Lots of Vending Machines


Homebrew and House Rules


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Vending Machine Table
Vending machine table. Things bought will persist.

01: Drinks. Takes silver piece. Gives bottle of Tea, chilled coffee, Pure water, or sparkling lemon lime drink.

02: Food. Takes silver piece. Gives 1 iron ration, chocolate bar, honey & trail mix bar, corn dodger, carrot sticks, or beef jerky.

03: Necessities. Takes one gold piece. Gives flask of oil, 10 tinder twigs, 4 candles, bar of soap, or one dose antitoxin.

04: Various spell components. Takes 1 gold piece. Gives mercury, gum Arabic, 3 colors of sand, rose petals, 1 cocoon, ect.

05: Herbs: Takes 1 silver. Gives sprig of belladonna, Mustard poultice, Garlic bulb, Powdered wolves bane, ect.

06: Oddities: Takes one platinum piece. Gives stone elder sign, 5 dose bottle of milk of amnesia, 1 dose sleep poison, ect.
Hook: The elder sign acts as a holy symbol to turn aberrations, effectively giving them the feats. It can be used to seal a door to The Far Realm. A Society against The Far Realm will try to recruit the holder of a sign. There are only 5 signs in the machine. The Milk of Amnesia will cure charm, fear, and most event based insanity.

7) Live animals. The 3 gold or change goes in the slot, a button is pushed, then a creature drops into the cage built into the lower part of the machine. 1-Bat, 2-Cat, 3-Hawk, 4-Lizard, 5-Monkey, 6-Owl, 7-rat, 8-raven, 9-viper, 10-toad, 11-weasel, or 12-Turtle.
Hook: This can be used to replace a lost familiar ending the drawbacks. The turtle is special for 2 reasons. 1-It’s a snapping turtle with a plus 2 bite and the ability to attach like a weasel. 2-I’s got DA 1/magic because it’s a baby Tarrasque that will slowly grow up at about the speed of a dragon. For added fun you could have the pictures on the buttons worn off so all choices are random. A Kitsune will probably select a rat and eat it. If the GM wants, they can substitute a tarantula(Giant spider brought down 2 size categories) for any one animal.

8) Claw machine full of stuffed toys

9)A gumball machine

10)One with jawbreakers

11)One with toys in clear plastic capsules. 1-plastic figure of an NPC, 2-plastic toy monster, 3-Tin and glass ring, 4-Figurine of wondrous power determined randomly, 5-Vaguely horse shaped black stone that gives it’s owner bad luck(-2 on all die rolls, AC, and CMD), 6-Plastic die(D4,6,8,10,12,or 20), 7-glass marble, 8-rune stone

12)One of those sticker dispensers

13)Babble fish dispenser(100 gold each)


14. Copper stretching machine
Inserting a copper piece and 5 sp worth of additional currency causes a crank to spring forth. Turning the crank causes the copper piece to become flattened and elongated into an oval shape. The crank also imprints a predetermined design, symbol, or set of letters. Commemorate your dungeon experience!

15. Magic beans
Roll on Goth Guru's Magic Beans result table.


16.Sandwich Dispenser
It's full of brown mold. You can see the brown mold through the glass.


17. Silver coin

Takes silver coin. Gives silver coin. Usually. May require a thump.


18.Change machine
There's a coin slot, a cash value readout, a return/result tray, and a column of buttons. 1-Ten copper for a silver, 2-10 silver for a gold, 3-10 gold for a platinum, 4-10 platinum for an adamantine coin, 5-1 adamantine coin for 10 platinum, 6-1 platinum for 10 gold, 7-1 gold for 10 silver, 8-1 silver for 10 copper, 9-Remaining amount on a credstick, 19-? for CHANGE. If the required currency isn't shown on the readout, the button will click and do nothing.

If you select CHANGE, the remaining GP value is purged and you get a shiny metal cube, wrapped in a paper with common instructions. Say "Change into {material} {shape}" near to the object named change and it will turn into that. Say change into change and it will change back. It can keep the form of an adamantine dagger for 1 combat before changing back. It can form a hardwood beam to support a room ceiling basicly forever. It can take temporary spells such as magic weapon but it sheds all such enchantments when it changes. As a miscellaneous magic item it's worth about 100,000, so the vending machine is a major bargain.


I see y'all are taking the Dungeons of Dredmor approach. I'll join in. Although I may not be as specific.

