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Saturday, April 9, 2022

Clockwork’s Big List of Low Level Magic Items.

Clockwork’s Big List of Low Level Magic Items.

Some taken from the internet, some invented.


Originally made for Dnd 5e and posted to reddit sometime in 2018.



001. Drunkard’s Hat, A fine straw or town hat, user knows the location of the nearest alcoholic beverage.

002. Coin of Certainty, a brass coin that always lands on heads.

003. Weapon of mercy, A weapon (usually a nightstick, club, or hammer) that cannot strike someone below 1 hitpoint.

004. Ring of Tracking, a simple ring, when attuned to it the user knows the location of the ring at all times.

005. Shepherd's Staff, Can dominate beast once per day with a DC 13 wisdom save. Only works on farm animals.

006. Wheedish Whef What, A chefs hat that gives the user proficiency with Chefs Tools. User also has disadvantage on all charisma checks while wearing this hat and speaks in a strange accent.

007. Deck of Solitary, A fine set of ornate cards in a cherrywood case. If the user attempts to play solitaire, no matter the conditions a person or creature capable of speaking at least one language will eventually show up and start trying to tell you what to play.

008. Percussion of Movement, Some type of percussion instrument usually a drum. If a user is proficient, all allies in a thirty foot radius gain +5ft of movement.

009. Cape of Chlorophyll, A luxurious green cape, user regains 1hp per hour as long as they are within bright light. 

010. Mystic Magnet, A strong dwarven horseshoe magnet that will become magnetic with 100lbs of force when it’s name is spoken.

011. Lazy Boomerang, A boomerang that deals 1d6 + Dex slashing damage. Once attuned the boomerang will always come back after 1d20 hours.

012. Staff of Detect Magic, a wooden staff capable of detecting magic, when activated it will detect itself and shed dim light for 10ft. Unlimited nonusefullness.

013. Dagger of Whittling. A finely made halfling dagger, once attuned to, this dagger can whittle one small object once per day without the use of it’s master.

014. Paper of Message, A piece of paper that acts as the animal messenger spell. A paper can be folded into this and folded into a paper airplane. Reusable.

015. Bolts of Seeking. A crossbow bolt that automatically seeks out and targets the nearest person when fired. Please note this is almost always the person who fired the crossbow.

016. Chalk of Doors, A stick of chalk with a sprinkle of rainbow in the lime. Allows the user to cast misty step as an action by drawing a chalk door on the wall and stepping through. 3/3 uses.

017. Wand of tomato slinging. This wand made from a bramblewood tree limb fires spectral tomatoes as an action dealing 1 physic damage for each hit. 100ft range.

018. Frying Pan of Fire. A cast iron frying pan, can allow the user to cast heat metal once per day.

019. Quartz of Procrastination, I’ll get around to writing this down. (everyone in possession of this will procrastinate)

020. Tome of Summon Cat, Shortly after the user attempts to read this book a cat appearing from nowhere will appear and attempt to lounge or nap on top of this tome. Repeated testing confirms the cat can walk through walls, and its origin is wherever it feels like.



021. Conch of Gnome, A large pink and white conch shell that when spoken into will cause the speaker to hear their message back in gnome.

022. Perfume Attraction Feline, A bottle of perfume 3/3 charges. When used will give the user +1 to all charisma checks within the hour. Attracts all cats within a quarter mile radius.

023. Bigger Knife, A large dagger that provides +1 to hit and +1 to intimidation. Dagger will grow to be slightly larger than anyone else's dagger in the room. On a failed intimidation check, the knife will turn into a spoon till dawn.

024. Shovel of Jumping, A shovel (note small shovels are 1d4 damage and large shovels are 1d6 damage and considered marital) This finely made shovel allows the user to cast jump 2x per day.

025. Cloak of Grace, Allows user to cast feather fall once per day, billows majestically at all other times. On natural 1 rolls the cloak will get caught in something.

026. Luggage, can range from a tiny construct to fully grown, made out of a sentient tree this majestic creation can carry up to four hundred pounds, six cubic feet or one medium sized terrified creature. Luggage is vulnerable to fire. Luggage can attempt to bite or slam an enemy at 1d8 of piercing or slashing damage. Luggage can grow from a tiny construct to full ottoman sized. To keep it useless recommended to use stats of tiny construct.

027. Smugglers shoes, A pair of boots that when attuned too will allow the user to disguise their footprints /tracks with that of any animal they’ve seen.

028. Mouth of minty, Cool mint tablets, 3/3 uses. On eating one can cast ice breath for 1d6 damage. User feels minty fresh for days afterward.

029. Geomancer’s Glyph, an old stone carved device that allows the user to know how deep they are underground and grants proficiency in identifying different stone types. User has disadvantage on perceptions checks made in sunlight when holding this device.

030. Stone of Skipping, A really nice beach stone that is perfectly smooth and perfect for skipping across the water. Once attuned to it will always appear in your back pocket after a good toss.

031. Zircon’s Homemade peanut brittle, A can of peanut brittle that when opened will release three fake tube snake at random. After four seconds an actual flying snake emerges (note a flying snake +6 to hit, on hit 1 piercing damage and 3d4 poison damage) snake turns to smoke after use. Peanut brittle snakes recharge daily.

032. The Power. A silvery glove, when worn as an action it can turn any weapon or fist into a magic item or fist complete with thunder lightning arcane flickers and showmanship. Said weapon or fist will retain its magicalness for 10 min, no other effects.

