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Silence may be golden but have you tried spending it? Sometimes adventurers need to make some noise. Here are my three favourite items from Year of the Angry Lynx’s Highmoor Dungeon Expo.

The best and hottest new magic items from  this year’s Highmoor Dungeon Expo chosen by our reporter Aurora Valentine

Insult Crabs

Do you find yourself in need of an insult to provoke an enemy but at a loss for words? This miniature crustacean is what you need. Bred and enchanted from a land crab of the Darker Darkmist jungle, the tanks of the Pipa Brother’s booth were full of pincers and abuse. The Pipa Brother’s have colour coded the shells depending on the amount of affront wanted. The green crabs are family friendly and probably only useful for entertaining small children and idiots. The scales goes up through yellow, red, blue and finally black shelled crabs. The black crabs were kept in a soundproof sub-booth because, I can assure you, the invective they deployed could cause riots. I bought a red one for the Adventurer’s Monthly office for the next time we have to review any of Tymmer Mace’s products.

Chatty Skull

It’s a magically animated skull that can provide pleasant and stimulating conversation on almost any topic you can imagine. I actually went and bought the premium version of this which adds appointment management because I was so charmed by the demonstration models in Reformed Necromancer’s booth. No longer will I be forced to discuss which war axe makes the best noise with the barbarian during those week long journeys across the mountains. At 1,000 ducats this isn’t an item I would take out of the baggage train and actually bring into a dungeon unless I had a very desperate need for a delightful discussion whilst in danger.

Necklace of Screams

The halls were alive with the sound of screaming around warlock Tozhul Deathwhisper’s booth. You weren’t alone if you missed it as he wasn’t allowed back for days 2 and 3, such were the number of complaints. Of the many offensive items he had on display the most upsetting were the necklaces of screams. Five cracked pearls hang on a frame of black spider lace. When activated a pearl will record the next dying scream it hears. There’s something particularly unnerving about this jewelry. Why would you want to rehear, endlessly, a specific exclamation of terminal pain? Surely a simple sonic conjuration would be all you needed for a distraction. I had a cleric friend of mine take a look on the evening of day 1 and the evil aura left her visibly sickened.


Aurora Valentine is a staff and features writer for Adventurer’s Monthly. She wields the great sword Requiem, detests oozes and plays the lute badly.


Image Credits

Source: https://6d6rpg.com/2019/02/25/hot-picks-highmoor-dungeon-expo-part-7/?utm_source=rss&utm_medium=rss&utm_campaign=hot-picks-highmoor-dungeon-expo-part-7

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2 thoughts on “Hot Picks from Highmoor Dungeon Expo – Part 7

  1. So basically, the title. According to my players, my agendas and my gut feelings, I am pretty good at making one shots. Which is great, but I want to run proper 6-8 session long camaigns sometimes.

    But I struggled to do so in practice. Mostly it feels as if when it comes to camaigns, I don't have the energy/time to prep individual session to the same level of quality as when I do one shots.

    When I prepare and run one shots I usually am a bit more forceful with my framing, given that I have to get to the resolution of the situation in 4 hours. In my campaigns I want to be more hands off, and let the players rake more control,but the price is slower pacing. In a camaign there is more to prep, and so the effort gets spread out more thinly. The bad parts longer for too long, etc. Over time I developed many tools I find useful in my campaigns, but none feels enough.

    Have anyone here found themselves in a similar situation? What helped, if anything? Thank you for your time!

  2. I have a bit of a reading problem so a 70+ page starting guide is too hard for me at the beginning. My kids want to play something similar to dungeons and dragons or pathfinder – the genre doesnt really matter, they just like the idea of a transformative story that we are writing as a group while following the rules and randomness behind it.

    I dont mind having to read alot over time, but if there is something with like…a 15 page quick start, it would be easier to digest and I can learn more as we go.

    Anyone have any ideas? I would be very appreciative.

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