Is This Anything?

Two identical blades. One always strikes true. One lies through its teeth. Every morning you wake up not knowing which is which and the only way to find out is to use them.

The most commonly-cited origin involves a gnome. Records disagree on the name, but the most repeated version i s Crumwick Follensby-Follensby-Follensby-Nimbleton-Follensby-Esq., Esq., a blacksmith of considerable skill and considerable irritability, who loved a good riddle and could not stand to be in the same room as someone who already knew the answer.

He forged the blades himself. Set the magic himself. Then, by most accounts, dropped them in a random merchant's stock at a busy market, bought a meat pie, and left. Nobody saw him again, or at least nobody who saw him knew who they were looking at.

Whether Crumwick made THE WITNESS or merely found them and added to them is disputed. Some scholars place the blades a century before any record of the gnome. He has never been available for comment.

Those who have carried both blades for long enough sometimes describe them less as two weapons and more as one unresolved question.

---

THE WITNESS
Weapon: Shortswords (or any identical weapon pair)
Rarity: Very Rare
Attunement: Required as a pair

THE WITNESS is two identical blades attuned and wielded as a single weapon system. They cannot be attuned separately. A creature that carries only one, or wields only one while the other is undrawn, gains no benefit from either.

TRUTH AND LIAR
At the end of each long rest, the DM secretly designates one blade as Truth and one as Liar. This assignment is not revealed to the wielder. When the wielder makes attacks, both attack dice are rolled openly. The wielder knows which die corresponds to which blade, but does not know which blade is advantaged.

Truth blade attacks are made at advantage.
Liar blade attacks are made at disadvantage.

The wielder may determine the assignment through observation over the course of the day.

THE FALSE READ
When the Liar blade misses, the wielder becomes aware that a read has occurred. The DM provides one piece of false information about the target. This may include but is not limited to: current HP threshold, intended next action, damage vulnerabilities or resistances, or current condition. The information is delivered confidently and without indication that it is false.

UNATTUNED
If the blades are carried without attunement, both are treated as attacking at disadvantage at all times. The False Read does not trigger.

NOTE: THE WITNESS is written here as shortswords. The mechanic applies equally to any pair of identical one-handed weapons suitable for dual wielding.

OPTIONAL: THE WITNESS may be treated as sentient. If so, neither blade speaks unprompted. What, if anything, they say is left to the DM.

#iTA #isThisAnything #DnD #TTRPG #Homebrew #MagicWeapons #MagicItems

Meet Voss

He doesn't remember what ordinary thing he was doing when it happened.

He remembers before; a quiet and unremarkable life, sure, but it was *his*. And he remembers the after; which is Pip, already perched, already watching him with the patience of a thing that has been waiting a long time and is relieved the wait is finally over. Voss didn't go looking for this. He is still not quite sure what *this* is.

Voss is neat about everything. His coat, his words, the careful way he stands in a room as though he's already located the exits and decided which one he prefers. He watches people the some people watch fires, waiting for it to inevitably get out of hand but already knowing when that will happen. He's not unfriendly. He just seems that way because of his carefulness.

Ask him what Pip is and he will pause for a long time before responding: "I'm still working on that".

---

Meet Pip

Small. Fast. Certain, in an unearned way.

He arrived without invitation nor explanation.

He finishes sentences. Not out of impatience, but because he already knows where the sentence will end, and waiting for it to come seems like a dreadful formality. He is always right about that direction, and knows that this is not entirely endearing. He has not adjusted.

Voss noticed early on that Pip has never said anything provably false. Voss has spent considerable time deciding whether this is reassuring. It is not. Something that has never been wrong is either very wise or has never been tested.

What Pip is, exactly, is a question he deflects with the efficiency of something who has heard it many times and found the asking much more interesting that the answering. Voss asks sometimes, late at night when the camp is quiet. Pip often responds that he is still working on that. Voss suspects this is true, and he is not eased by it.