Handheld Weaponry Dispenser: allows you to spend gold for various throwing weapons ranging from daggers to javelins to Chakrams to Throwing Axes and others, they are guaranteed to be nonmagical but come at a great discount.
Crafty Crafts!: Takes money in exchange for various crafting parts at discounted prices.
Bolt Council Dispensery: All sorts of crossbow bolts from alchemical to magical, but all of which are Bolt Council approved!


19 is easy, as there are prices in the core rulebook. The GM can then determine the discount.

20 Crafty crafts can dispense kits for torches, arrows, and other such items at the rate of 10 for the price of 1. The quick setting clay for pots and lamps will have myriad other uses.

21 Bolt Council Dispensary: 5 gold for an acid, ice, flame, sonic, or shocking bolt? How much for 1 silver headed bolt?


Random bolt table
1-Ordinary bolt
2-Silvered headed bolt
3-Flame bolt(head lights the lamp oil in the shaft on impact)
4-Acid bolt(Glass head and glass lined shaft)
5-Tangle bolt(hits like a tanglefoot bag)
6-Metal bolt(always reusable)
7-Blessed bolt(Cold iron tip, 2 doses of holy water in shaft, kills rakshasas)
8-Lightning bolt(Does 1D10 ejectrical, 3D10 on a crit)
9-Suicide bolt(turns back and tries to hit shooter. If it hits fort save vs DC18 or die)
10-Spell bolt(Put any touch spell in this blunt bolt and fire it.)

If this gets any longer it will need it's own topic.


22. Commemorative Dungeon Cards
Placed halfway into a dungeon or facility. This device require 10 gp worth of currency and dispenses 3 random, baseball-card sized cardboard photos. On one side is a picture of the indicated creature and on the other side is a list of its common statistics, as though from a Bestiary entry. The creatures depicted will always be of a type found in that particular location, even if not currently there (such as a dragon's lair guarded by kobolds and an owlbear, but the owlbear and dragon are currently out hunting).
d(100):
01-10– A specific 'visitor' card. This could be a PC or henchmen exploring the area but not a resident or normal creature lairing there. If none currently, default to a rare boss or creature. Familiars and similar companions are included with their masters. Animal companions that are sufficiently powerful to be significantly different from a 'normal' creature of their type (in HD, gear, feats, abilities, etc.) may have their own cards (with mention of their masters, if necessary).
11-20– A specific creature. This will be a specific creature, like a lieutenant, sub-boss, a chief or shaman.
21-80– A common or uncommon creature found in the area. Specific individuals will not be noted. It will be similar to a Bestiary entry, including listing commonly used equipment, though that may not be what the particular creatures in this location use or even the feats or skills they possess, only the 'average' creature statistics.
Note that you will never receive a generic humanoid or animal card (unless the animals are predominantly the sole creatures in the location). You won't receive a 'horse', 'mule', 'bat', or 'leech' card unless it is a specific creature (and that would not be with this roll). You may, however, receive special version of these common creatures, such as 'bat swarm' or 'leech swarm' if those are possible encounters. Similarly, you will not just get a 'goblin' it would be a 'goblin warrior' or 'elf adept'. Monstrous Humanoids, magical beasts, plane-touched or specially-altered or adapted creatures (like a shadow horse) are sufficiently special for this, (assuming they aren't unique enough to be in another category).
81-95– A lieutenant, sub-boss, specific magic item found in the dungeon (including common appearance).
96-00– A rare boss or special card, possibly a random deity's avatar's stats that aren't linked to the location.

Note that specific cards will include the creature's normal gear, even if they aren't wearing it at that exact time that the card is created (ie. if the goblin chief 'Hormak' normally uses a +2 Morningstar and wears +1 leather armor, it will note that, even if he's currently sleeping and not wearing it when the card is vended). Magical spells and effects, like mage armor or resist energy are never listed, nor are spell lists or spells known. Also note that it shows the creature's common appearance. So if it were currently disguised or invisible, it won't show its current appearance (unless that is a common, nearly constant disguise). An invisible stalker card will not show what one looks like, obviously. Also of note, strangely, is that these cards in no way count as having a likeness, image, or any additional special connection to the creature for purposes of magical effects or any other effects, for no known reason (and this fact isn't even really known that commonly).


The pictures, taken from the bestiary or such, can help you scry, but only on creatures that match the picture. Not the creature you want. Thus a goblin card will help you scry on a random goblin having a short sword, not a specific goblin owning a dogslicer. Even then they have a plus 8 willsave. This is also a GM call and may have no effect on scrying at all, because you are the GM.


