| Goth Guru |
Token machine
Gives a free token once every 12 hours. Additional tokens cost 5 gold. Tokens can be used for other things, perhaps a bus ride or amusement park rides.
Wheel of Adventure
One token per spin. Always found next to the token machine. 20 results on the wheel. Additional results can be used to replace results the GM does not like or already appeared too often.
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 DC18 or deafness. New save every half hour.
12:Energy bar. Removes all fatigue.
| Goth Guru |
Description: Large wheel mounted on a fairly wide, 15 foot tall, pillar. Just beneath the wheel is a slot for a token to be put in. Beneath that is a large bin that the prize falls into. When the token is put in the wheel starts spinning and clicking as the pegs along the edge hit the prize pointer at the top. Once it stops the winning wedge flashes 5 times as a bell somewhere rings. Then the prize falls into the bin (out through the pillar somehow) waiting for someone to retrieve it. The wheel is virtually indestructible, so it is sometimes used to hold something closed or to keep the roof from caving in.
13:Supplies. 1 days trail rations, flask of oil, bar soap, candle, 1 foot section of segmented pole, sewing needle, spool of grey thread, hammer, piton, 10 ft. hemp rope, flint and steel packed in rags in a sack. The extra sack is wrapped around it and the leather thong tied around it.
| Pizza Lord |
14. Exile. User is removed (teleport) from dungeon, structure, or 1 mile from the Wheel of Adventure.
15. Lifetime Ban. User is banned from playing this, or any other, Wheel of Adventure. They cannot collect tokens and any tokens in or coming into their possession vanish. Even if they somehow get a token into the slot nothing happens. Instead of the normal ringing, there is hissing and booing and the bin fills with 1d6 rotten eggs and 1d6 rotten tomatoes which magically pelt the user (2 attacks per round, +10 ranged). These vanish after 1 minute.
16. Wheel of Adventure Home Game! A 1/10 scale Wheel of Adventure carved of wood and with non-magical wooden token accessories. Small cards declaring the prizes (uses its own chart; a luxurious manor, 2 week vacation to Elysium, a brand new cart!, etc.) are dispensed (and reshuffled and put back every game) with point values. Highest score at the end wins... but watch out for the Tax Collector!
Lifetime bans from Wheel of Adventure do not apply to Wheel of Adventure Home Game.
| Meirril |
17. Diamond! A 1,000gp diamond containing the spinner's soul is dispensed in the prize pool. The spinner's body is inhabited by an imp.
18. Coal! A chunk of coal drops into the bin. At the same time an item beloved by the spinner is irreparably ruined.
19. Underwear! Some uncomfortable undergarments drop into the prize bin. At the same time a being that wishes harm to the spinner becomes aware of the spinner's life history and secrets.
20. Multiball! The Wheel of Adventure immediately spins giving 5 different prizes. Re-roll any repeat results, including this one.
| Goth Guru |
Although the wheel can only have 20 different results, the gm can replace those possible results or simply roll up the 20 results before placing it.
21. One of the players weapons disappears. It reappears next to some NPC the GM has been protecting after brutally murdering them. Best if this happens in a locked room.(There, now everybody's unhappy)
| Goth Guru |
22.You wish! A slip of paper with "What one item do you wish for" followed by a blank on it. It is accompanied by a pen. The item will arrive in the possession of a monster at lest 2 CR higher than the characters. Add a CR for each major charge. 5 CR if it's even a piece of an artifact. The monster will fight the characters, possibly using the item.
| Goth Guru |
23:Underwear of modesty. It is not uncomfortable. It adjusts to fit the wearer(even ponies). It turns into the skin color, but conceals all naughty bits, showing just blank skin. Pattern and tattoos will show through, unless they are obscene. Even if worn under clothing, they conceal the camel toe and such.
| Goth Guru |
Correction on 11. 50 points of damage.
