The explanation of its history seems needlessly drawn out for this fine minor item. An appropriate curse would be provoking serious conflicts, beyond simple bar fights. That can be useful at times, but using it can easily wake up the ghost mentioned, so beware. Go to Comment
I agree with Manfred on the History, however I enjoy the writing style. Maybe less story regarding the treasure, and just keep it to the prank. As mentioned some spelling mistakes. The Major can ALWAYS cause the person spilled on to be fight angry, and assume Someone ELSE caused it, and Rouge's are the prime suspect.
generally enjoyable and fun. I'm thinking I'll use something like this in my Campaign. Go to Comment
Until reading the sub, I thought that this would be a sort of "everful tankard", and when I read the opening quote, I thought "result in...half orcs", as in, it'd make you so drunk that you'd have a one night stand with an orc... and well, there you go. :P Regardless, the history is too longwinded and the sub needs a lot of cleaning up. But it's still an interesting item. Go to Comment
This is cool, and actually has some positive uses as opposed to negative. Perhaps a rogue could steal into an enemies war camp and attach this to their maps and war tactic plans. Taking the maps would be difficult, but just sitting one of these plain old charms on it and walking away will be simple! And when the general wants to refer to the plans... Gone! Someone has stolen it! Chaos ensues in the camp as I everyone hunts down the traitor with the map! But in reality it has just blinked away onto the ground behind the chest in the tent.
This is a nice idea for a "cursed" magical item. The owner of the charm can't control when he/she blinks, correct? I like the idea of a common person "blinking" once a day at random times. Imagine the rumors around town surrounding that poor soul. Go to Comment
Each charm can teleport up to one pound so should you get a bunch of them, say on a necklace or a bracelet, then it could teleport someone. Of course there is nothing saying someone hasn't come up with a stronger version.
Indeed, the charm's aren't controlled so much as they go off twice within every 24 hours they exist from their creation but randomly within that 24 hours. Go to Comment
Well, like almost all items on strolen's citadel, how they get used in game is ultimately up to the gm of the game they are being used in. Not like you cant change it to suit your game...however, it really was more of an item to get me back into practice. xD Go to Comment
Five men are herding fifteen horses down the road. They won't be very talkative, but are willing to sell a horse, or more horses if the heroes are interested. These men are horse thieves. They are already sought by regional militiamen. Anyone with a stolen horse (all are marked) may get into trouble. If found guilty, horse thieves face prison or even a hanging execution. Similar thefts have happened only a month before, and a reward is offered.