21 May 2026

Mythic Weapons

I love the idea of specialist weapons and how this is used in Mythic Bastionland. Here are d100 such weapons.
 
by Wayne Reynolds
 
This weapon is...
...and deals +d10 damage...
  1. in a duel
  2. in a battle formation
  3. in a cramped space
  4. in a wide-open space
  5. in the first round of combat
  6. in defence of (d4) innocents/the ruling class/secrets and lies/your home
  7. in pursuit of (d4) knowledge/forgiveness/renown/revenge
  8. in untamed wilderness
  9. in water
  10. in pitch darkness
  11. at night
  12. while in (d4) sun/moon/twi/candlelight
  13. while at full hp
  14. while at 0 hp
  15. while bleeding or injured
  16. while leaping or falling
  17. while above your foe
  18. while below your foe
  19. while the foe is in their home
  20. while the foe has attacked you first
  21. while lavishly clad
  22. while near-naked
  23. while masked
  24. while mounted
  25. while music is playing
  26. while singing
  27. while praying, loudly
  28. while leading a charge
  29. while mocking your foe
  30. while already dead
  31. while possessed
  32. while (d4) hungry/filthy/drunk/blinded
  33. when outnumbered
  34. when also using a shield
  35. vs people with a shield
  36. vs people with no shield
  37. vs people with no helmet
  38. vs people wielding a one-handed weapon
  39. vs people wielding a two-handed weapon
  40. vs people wielding no weapon
  41. vs mounts
  42. vs mounted
  43. vs armoured
  44. vs unarmoured
  45. vs known liars
  46. vs known debtors
  47. vs oath-brakers
  48. vs law-breakers
  49. vs law-enforcers
  50. vs warriors by trade
  51. vs magic-users
  52. vs sword-wielders
  53. vs virgins
  54. vs nobles (+2d10 vs royalty)
  55. vs women and children
  56. vs friends and family
  57. vs wild animals
  58. vs animal people and talking animals
  59. vs humans (50% chance of only a specific ethnic)
  60. vs demi-humans (50% chance of only a specific ethnic)
  61. vs greenskins (50% chance of only a specific ethnic)
  62. vs elves and plants
  63. vs dwarves and fungi
  64. vs creatures smaller than you are
  65. vs creatures larger than you are
  66. vs creatures of magic
  67. vs creatures of darkness
  68. vs the Dark Ones
  69. vs celestial spirits
  70. vs terrestrial spirits
  71. vs chthonic spirits
  72. vs infernal spirits
  73. vs undead
  74. vs dragons
  75. vs constructs
  76. vs man-made monstrosities
  77. vs extradimensional horrors
  78. vs unseen foes
  79. vs prone foes
  80. vs poisoned foes
  81. vs disarmed foes
  82. vs fleeing foes
  83. vs superior foes
  84. vs uninjured foes
  85. vs bleeding or injured foes
  86. vs the sick and the deformed
  87. vs flying creatures
  88. vs aquatic creatures
  89. vs summoned creatures
  90. vs scaled creatures
  91. vs horned or antlered creatures
  92. vs shelled or boney creatures
  93. vs poisonous or venomous creatures
  94. vs many-limbed creatures
  95. vs a foe you have already battled before
  96. vs a foe that has wronged you
  97. vs one specific nemesis from your backstory
  98. vs those whose full name you know
  99. vs those you have broken bread with
  100. vs your employer

7 May 2026

Handkerchief of Holding

As my current campaign is nearing its end, I would like to share the contents of the party's "hankie of holding", their portable hole, after seventy-something sessions. As a bonus, it is nearly a d100 table.
 
I love Munchkin.