23.One armed bandit
It only takes gold pieces. Any other coins will drop right through without allowing the arm to be pulled. There are 3 rows of internal wheels, each showing one of 20 portrait pictures.
1-Torchy Goblin
2-Stacy Unicorn
3-Grimtooth Hobgoblin
4-Marina Mermaid
5-Robert Troll
6-Jack Scarecrow
7-Green Tom The Lizardman
8-Rocky the Stone Golem
9-Gronk Orc
10-Cain the Vampire
11-Felspar the Dwarf
12-Cleo the Mummy
13-Leona the Spinx
14-Manny Minotaur
15-Ivan Imp
16-Froggy Gremlin
17-Half Hitch Halfling
18-Angela Trumpet Archon
19-George Djinni
20-A scary jester like "I'm Hiding in Your Closet"
Every time a coin is put in the lever can be pulled. The GM rolls 3D20 to determine what pictures it comes to rest on. 2 of a kind gets you 2 coins back. 3 of a kind gets you 1000 gold coins. The jester is wild. Note that 3 Djinni also grant you your next 3 wishes.


24. Ye Olde Medieval Insults
Dispenses a magical slip of paper with a scathing insult written in Common. If the paper is held and read aloud towards a target, the target must succeed at a Will save (DC 12 + reader's Charisma mod.) or receive a -2 distraction penalty to attack rolls and ability and skill checks for 1 round per point of failure (max 10 rounds). During this time, the target receives a +1 bonus to weapon damage rolls against the reader. A natural 1 on the save always results in the full duration on a failure. Non-humanoids receive a +4 to their saves. The insult must be read in a language the chosen target understands. Once read aloud, the paper disappears (whether a target was chosen or not). This is a mind-affecting, language-dependent, morale effect.


Only really high-rent districts with a ton of security would have vending machines taking gold (or higher denomination) coins. Otherwise, every ne'er-do-well with a cart and a couple of strongbacks will be helping themselves to unattended portable boxes full of gold coins and merch valuable enough to cost that much.

(It's well to remember that even 1st-level adventurers are filthy rich compared to most commoners.)


First-Seeming free gold is the built in trap of dungeons. Greedy NPCs are the free meat there. Trying to carry out a slot machine gets you extra random encounters.

Second, there are not actual gold coins in the machine. There are a few extra dimensional portals to the trans dimensional bank where the actual coins are kept. You put that in a portable hole it turns into fused metal slag.


Slim Jim wrote:

… Otherwise, every ne'er-do-well with a cart and a couple of strongbacks will be helping themselves to unattended portable boxes full of gold coins and merch valuable enough to cost that much.

...

That's why they're all protected with Higher-Level Than You Adventurer Insurance. Specifically... higher level adventurers than you are on call to track down and beat thieves, they get a percentage of recovered money... but also access to Goth Guru's 'Elite Vending Machines' table for items and toys to use against thieves.


3 wishes per set of 3 djinnis or wild cards means a cost of about 333 gp per wish off a chance of 0.1% per pull of the lever. That's low enough that players are unlikely to ever see it, with a payoff that justifies almost any level of investment if they do. The worst balance possible IMO.


Goth Guru wrote:
Second, there are not actual gold coins in the machine. There are a few extra dimensional portals to the trans dimensional bank where the actual coins are kept. You put that in a portable hole it turns into fused metal slag.

So now instead of merely being a simple vending machine full of gold, it's an incredible magic device directly linked to a central bank? The thing is more valuable by far itself than its contents.

Yes.... This is definitely going to warrant a crack team of mercs on frenzied rhinos in full-plate barding operating with complete and utter disregard for massive collateral damage.


You need a limited wish to widen a portal, but that looks like fun, so go to it.:)


25. POSTCARDS!!!

Insert a coin, get a card from the Deck of Many Things...


26. Deific Platitudes
Insert coin, get a card with a soothing platitude (written in Celestial) from a random deity.*
*'Soothing' is relative. For example, 'It'll be over soon.' could be appropriate from a god of death, as would, 'You'll be with your friends and family soon,' (but your friends or family are dead).


VoodistMonk wrote:

25. POSTCARDS!!!

Insert a coin, get a card from the Deck of Many Things...

This solves the problem of drawing the void when you have another card to draw.