---

Meet Voss and Pip

If asked, they'll tell you they're not a team. Voss will tell you as much, very carefully, with a pause before the word team like he is checking whether it fits. Pip will tell you much quicker and with more confidence and with zero elaboration. They will then immediately function as a team, and nobody will bring it up, becuase obviously they're a team.

---

Voss is an Aberrant Mind Sorcerer who doesn't so much *cast* as *indicate*, neat and deliberate in everything including violence, built around reading the room before acting and acting *precisely* when he does act. Pip is a familiar by ruling, and something harder to pin down by name in every other measure. Small, construct-adjacent, forward-leaning, eager, with eyes that are slightly too steady and a certainty that has never once wavered in Voss's presence.

In combat, Voss stands at the edge and tilts the table quietly while Pip handles what needs handling. They are the most efficient two voices in the party, and the least forthcoming. And the question of which one of them is actually doing the magic is, as Voss might say, still being worked on.

#iTA #isThisAnything #DnD #TTRPG #CharacterIntro #Homebrew #Sorcerer #Familiar #Construct #DynamicDuo

Is This Anything?

Thelma & Louise as a D&D adventure.

Two players and a DM. No map or dungeon. Just a road, a bad decision that made sense at the time, and a growing list of people who would very much like to speak with the characters.

Hijinks escalate. The law gets involved. The friendship gets tested. The horses are fast but the kingdom is not that big.

Structurally it's a two-player road campaign with a ticking clock and a moral compass that keeps getting knocked off the wagon. The DM's whole job is to keep putting interesting people and problems in the road and seeing what these two do about it.

I think i'll move this from "Just a whimsical note" to "an adventure i'll actually author". Maybe.

#iTA #isThisAnything #DnD #TTRPG #Homebrew #TwoPlayer #RoadCampaign #DMing

Every Bag of Holding opens into the same pocket dimension.

There is one clerk. He's been there since the first bag was ever sewn. He doesn't age. He just hears the whomp, sees the hand, makes his best guess, and starts digging.

He has never been tipped. Once, someone grabbed him by the wrist. He had to explain, very patiently, that he was not the item they were looking for.

His name is Aldous. He has a system.

#iTA #isThisAnything #DnD #TTRPG #Homebrew #BagOfHolding #Worldbuilding #ComedyFantasy

The ITA reports that UCI Continental Team Feirense Beeceler has been suspended for 22 days https://ita.sport/news/the-ita-reports-that-uci-continental-team-feirense-beeceler-has-been-suspended-for-22-days/ #cycling #doping #ITA
International Testing Agency-The ITA reports that UCI Continental Team Feirense Beeceler has been suspended for 22 days

International Testing Agency

Stem-based battle music for D&D: run all tracks at low volume throughout the fight, then bring up the instrument that fits each character when it's their turn -- horns for the fighter, crunchy guitar for the barbarian, pennywhistle for the rogue. When the BBEG acts, swell the foreboding oboe. Same song, different voices.

#iTA #isThisAnything #DnD #TTRPG #Homebrew #BattleMusic #TableTopTips #DMing

# Quilt of Many Squares
*Wondrous Item, Requires Attunement*

A patchwork quilt sewn from scraps of magical fabric -- remnants of cloaks, capes, cloth armor, and other enchanted textiles gathered across a lifetime of adventure. Though each scrap is a fraction of what it once was, a skilled hand can coax the memory of magic back into the stitching. The quilt is never truly finished.

---

**A Note on Torn Magic.**
Magic does not wholly abandon fabric when it is cut or torn. It lingers in the weave, diminished and dormant, waiting for a careful hand to wake it.

---

## Adding Patches

Between adventures, the attuned creature may sew a new patch into the quilt as a downtime activity requiring one full workday. The source material must be a scrap of fabric that once held magical properties -- remnants of destroyed, spent, or otherwise defunct magic items are suitable; scraps cut from functioning items are not.

The DM determines whether a given scrap retains enough magic to function as a patch, and how many patches the quilt can hold before it becomes too saturated to accept more. As a guideline, a quilt rarely holds more patches than its maker has character levels, and never fewer than 5.