11:Stick of dynamite. Fuse burns 3 rounds, then does 50 points damage starting with nearest thing. Reflex save for half DC 18. Within 60 feet fort save DC18 or deafness. New save every half hour only on deafness. Half damage is 25 with the remaining damage going to next target.
| Pizza Lord |
26. Makeover. The user is able to change their appearance within their race's normal parameters. They can grow or lose hair, change its color, change their eye color, alter their lip, nose, chin, or cheek structure. They will still be fundamentally recognizable as the same person. Their teeth will become clean, polished, and straightened if need be (missing teeth won't be replaced). Their nails will become clean and trimmed, as though from a manicure and pedicure, including polish if desired. Their clothing will also become clean and mended if necessary. They will also receive a +1 circumstance bonus to Charisma-based checks for 1 week. The physical changes are otherwise permanent.
27. Necklace of Marbles. Similar to a necklace of fireballs, the user receives a random type of necklace, but instead of casting fireball when an orb is removed and thrown, it transforms into a coating of marbles. This effect is similar to the force marbles spell, but the created marbles are visible in an array of various colors. Instead of damage, each 1d6 damage indicated is how many contiguous 5-foot squares the marbles fill (at the user's direction when thrown).
28. Cartography. The user receives a map detailing the surrounding area within approximately 1,000 feet or so (it varies). The map will typically be of a ground-level style, not showing multiple stories or other levels of structures (like basements), though outdoor maps might show slight elevations, like hills. Otherwise, it will generally depict the floor, level, or elevation the user is at. It will reveal concealed doors and passages, but not secret ones. It has a compass rose, but no other key or writing.
| Zotpox |
29: A random Ioun stone drops into the bin. When used for more than 1d6 hours the stone embeds itself, fusing to the users skull.
30: A piece of vellum flutters into the bin. I.O.U. is printed in common on one side and 36,000 gp and (signature of local baron) is written on the other. The voucher is legitimate.
31: A worn looking tin ring drops into the bin. The ring functions as a ring of Ring of Djinni Calling which instead calls A succubus, erinyes, Rakshasa-Amanusya, Daemon-Erodaemon, and A Div-Pairaka once each for one hour per day. The ring requires a DC 30 caster level check remove curse to remove it.
32: A tiny bag of seeds drops into the bin. The bag contains 3d10 seeds. When planted a Wyrwood tree grows to full size in 1d3 hours. Three days after full growth a Wyrwood NPC steps forth from the tree ready to serve the planter.
| Zotpox |
33: A parchment playing card flutters into the bin it appears to be blank on one side. When the card is thrown to the ground, a creature is gated to the cards location. The creature cannot move more than 30 feet away from the cards user. At all times it obeys the desires of the character who used the card. If the card is picked up, the creature is gated away. Use a random pull from the Deck of Illusions each time the card is used. (Thie's are real npc's/monsters and for good or ill may come looking for the user)
34: A piece of vellum flutters into the bin. Oops! is printed in common on one side. Appon reading the player drops to the ground and reincarnates as a monster with HD equal to His/her/It's level, an opposing alignment, and 0 class levels.
35: An Unholy symbol of Doloras drops into the bin. The Pc has gained the attention of Doloras for good or ill. The feat Believer’s Boon (Caina’s Cold Logic (Sp) forbid action 3/day, owl’s wisdom 2/day, or dispel magic 1/day) is granted as long as the unholy symbol is worn openly. If the symbol is rejected otherworldly chains forged in the infernal morass of Hell itself latch on to your feet, rooting you in place for a number of rounds equal to your Hit Dice. You cannot damage the hellish chains nor magically escape them; if you attempt to use teleportation magic or a similar ability to circumvent the chains, the spell or ability fails and is wasted. While you are rooted, you take 2d6 points of piercing damage and 4d6 points of fire damage per round as blazing, hellish needles stab into the exposed portions of your body (you begin taking damage as soon as you are under this ability’s effects). If you succeed at a Reflex saving throw you are only held in place for half the number of rounds and take the listed damage only once.
36: A roughly carved wooden figurine of an indeterminate animal drops into the bin. While carried the pc gains the trait Fate's Favored.
| Zotpox |
Shock value is just that a shock.
Warn the PC's that this thing alters and warps reality like a deck of many things, rod of wonder, or harrow deck, and not all results are beneficial and they are putting their character in the hands of the fickle dice gods.
Please make sure that the players are making an informed choice with their PC! Lay it on THICK!