  1. A bronze prosthetic arm. Once grafted, the hand can be shot out on a chain (30 ft) and controlled even when extended.
  2. A golden coin with a lightning-like emblem
  3. Silver coins with a runic cobra emblem, 4
  4. Half of a treasure map
  5. Hand mirror and comb, both embellished with dragon motives
  6. Chess table, heavily scratched
  7. Chess pieces, magical, missing a white pawn
  8. Bottles of aged wine, 10
  9. Lots of dirty books, to be sorted
  10. A book titled "A Practical Guide to the World of Little Fairies: All Fey from the Thumb-Sized Sprites to the Exceptionally Large Toddler-Like Gnomes", in Elvish
  11. A book titled "Balalán: The Myth, the Legend", badly translated into Hinnish
  12. A book titled "Ley Lines 201", in High Imperial
  13. A book titled "Being a God", in Dark Speech
  14. A book titled "Getting Started with the Undead", in Dark Speech
  15. A book titled "Conversations on Primordial Magic", in Dark Speech
  16. A book titled "Magical Batteries in Theory and in Practice", in Dark Speech
  17. A book titled "Biomancy and Biokinetics: An Exposé", in Dark Speech
  18. A book titled "Of Beateous Peoples and their Mist-Shrouded Isles", in Elvish
  19. A book titled "A Dragon Tale A Day", in Draconic
  20. A lexicon of trollish runes
  21. A book titled "How to Quickly and Easily Exterminate the Dark Ones", written in an eclectic mix of Draconic, Hinnish and Thieves' Cant, but using exclusively trollish runes. A thousand page tome written by a harengon alchemist who was often described as stark raving mad. It seems he truly was. His entire magnum opus is built on the unwavering assumption that the Dark Ones are physiologically and psychologically identical to the common household rat. On the other hand, it does contain a few genuinely excellent alchemical recipes for rat poisons.
  22. A book titled "The Triune Divinity: Two Truths and a Lie", in Low Imperial
  23. A book titled "All the Drugs and their Effects: A First Hand Testimony", in Elvish. Authored by Tamlin Nerri, with a hand-written inscription reading: "To my dear friend Tardinal, with platonic kisses always yours, Tamlin". The prose is passable, but feels like the author was high the whole time.
  24. A huge tome bound in black leather; its title "The Aristocrats" is emblazoned in tiny letters on the spine. Still chained to a wooden lectern.
  25. Bag of 1771 gold pieces and 50 silver pieces
  26. Rope, 15 yards
  27. Pieces of a shattered jade statue, 5
  28. Silvered letter opener
  29. Four of diamonds, chewed up
  30. Saxophone
  31. Torches, 14
  32. Tinderboxes, 3
  33. Underdark spices, 2 doses
  34. Gel of regeneration, 2 doses
  35. SuperSunScreen™, 3 doses. Offers resistance to radiant damage and protection from sun-based vulnerabilities for 8 hours.
  36. Depetrification salve, half a dose
  37. Decontamination pills, 2
  38. Elixir of invulnerability
  39. Potion of death ward
  40. Potion of lesser healing, 2
  41. Potion of lesser restoration, 3
  42. Potion of maximum power, 2
  43. Vial of poison, unidentified
  44. Vial of holy water
  45. Vial of silver dust
  46. Truth serum, 4 doses
  47. Pipe weed, 14 doses
  48. Black lotus, 3 doses
  49. Shadow fairy dust, 3 doses
  50. Clean change of clothes
  51. Crowbar
  52. Hammer
  53. Pick-axe
  54. Wooden stake
  55. Body pillow, stolen from the Antling Citadel
  56. Longsword
  57. Manacles
  58. Spell scroll, empty
  59. Spell scroll, Guards and Wards
  60. Spell book, shot through
  61. Mithril plate armour, shot through
  62. Cloak and feathered cap with a monogram "H.M." (Hubert Malévol)
  63. Signet ring of the Malévols, their chalice has been defaced with crude scratches imitating thorny brambles
  64. Box warded against magical radiation
  65. Egg that summons a purple worm when crushed
  66. An enchanted quill that writes down what you dictate
  67. A tea set, magical
  68. Herbal tea, 10 doses
  69. Black tea, 10 doses
  70. Violet tea, 3 doses
  71. Blue tea, 4 doses
  72. Fairy dragon coffee, 2 doses. When drunk, the drinker's speed is tripled, they have +5 AC, an advantage on Dexterity saving throws, and gain +2 Actions. In the next round, however, the character loses their Action and suffers one level of Exhaustion.
  73. Wood infused with god-power, 1 cord
  74. Backpack, embroidered with "❤️ From Mum"
  75. Food rations, 2
  76. Slingshot
  77. Basilisk tooth dagger, counts as +3 against stony creatures
  78. A magical staff made from a gnarled branch, with a crystal set into its tip. It is wrapped in several layers of cloth and carefully bound, with a tag reading: "Warning, cursed item. Do not touch!" and "Seriously, don't touch it. It's not worth it." handwritten beneath it. When a magic-capable character touches the staff, they are dematerialized and imprisoned within the crystal. A character trapped inside the crystal can still see and hear the outside. They may expend a spell slot to materialize for a number of hours equal to the spell slot's level, but once that time expires, they dematerialize again and, regardless of distance, are instantly drawn back into the crystal. Any number of characters may be imprisoned within the crystal.
  79. A black iron quarterstaff. Requires attunement by a spellcaster and serves as a spellcasting focus. While wielding the staff, the bearer: a) Has resistance to fire and necrotic damage. b) Gains the Hellish Rebuke spell. c) Whenever they cast a spell that deals fire or necrotic damage, they may suffer one level of Exhaustion to make that spell automatically deal maximum damage.
  80. A demonic cup. When filled with fresh innocent blood, allows communion with any demon whose true name you know.
  81. Tears of Irias, 2. Pearls that allow communion in dreams when swallowed.
  82. Uniform of Irias' personal guard. Black with yellow decorations and a faceless mask.
  83. Uniform of Xiximanter's army officer. Black with emerald and orange embellishments.
  84. Stolen suitcase of viscount Lucius Malévol. Filled with frilly clothes, plus 122 gold in a pouch.
  85. Golden medallion bearing the visage of a sleeping elf princess, wrapped in Malévol's silken undies
  86. Scroll case with the maps of Xiximanter's military headquarters, thaumic bomb factory and the sewers of Balalán
  87. Wine bottle filled with the antimagic blood of Eldjárn Wrixling, 2 doses
  88. A fragile glass sphere filled with vitriolic acid
  89. Shadowy copies of a fistful of jewelry
  90. Lard
  91. A cursed short sword of the plague. Every successful hit applies the Contagion spell, but the curse has a harmful effect on any wielder not immune to diseases. Such wielder must, at the end of each battle, succeed on a Constitution saving throw or be afflicted with a random disease as per that spell.
  92. Simple gold stud earrings. Once both are put on, a strange curse takes effect - the wearer cannot remove the earrings without the Remove Curse spell, and at the same time becomes incorporeal. They remain normally visible, only slightly translucent.
  93. Brooch of beauty. The bearer is covered by a permanent illusion that functions like a makeup, concealing any imperfections in appearance - undeath, mutations, etc.