---

## Passive Patches

Some patches hum quietly at all times while the quilt is worn and attuned. A patch is passive if its source effect required no action to activate -- protection, warmth, subtle warding, and similar properties typically fall into this category. Passive patches provide a diminished version of their original effect, as determined by the DM.

---

## Active Patches

Some patches must be deliberately invoked. As a bonus action, the attuned creature may activate up to **3 patches** simultaneously by touching each one. An active patch produces a diminished version of its original effect, as determined by the DM, centered on or limited to the patch itself unless the DM rules otherwise.

Active patches remain active until the creature dismisses them (no action required), until the creature is no longer attuned to the quilt, or until the start of the creature's next long rest.

---

## Diminished Effects

No patch replicates its source in full. As a general principle, effects that once applied to a creature or a wide area now apply only to the patch itself or a small radius around it (typically no more than 5 feet). Duration, range, and potency are reduced at DM discretion. The DM is encouraged to lean into the absurdity where it arises -- a patch of a Cloak of Billowing billows only slightly. A patch of a Cloak of Invisibility is a small area of invisibility. A patch that once shed light sheds just a little light.

---

*Attunement to this item requires the creature to have sewn at least one patch into it themselves.*

#iTA #isThisAnything #DnD #TTRPG #Homebrew #MagicItems #Crafting #Quilting

@TechBean

That was an inning.

#VEN #ITA #WBC

Is This Anything?

# Curse of the Loaded Die
*Wondrous Curse, Requires Attunement (Involuntary)*

A creature afflicted by this curse carries an invisible weight in every roll of fate. When the cursed creature makes an attack roll, ability check, or saving throw using a d20, the result is subject to the following distortions, determined by how many d20 rolls the creature has made since the curse was inflicted.

---

**Counting Rolls.**
The DM tracks the total number of d20 rolls made by the cursed creature since the curse began. Rolls made with advantage or disadvantage each count as one roll, regardless of how many dice are physically rolled. Rolls that are automatically succeeded or failed without a die count as zero.

---

## Stage 1 -- The Full Weight *(0 to 49 rolls)*
Any result of **1-15** on the d20 counts as a natural 1. Results of 16-20 are unaffected.

## Stage 2 -- Easing *(50 to 99 rolls)*
Any result of **1-10** on the d20 counts as a natural 1. Results of 11-20 are unaffected.

## Stage 3 -- Overcorrection *(100 to 149 rolls)*
The curse has worn thin but warped the creature's fate in the process. Any result of **1-5** counts as a natural 1. Any result of **16-20** counts as a natural 20. Results of 6-15 are unaffected.

## Stage 4 -- Unraveling *(150 to 169 rolls)*
The curse buckles under its own distortion. Any result of **1-2** counts as a natural 1. Any result of **11-20** counts as a natural 20. Results of 3-10 are unaffected.

## Stage 5 -- Collapse *(170+ rolls)*
The curse has exhausted itself but cannot release its hold. The distortion snaps back: any result of **1-10** counts as a natural 1, and any result of **11-20** counts as a natural 20. The curse is now locked in this state and will not improve further on its own.

---

**Lifting the Curse.** The curse does not lift on its own at any stage. A *remove curse* spell ends it immediately. A DM may rule that removing it during Stage 4 or Stage 5 requires *remove curse* cast at 5th level or higher, as the distortion has grown too severe for a lesser working to unwind.

**Natural 1 and Natural 20 Effects.** A result distorted by this curse triggers all effects that would normally apply to a natural 1 or natural 20, including critical failures and critical hits on attack rolls, at the DM's discretion.

#DnD #DungeonsAndDragons #TTRPG #Homebrew #CursedItem #WorldBuilding #iTA #isThisAnything

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La privacy sul web è sempre più difficile da difendere. Con le continue violazioni di dati e il tracciamento incessante, restare anonimi online è diventato cruciale. Ma puoi davvero ottenere un anonimato totale usando un servizio VPN gratuito? 🤔🛡️💻

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@linux

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