Hobo TreasuresGus at Dungeon of Signs has made a table of hobo treasures. A while ago, I was part of an effort to clean up the shores of the Merrimack river, and here is a list of less exciting treasures inspired by that expedition (roll 1d20).
- Flat piece of slate. 1 in 6: cannot be erased by standard means.
- Evacuated turtle shell—some hobo's dinner.
- Explicit letter in a bottle. The contents are nonsensical and offensive, and the next 1d6 found will all be exactly the same.
- Strange seed pods. Roll 1d200: number of seeds found.
- Melted children's toy. Ours was a headless plastic dinosaur.
- Monkey wrench, rusted solid.
- Small cache of lighters. Roll 2d12: the higher is the number of lighters, the lower is the number that still have a bit left.
- Large stack of moldy pornographic magazines.
- Newspapers. Roll 2d20: the higher is the age of the oldest paper found.
- Blankets, cardboard boxes. 1 in 20: has a hobo in it (daytime), does not (nighttime).
- Beer cans and wine bottles. There is never any left.
- Tiny circular filters, ~0.5" diameter. Roll 1d200: number of filters washed up on shore.
- Planks or other lumber. Roll 1d6 for number.
- The remains of a fire (daytime). A hobo campfire with 1d4 hobos (nighttime).
- Metal cable strung between two trees, 1d6*10' in length.
- A refrigerator (if this doesn't work for the setting, substitute an icebox).
- A Little Tykes Cozy Coupe (if this doesn't work for the setting, substitute a little red wagon).
- An old streetcar rail (if this doesn't work for the setting, substitute a low stone wall).
- Miscellaneous drug paraphernalia (spoons, needles, etc.).
- Skewered rodent skeletons.
|Eurasian water chestnut seed pods (image source: here).|
CeltsThe Great Khan is having another contest in March (skipping this month), and the theme will be the celts. Everything I know about the celts I learned from "Horrible Histories: The Cut-Throat Celts", so I'm looking forward to this. The contest itself has not actually started yet, but here are some thoughts I've had:
- There is already an implicit Celtic influence in most versions of D&D: the druid and bard classes are historically found only in Celtic cultures.
- The Celts made brain-balls by mixing the brains of their fallen enemies with lime. These were carried around as trophies but it was believed that they could still take vengeance on their owner.
- Celts were big into curses. I like Zak's rules for curses (item 73).
- Celtic saints were not necessarily nice people, which is convenient for the D&D cleric archetype. They also tended to do things after their death.