27.Android Machine
There is a holographic chamber with a keypad, coin slot, credit slots, and a treasure hopper next to it. Once you touch any key and it powers up, you can select the appearance of the android. You insert the prerequisite 10,000 of treasure or credits(which is transferred out of the machine somehow). Then the android steps into the chamber from a door in the back, then out the front door. It will have no soul at first, but any waiting soul(PC or NPC) can step in immediately. Any modification(such as wings, extra arms, reproductive organs, eyes on the back of their head) cost 5,000 extra(per arm). It is otherwise a standard android. 1st level commoner till a soul steps in. If credit dept is detected, a hunter android is substituted. A hunter android is already the same level as the target of the target, rouge, and will try to steal the missing balance and return to the machine to deposit it.


28. Death
Marked only by a skull and crossbones, this button requires the expenditure of 100gp per HD of the creature pressing the button. Upon successful transaction, it prints several documents requiring your signature. Deciphering the documents requires a DC30 Linguistics check which reveals the documents entail signing over the individual's rights to their soul. Once completed, a Greater Reaper teleports to your location and confiscates the character's soul. Vending Machine is not liable for any damages upon refusal to comply.


29.Power Machine
Though it looks like 28, the death machine, once the amount is inserted, and the documents are signed, The one who pushed the button and signed the documents gains the following powers. DRlevel/adamantine. Fly like the spell but poor maneuverability. Fire/acid/cold/electricity/sonic resistance level. regeneration 1 a round except against damage made by adamantine weapons. Haste, but only on themselves. +4 Strength and Con.

Warnings:The machine immediately vanishes. If different people push the button and sign the paper, the machine vanishes without granting any powers. A goblin has already used the machine and is one of the level bosses. No special disease, poison, or magic resistance is granted.


30. Warpaint
After inserting payment, the machine spurts out a burst of magical dye. The dye penetrates the buyer's clothing and outer gear harmlessly, giving them a full-body warpaint of completely unique design to themselves. The color is selected by the buyer from the machine, but the design will always be the same, even if purchased from another Warpaint machine.

The warpaint is magical and lasts 48 hours. It provides benefits based on how visible it is. If only the wearer's face and hands are visible, it provides a +1 circumstance bonus to Bluff, Diplomacy, and Intimidate checks.
If the face, arms and torso (barring a modest top or halter for the ladies) or the face arms and portion of the legs are visible, then the warpaint provides the above bonus and a +1 morale bonus on attack and damage.
If nearly the entire body of the wearer is visible (a loincloth, modest top covering breasts, sandals, etc.), the wearer receives the above bonus and a +2 natural armor (as a barkskin effect).


31A.Token machine
Gives a free token once every 12 hours. Additional tokens cost 5 gold.
31B.Wheel of Adventure
One token per spin. Always found next to the token machine. 20 results on the wheel.
1:Adamantine Dagger -1 to hit and damage.
2:Healing potion, one dose cure light.
3:Feather token, feather fall.
4:Scroll, Stone to flesh.
5:One dose plant growth fertilizer.
6:5 tokens.
7:Cats eye marble. Crush it to summon a tiger for 1 combat.
8:Money bag containing 1D10 copper, 1D8 silver pieces, 1D6 gold, and 1D4 platinum.
9:Necklace of fireballs type 1.
10:Flask of acid.
11:

To be continued.


32. Zoltar the Mysterious: There are 2 versions of this machine. One contains a clockwork figure of a humanoid dressed as an Oracle, operated by the insertion of a single gold piece. Upon completion of several minor Prestidigitations such as the eyes lighting red, smoke billowing from the nose and mouth, and ominous, huffing noises from the machine, a panel with the words "What is your desire? Make your wish now!" illuminates. At this point the user asks their wish aloud; this acts to set off another set of random Prestidigitations as the clockwork humanoid moves it's limbs, opens and closes it's eyes and mouth, and so on. Once the second process completes the machine dispenses a card; one side is embossed with the logo of the machine while the other states "your wish is granted!"

The other version of this device is similar in construction and method, but instead of a wish being made the user asks some question at the pre-ordained time. The question may be as vague or specific as the user desires. The card dispensed still has the embossed side but on the other is a piece of open-ended advice or platitude that may or may not pertain to the question asked.

