This button is a bright blue and when pressed three times it cools any water within three feet of the wearer for a short time only. So the person can walk through hot springs and hot water in general without being scalded,and his or her water is cool when drunk even in deserts. Go to Comment
The Drinker's Friend is a red button shaped like a bottle which when touched will stop alcohol from affecting a person as long as the piece of clothing with the button on it is being worn. But if the user after drinking too much takes the clothing off or has it taken off him or her-ping-instant drunkenness. Go to Comment
Not all the buttons are good ones. The Button of Mind Draining is a purple button that is activated when it is done up.In the short term it makes the wearer feel and indeed be stronger, but it at the same time drains the wearer's mind so they suffer dementia within a matter of days and at the same time become strong and a danger in their demented state to themselves and others. For them to get their memories restored (at the coat of their extra strength) the button must be smashed. Go to Comment
A metallic, rust-colored button with four eyes and shaped in a square. The button is actually made of two separate pieces attached by a copper band. When tapped twice, the two halves will grind against each other back and forth very rapidly. The result is a small rain of sparks, enough to start kindling or cause a distraction. Go to Comment
Very cool! It's like a bag of minor enchanted items that might crop up on various masterwork or looted garments. I bet you could make a table of these and randomly attach a button to a garment found in a dungeon or treasure trove. Can't wait to see more like these from you, Eclipse! Go to Comment
This brilliant green jade button has intricate runes inscribed into it. When tossed onto the ground a small, green kobold will appear armed with a club and attack any enemies of the button-bearer. Go to Comment
On route from Geli to Nekrass the characters meet a peasant boy on the road. He's wandering in the direction from which they've just come. If this seems a little bit incongruous, they may wish to ask him a few questions. He's perfectly willing to talk: he's called Lamish and he's run away because he knows he is the heir to the throne of Geli and his parents didn't believe him. How far is his home? About five weeks walk from here. How much has he eaten? Nothing. Has he drunk? Only from the filthy roadside ditches. In short, it's a wonder he is still alive. And yet he seems perfectly healthy.
Is he a thief, waiting for travellers to trick? Is he lying because there's something more sinister under all of this? Is he telling the truth? And anyway, what should the characters do? Do you take him to Geli? Do you try to find his parents? Or leave him to make his own way?