytime the shield is struck again both of them spontaneously vomit flowers once more, staggering them for another round. This occurs regardless of any other affects resulting from hitting the shield.

    * Delayed response: nothing occurs, but in 6d6 rounds, another random shield event activates. this affects the wielder as normal, and the striker as if he was still adjacent to the shield.

    *Summons a water elemental. Roll to determine it's behavior.
    1. water elemental fights for wielder
    2. water elemental fights for striker
    3. water elemental fights everyone. I'll take you ALL down!
    4. water elemental bursts all canteens and liquid-holding containers (with exceptions made for creatures,) then evaporates.
    5. water elemental mimics the actions of a random participant in the combat.
    6. water elemental dances to the tune of music only it can hear.
    7. water elemental fills all eligible empty/half empty containers with water (with the exception of creatures), then evaporates
    8. water elemental washes over all combatants, laving them sopping wet, then evaporates.
    9. water elemental splits into 1d4+1 lesser elemental: then roll again on the table for each of them.
    10. roll on the following table to determine what the water-elemental is actually made of, then roll on the above table again. a duplicate roll means that you roll again on each table, and that the elemental is made of both substances.
      1: booze. 2: soda 3. blood 4. liquid cocaine 5. petroleum. 6. 100% imitation water.


    Regardless of the result, roll 3d6. That's how many rounds the elemental lasts for, unless a result on the above table would contradict that. If you roll 3 sixes, the elemental is permanent.
    Last edited by Doorhandle; 2012-11-19 at 12:37 AM.
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    Default Re: 1001 Rod of Wonder results

    This is totally evil
    *Everyone within a 1 mile radius of the wielder no longer dream as normal, instead they have their dreams replaced by reality TV shows
    Last edited by Androgeus; 2012-11-19 at 02:22 PM.
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    Halfling in the Playground
     
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    Default Re: 1001 Rod of Wonder results

    A gate to Mechanus opens in the nearest unoccupied space to the shield and 5 inevitables enter the plane. They attempt to stop the combat and negotiate a settlement, and leave peaceably if they are not attacked. The gate stays open until they leave.

    fruit trees of every variety appear all around the shield, filling 1d4 acres. They grow to maturity in 1 turn. If the shield is struck 30 feet or more in the air, a cloud island a la a cloud giants castle appears for the trees to root into.

    1d12 random creatures within 60 feet of the shield gain the ability to cast phantasmal force at will.

    All weapons in a 15 foot radius from the shield are repelled away from the wielder to the edge of the radius, including their own. this effect lasts 1d8 rounds and moves with the shield.

    a square purple cloud 50 feet to a side appears over the striker and rains a random potion for 1d4 rounds. All struck by the rain are effected by 1 dose of the potion per round of exposure.

    The wielder and the striker instantly swap all worn possessions, including the shield.

    The striker gains 15 ranks in a randomly chosen profession.

    a 20 foot radius sphere within 150 feet of the wielder fills with copper pieces, which then react normally to local environmental conditions. The wielder gets to chose where the sphere goes, but doesn't know what will happen otherwise.

    The shield transforms into a non-magical sponge of the same shape for 3 rounds. Any damage done to the sponge remains when it changes back.

    15 pixies, 15 grig, and 15 satyrs spill out of the shield. They try to start a party for 2d6 rounds, bringing all of their abilities to bear, then scatter if unsuccessful.

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    Default Re: 1001 Rod of Wonder results

    All of these are really good suggestions so far!

    Quote Originally Posted by mattie_p View Post
    Someone posted this the other day... hope it helps:
    That sort of makes this thread a little redundant due to its shear list of potential affects, although not all of them are entirely appropriate. Even so a great resource to steal from!

    Quote Originally Posted by dascarletm View Post
    don't forget some purely flavorful stuff.

    Sheild turns a random color for the rest of the encounter

    Defender and attack switch facial hair, or normal hair
    I love these ones, they are totally making my short list!

    Quote Originally Posted by therakishrogue View Post
    fruit trees of every variety appear all around the shield, filling 1d4 acres. They grow to maturity in 1 turn. If the shield is struck 30 feet or more in the air, a cloud island a la a cloud giants castle appears for the trees to root into.

    1d12 random creatures within 60 feet of the shield gain the ability to cast phantasmal force at will.

    All weapons in a 15 foot radius from the shield are repelled away from the wielder to the edge of the radius, including their own. this effect lasts 1d8 rounds and moves with the shield.

    a square purple cloud 50 feet to a side appears over the striker and rains a random potion for 1d4 rounds. All struck by the rain are effected by 1 dose of the potion per round of exposure.

    The wielder and the striker instantly swap all worn possessions, including the shield.
    These are awesome and very in keeping with the sort of random things Goblins often has in it! More like this would be great, I'm adding these to my short list too!

    I'll now try and add some more of my own!

    * Striker's weapon becomes a Weapon of Lesser Wonder! It changes to take on the characteristics of the shield (it gains six coloured gems in its hilt/down the length of the blade, and changes its materials to be some mix of polished steel and wood - exact details left up to the GM) but retains all previous mechanical functionality despite this change.
    The weapon also gains its own list of wondrous outcomes made up of the next 9 results the shield produces. Whenever the weapon strikes any armour or shield roll 1d10, to decide which of these random effects occurs - in the case of a 10 being rolled the weapon loses this ability entirely (but keeps its changed characteristics). The weapon is still considered to be the striker whilst whatever armour is hit acts like the Shield of Wonder for the purposes of determining the results.

    * The shield leaves an "after image" of itself in the location that it was struck. This "after image" hangs in the air for 1d4 rounds and acts as the shield in every way accept that it cannot be moved by any means. It provides cover and acts as an obstacle for those wishing to move through its location (including the currently wielder of the Shield). If it is struck, roll normally but consider the Wielder to be whomever held the Shield at the time of this affect taking place, even if it has since changed hands.

    * The Wielder, as well as any Striker for the next 1d6 rounds including the one who triggered this effect, are surrounded by floating motes of light (in the colour of their IME) and heal 1/10 of their HP every round for the next minute.

    * A burst of malevolent energy erupts from the Shield! The Striker rolls damage as if their attack hit, but instead deals that damage to everyone within 30 foot other than themselves and the Wielder. All injured in this way gain wounds as appropriate to if they had been struck by the Strikers weapon - including any additional magical properties or poison that weapon might have.
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    Default Re: 1001 Rod of Wonder results

    Portal to a random plane opens on the face of the shield. Denizen pokes their head through and asks why someone hit them.

    Magic Mouth appears on the shield and starts singing. Inspire Courage +1 effect for d3:1 - Wielder's side, 2 - Striker's side, 3 - Both sides.

    Shield gives off bright colourful lights. Hypnotic pattern on everyone in range.

    Shield gives off smoke for 2d6 rounds. The Wielder's square has a new smokestick effect at the beginning of the Striker's initiative.

    Shield turns into an umbrella for 1d6 rounds.

    Shield teleports Wielder 1d6 squares in a random direction, for 1d6 rounds, at the start of the Striker's initiative.

    Shield summons a Blue Whale.

    Shield turns into a Tenser's Floating Disk for 1d6 rounds.

    Shield grows 1d6 purple tentacles which grapple random characters in adjacent squares. Wielder is not immune.

    Shield makes the sound of a Large Gong. All within 60' effected by deafness for 1d6 rounds.
    Last edited by nedz; 2012-11-20 at 07:45 PM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' Actually it's worse than that.


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