GM Notes: both machines have a 1 in 1000 chance of having the essence of a Djinn or other powerful Outsider bound to it. In these instances the device only operates once then appears to shut down or otherwise malfunctions; if the user leaves and returns at a later time the machine has mysteriously disappeared no matter how short an amount of time has passed. In these instances, the wish is genuinely granted as per the Wish spell or the question will be answered as honestly and directly as possible with 100% accuracy, potentially even containing details to the resolution of said question.


33. Eggredionovun's Book Exchange: This machine is an opaque stone and glass device approximately 8' tall with a 6" wide, 13" tall slot to the center-right of the face and a bin with a rotating door near the center-bottom of the face. The device is clearly marked with many Arcane symbols but reading them is fruitless; they are gibberish meant only to decorate the otherwise drab exterior. If detected for the Book Exchange machine radiates Strong Conjuration(Teleportation) magic. Upon the insertion of any book in the upper, right-hand slot that will comfortably fit through the slot, the machine glows and hums briefly. After this point, a dull "thud" can be heard in the bin below. Opening the door after this noise reveals a random book (consult Random Book table in addendum) which can be easily removed and taken from the machine.


34. Dungeon Mold-o-Rama: This device is a metal machine standing 5' 8" tall made of a common metal and painted with a matte finish. Different machines have different colorations but common colors include a light blue, beige, metallic gray, flat black or even bone white. The upper center of the machine has a bubble of glass protruding towards the user; within the globe can be seen 2 metal plates, alchemical tubing and clockwork pistons affixed to them, with each of the plates containing identical indentations.

Each of the machines is lettered with the logo, "Dungeon Mold-o-Rama" in multi-colored letters across the top. Directly below this logo will be a smaller, illuminated display covered with a flat plate of clear glass. This niche, approximately 1' x 1' x 1' in size, features a figure of a monster recently encountered in the immediate vicinity. These are almost exclusively creatures of the Aberration, Animal, Dragon, Magical Beast, Plant or Vermin type, though others have been rumored. The figure is approximately 6" by 8", stands upon a flat base and appears to have been molded from wax as one, solid piece. Finally, this figure appears to be of a singular color which features prominently on the creature as it appears in reality.

For example, if an encounter approximately 50' from the Dungeon Mold-o-Rama machine featured a battle with a mottled pink and gray Gibbering Mouther, the figure will be constructed of a gray, waxy substance. If, on the other hand, the nearby encounter featured a Young black dragon, the figure will obviously be solid black.

For the price of a single Gold piece inserted in a slot the machine whirs to life and the 2 metal plates are slowly pushed together. At this point the device switches from a hum to loud, dull "thunks" of a mechanical nature. They occur in slow and fast rhythms and are loud enough to attract Wandering Monsters (consult Random Wandering Monster table in the addendum). During this time a small amount of warmth can be detected emanating from the center of the machine.

After approximately 30 seconds the machine slows and stops making noise, the 2 plates separating once more to reveal the molded figure shown above having been replicated by the apparatus. A third metal plate pushes the figurine slowly forward until it falls from the shelf it stands upon and tumbles down the interior of the machine where it is deposited in a bin with a rotating door in the center-bottom of the machine's face. Opening this bin reveals the creature figurine that has just been made for the user to take as a memento of their recent encounter. The figurine is fairly warm to the touch. It has Hardness 0 and 1 HP. Although the weird substance the figurine is made of resembles wax and melts when exposed to high or prolonged direct heat, it is not, in fact, any form of wax or paraffin that is currently known to the user or their culture.


Goth Guru wrote:

31A.Token machine

Gives a free token once every 12 hours. Additional tokens cost 5 gold.
31B.Wheel of Adventure
One token per spin. Always found next to the token machine. 20 results on the wheel.
1:Adamantine Dagger -1 to hit and damage.
2:Healing potion, one dose cure light.
3:Feather token, feather fall.
4:Scroll, Stone to flesh.
5:One dose plant growth fertilizer.
6:5 tokens.
7:Cats eye marble. Crush it to summon a tiger for 1 combat.
8:Money bag containing 1D10 copper, 1D8 silver pieces, 1D6 gold, and 1D4 platinum.
9:Necklace of fireballs type 1.
10:Flask of acid.

11:Stick of dynamite. Fuse burns 3 rounds, then does 5 points damage starting with nearest thing. Reflex save for half DC 18. Within 60 feet fort save 18 or deafness. New save every half hour.

12:Energy bar. Removes all fatigue.
To be continued.


A separate topic has been started for the Wheel of Adventure.


