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Be better organized and carry more with the Year of the Angry Lynx’s Highmoor Dungeon Expo bests utility equipment.

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

Sticky Note Scrolls

7Q say that the future of spell casting is yellow. And adhesive. 7Q’s team of research wizards have made some remarkable breakthroughs in rune ministration. By printing these on pale yellow paper, spells that would require foot long scroll can now fit in the palm of your hand. A side effect of the printing is that the reverse of the micro-scroll becomes adhesive, letting you stick the yellow squares to almost anything. 7Q’s demonstration had a mage with several of these stuck to their arm send a volley of spells out in only a few seconds. All you need to do hold the scroll in your hand and speak the keywords.

Backpack of Many Pouches

From the tailor that brought you the trousers of a thousand pockets comes this backpack of many pouches. In addition to the roomy main pack, I counted 17 external pouches each about the size of an orc fist and four long thin pouches for wands or arrows. Venter and Co. have learnt from their trouser feedback, that with so many pockets finding a particular item is improbable. So they’ve enchanted the pockets with mobility. All the wearer needs to do is speak or whisper the name of the item they want and the pouch will rearrange themselves to put the pocket in easy reach. It’s very efficient but the noise and sensation of the pouches moving when you’re wearing the pack will take getting used to. It made me feel like a hoard of fabric spiders was crawling on me.

Staff of Squares

Cubes were the shapes of future at Wands, Wands, Wands’ expansive square stand in Hall B. In looking to expand their business beyond specialist magic users Wands, Wands, Wands have developed a range of staves for adventurers. Amongst the expected healing hooks and transportation sticks I found this elongated gem. Simply tap the object in question and the stave converts it into a perfect cube. Not useful if you care about the artistic merit of an item, but if all you care about is the material value then it’s cube form is now much easier to carry and store.


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/2019/02/27/hot-picks-highmoor-dungeon-expo-part-8/?utm_source=rss&utm_medium=rss&utm_campaign=hot-picks-highmoor-dungeon-expo-part-8

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4 thoughts on “Hot Picks from Highmoor Dungeon Expo – Part 8

  1. It seems like a lot of people either love or hate Savage Worlds with few in between.

    (I like it, but do have reservations about it.)

    For roleplaying, Savage Worlds is one of the most middle-of-the-road games out there. It's medium crunch. It supports a lot of character customization. It also supports a lot of character advancement, but not usually as much as DnD/PF. It includes optional rules for character powers, which are more flexible than spell lists, but not as flexible as freeform systems. It uses metacurrency, but not necessarily as much as FATE.

    For large battles, I've only played them in Deluxe Edition, but it was far more playable than any other system. We could see each other's cards, which might have helped. We also used tokens for shaken and wounded, rarely used multi-action, and rarely used too many modifiers at once. We used grid movement instead of rulers. We didn't track ammunition. We each had copies of the old combat survival guide.

    For boss battles and duels, yeah, it's far more swingy. It's a system where anything could happen, it's not one where a couple opponents can whittle down each other's hit points.

    So why do so many people either love or hate it?

  2. If you haven’t looted it personally, you can also mention items you just like across the lore of whatever games you’ve played

  3. I recently started streaming and I'm interested in different storytelling mediums and ways to improvise a story. That's why I want to run a game for chat. Obviously it wouldn't be the same as playing with one standard player but that's the point. Logistics of how to make the experience smooth leave up to me. I'm also open to adjusting some systems to this kind of game. I think rules light systems will be better.

  4. I wish I could GM without having to manage people. It's so hard and stressing not only finding people who play in the platform I want and in the language I want, but also weeding them out.

    I've even tried to join games in another language/platform as both player and GM (in pbp format) but one thing or another never truly clicks. Un-moderated mary sues, obvious self inserts, dungeondelving west marches (not my cup of tea), lack of a cohesive theme other than “generic be what you want dnd” or people not obeying the theme (most famously by trying to insert shounen tropes everywhere), people recycling unfitting OCs or media characters (easily detectable and very infuriating), game has way too many children gloves on, etc.

    Which brings me back to having me wanting to make a table so everything can be in the way I want, but then I'm too tired to open one.

    Solo games don't work.

    What a cruel burnout.

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