In the case of a egregious roll
1. Have them slowly revert back.
2. At the whim and will of a die roll change him/her/it back.
3. Warn them first and work out options.
4. Remove that option beforehand.
5. Fudge the roll.
Pay your money and take your chances!
| Zotpox |
This thing alters and warps reality like a deck of many things, rod of wonder, or harrow deck.
This is Wild Magic aka. "DM deus ex machina" at it's finest your simply using a handy crib sheet with numbers for the die roll's.
Everything used in "whatever way you choose" is reversible.
That said DM responsibly, and don't DM and drive.
| Goth Guru |
If Zotpox is GMing, you should detect evil or do an augury on everything or it's your own fault if you lose your character.
Alternately you could have the script be in draconic, polymorph the target into said monster unless they fort save, and get daily will saves to avoid mentally changing into the monster. Remove curse will give them another fort save, which if successful will turn them back.
| Pizza Lord |
37. Tutorial Mode A parchment bearing the words 'Tutorial Mode' flutters into the bin before crumbling away to dust. An authoritative voice also speaks out "Tutorial Mode activated!" in the user's native language.
Nothing else occurs (or is even noticeable) until the next time the user is in combat. As soon as their initiative starts, an effect similar to Time Stop occurs and that same voice makes an informational comment based on the situation and then offers a basic, straightforward maneuver or action tailored to the character's class or specific types. The apparent time stop ends as soon as the character takes an action, no one else apparently able to even note that anything occurred at all (other than possibly deities or other creatures that can somehow interact with time stop effects.
The GM should use this time to state a reasonably basic bit of info in a generally helpful way (not revealing any actual hidden knowledge or secrets, ie. if an apparent elf opponent is actually a dragon). Something like, "Attacking an enemy with a weapon is a good way to deal damage. Move to the nearest orc and swing your [weapon]. Do it now." That would be good for a martial character, but a different character might be told, "You have magic at your disposal. Try casting a level 1 spell, like magic missile. Do it now." (Yes, even if the character is level 15 and the player has been playing for 8 years. Make it sound like this is the first combat encounter in a video game). Or if the character is a healer and some allies were injured before their action, it could be, "Oh no! One or more of your allies have been injured! You have healing powers at your disposal. Move to [ally] and heal them with [power/item/spell]. Do it now."
This same event occurs the next two times the character's initiative occurs in that same combat (total of 3 times). The 2nd time will involve a slightly more complicated action, spell, or maneuver. Ie, "You can use special attacks in combat. Try and use a Disarm maneuver on the nearest orc. Do it now." Or, "Some spells can harm your allies if not carefully placed. Cast a fireball but catch at least 1 ally and 1 enemy in the area of effect. Do it now."
The 3rd one will be even more complex or hard to pull off.
The character is never under any compulsion to do any of these actions, but if they do complete all three (to the GM's satisfaction that they at least attempted to do so, ie. if they swung at an orc but missed, or made a good faith effort) then they receive 25% more XP awarded for that specific encounter (or 500 XP, whichever is greater). If the encounter ends prematurely before all 3 tutorial actions are announced (because all the enemies died or fled, for instance) the character receives half the bonus XP they would have gotten (assuming they had followed the suggested courses of action up until that point).
38. Hardcore Mode A parchment bearing the words 'Hardcore Mode' flutters into the bin and then crumbles to dust. Simultaneously, an authoritative voice states in the user's native language "Hardcore Mode ready!"
Nothing else seems to occur. However, the next time the user attacks or is attacked by a foe, a time stop-like effect occurs and that same voice declares "Hardcore Mode activated!" The character will see any visible enemies in sight seem to flash briefly and all enemies in the immediate area are healed and have any conditions removed as though they were the target of a heal spell (if beneficial; undead are not harmed for instance). They are also considered to be advanced, as though using the Advanced template for creatures. [Quick and simple adjustment: +2 on all rolls (including damage rolls) and special ability DCs, +4 to AC and CMD; +2 hp/HD]. (This bonus will apply to the attack being made by an enemy if that's what triggers this event). These adjustments last for approximately 1 hour or until the creature is defeated (not necessarily killed). Remember to adjust XP rewards accordingly if the user and his allies defeat them (but not equipment or treasure).
The time stop-like effect then ends and any actions in progress continue. Observers other than the user will have no indication of any changes to the enemies or their temporary enhancing (barring any visible healing or removal of conditions).