35. Bank Machine. Has various slots, scanners, a hopper for treasure, and a touch screen. Funds can be transferred. Credit cards paid off. Checks deposited. Will not payout cash but can place funds on credit slips or plastic coins.


36:Rent a terminal. A copper piece a minute or equivalent. Thus a gold piece or credit will activate for over an hour. There are various slots for coins, credit slips, flash drives, ect. It's wired into the local computer network, which includes the server room, any ship or base computer(down if a derelict), can run a system wide diagnostic, you could use your virtual helmet or cyber jack implant to explore virtually, ect. It has 32 gig ram, a keyboard, a touch screen, a mouse, and a built in mouse pad.


37:Cereal machine. 5 copper to activate. Press button for base,
1-wheat flakes
2-corn flakes
3-crispy rice
4-letter shapes
5-rune shapes
6-number shapes
7-tiny shredded Wheat squares
8-tiny shredded corn squares
9-tiny shredded rice squares
10-tiny doughnuts
11-tiny cookies
12-oatmeal

Then select up to 4 add ins
1-Tiny colorful marshmallows
2-mixed berries
3-raisins
4-Nuts
5-sugar
6-Tiny maple sugar candies
7-jimmies(like on ice cream)
8-chocolate chips

And then milk
1-whole
2-skim
3-5%
4-chocolate milk

A bowl drops down, then the selected ingredients are dispensed into the bowl. Spoons are also dispensed.


Goth Guru wrote:

37:Cereal machine. ...

A bowl drops down, then the selected ingredients are dispensed into the bowl. Spoons are also dispensed.

38. Cereal Machine As #37, but it instead dispenses 10,000 knives or forks. Isn't it ironic?

No! That isn't ironic! What it is... is damn funny, though!

39. Irony Dispenser
Slips of paper describing actual ironic situations, like:
A roach infestation in a pest control building.

Refusing to eat at a diner and crossing the street to go to a health food store because 'you want to eat healthy and live a long life' and getting hit by a car.

or, 10,000 spoons, when all you need is a knife... and you're in the cafeteria of a knife factory.


ahhh, the wages of boredom...


38. is indeed ironic because the bowl of cereal is totally destroyed by the flood of cutlery.

A numbered list of ironic things belongs in forum games. I will check for one before creating one.


40. Roach Dispenser
It looks like a slot machine, complete with 3 spinning wheels that look to contain pictures of lemons, oranges, cherries, and bells. There's a sign above it listing all the possible prizes from combinations.
Inserting a gold coin (all others are dropped into a coin return tray) and pulling the arm causes lights to flash, bells to ring, and the wheels to spin. They all stop, one after the other with definitive clicks, ending up on the picture of a roach.

At that point, 1d4 swarms of roaches pour out of the machine and swarm over anyone in the area. One round later, the dispenser's wheels shift themselves a few slots to show only the fruit images and no roach icons.

It's like.... 10,000 roaches, when all you needed was a slug...


41.Vehicle Vending Machine
They are tiny till the button is pushed. There are slots for plastic coins, places to swipe credit cards and slips, and a hopper to place treasure in. When a 3 digit number is entered on the keypad the display shows how much credits/GPV needs to be input for it to vend.

The vehicles all have size buttons on top and inside. One push to enlarge, another to shrink back down. Any occupants will shrink and grow with the vehicle. I'm going to start a separate topic.


42. Time
For the low price of 10 gp, the machine dispenses a stiff paper card bearing an hourglass insignia. As a swift action while holding the card, the bearer may activate haste for 1 round, at which time the card goes blank and loses its power as above. The card must remain in the buyer's possession until used or it goes blank and loses its power. These instructions are printed in Common on the machine. Multiple cards can be purchased and used in succession for longer durations, though they must be activated one at a time in turn.

What isn't mentioned are the drawbacks. Whenever the user activates a card, at a later time, usually within the next 24 hours, they spend 1 minute slowed for each round spent hasted by a card. The GM should secretly roll 2d12 for a rough estimation of which hour range the effect will occur. Unlike the haste effect, the slow effect is not magical in nature, being a temporal distortion over-correcting the user's timeline. As such, it can't be dispelled and effects that would counter or suppress slow will work temporarily, but the full 1 minute of slowed time will pile up and wait until the user pays it in full. Egregious attempts to avoid paying their time will result in attracting the ire of temporal entities and deities of time who will thereafter ensure that such occurrences happen at specifically bad times for the violator, such as combat, rather than at random times.

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