033. Rock of Healing. A simple smooth rock with a glyph of healing symbol on it. As a bonus action the rock and be smacked into anybody within smacking distance. On a hit roll 1d6  and on a 3 or higher the rock heals them for 1hp, on a 2 or lower the rock inflicts 1 bludgeoning damage. Rock has 10 charges, all 10 charges can be used in one action, rock recharges daily.

034. Mirror of Morality, a small vanity mirror that shows your reflection as if you has the opposite morality (often with a goatee).

035. Six String Stronginthearm, cherry red guitar with character.+15ft range for all bard spells. Once per day can invoke heavy metal hero and do an additional 1d4 thunder damage with an attack. Two handed bard focus.

036. Heavenly headpiece. Fine hat, magically birds will refuse to shit on you. Hat can summon 1d20 spectral pigeons per day.

037. Lash of Time, a 25ft whip can only be wielded by someone proficient in history. Can allow for grappling hook like tricks at disadvantage.

038. Ring of Roundup, a carved wooden ring that attracts butterflies. Allows the wielder to control one tiny insect at a time.

039. Pointy Prestidigitation Relic, a fine yew and copper wand. Creates a small beam of light that can be seen for miles. Can be any shape of color the user wills. Deals no damage and no other effects.

040. Handgun, a streamlined crossbow hilt wand combination with a carved fist on the end. Fires a mage hand, 5 shots per day.


041. Rake of Terror, Everyone who steps on the rake takes 1d6 bludgeoning damage. DC 12 to notice lying on ground. Rake appears to have supernature properties in ways only the unruliest of groundskeepers is familiar with.

042. Mirror of Positive Reinforcement. A mirror that doles out positive reinforcement and life advice. Mirrored self appears to always be smiling and wants you to know he has two thumbs.

043. Orb of Advice, a crystal ball made mostly of Obsidian. Might just be a magic 8 ball, may or may not contain a dijin. Whispers cryptic and nonusefull advice when shook. 

044. Jar of Gaseous Gust,  A sea elf made white clay jar with bands of cobalt and jet. Gives the user the gust cantrip. Requires two hands and firm concentration to operate. Using it poorly will result in flatulent noises.

045. Violet Vexillum Mask, a mask that allows for someone to cast disguise self once per day. However they will turn into a bright blue and purple version of who they are attempting to be disguised as.

046. Walking Stick, A knobby arcane or druid’s staff. Once attuned to the staff will sprout legs and follow around the user when they’re not looking.

047. Fork of Lies, a silver fork that deals 1 damage. On hit user must make a dc15 wisdom save or be compelled to lie.

048. Banana Phone, gives the user the ability to cast message so long as they don’t roll a 1, then the phone has used up it’s calls for the day. Can be networked by biomancers, bonus action to dial.

049. Tool of Truth. Thieves tools that provide +1 when is secret is told during lockpicking.

050. The Orange Crate. A foldable disguise the can be reduced to the size of a book. One action to unfurl and refurl, disguise is a crate of oranges and provides +1 to checks. 

051. Rock of Uncertainty, a rock that’s impossible to know for certain what it can do. (could be useless, if not consult the wild magic table for when it’s been properly activated).

052. Ring of Fire, a rose gold ring, when the command word is spoken the ring activates it’s once per day heat metal spell. Wielder is not shielded from the effects of this. Range of activation 100ft.

053. Mutual Annihilation, an old rough metal bracer that’s seen intensive use and centuries. As a bonus action the user can inflict twice their player character level in radiant damage in conjunction with a successful attack roll. Please note, when activated this also inflicts four times the user’s level in radiant damage to the player character. One user per day.

054. Witchy Wonder, a simple green nose with a bit of string. When attuned to it gives the user a vile and disgusting putrid green face. It does give the user proficiency in poison identification and distillation.

055. Dayman’s medallion, a medallion with the symbol of pelor. +1 to charisma during the daytime, -1 charisma and -1 dexterity during the nighttime. Takes one day to attune.

056. Nightman’s locket, a locket with the symbol of the raven queen. +1 to dexterity during the nighttime, -1 charisma and -1 dexterity during the daytime. Takes one day to attune.

057. Shielding of Stoneskin, a necklace of interlocked gabbro stones. When worn it will protect the user by having them turn to stone when reduced to zero hit points. User will pop back up to half hit points after 1d4 days or a restoration spell. Roll a 1d20 on revival, on 2 or lower the necklace is destroyed.

058. Shoes of serpents, finely crafted crocodile hide boots. Once per day a small corn snake can be summoned from the boot.

059. Dr Widdershins’ Fantastic Battletrowsers, a fantastically stylish pair of trousers. Allows the user to increase their AC by 1, does not work if user is wearing actual armor.

060. Ze Phoenix Feather Blade, a well made blade with interlocking helixs of wrought copper brass and bismuth on a red steel blade. Functions as a +1 longsword with other mysterious properties. Must be charmed with a DC15 check, or another skill the DM would find appropriate upon attunement daily. Otherwise the user takes 1d8 fire damage.


061. Mystic Mouse, a small statue of a mouse. Gives the user a small craving for cheese, also gives proficiency and knowledge in making cheese. User can sense cheese one quarter mile.

062. Bottomless Mug, a masterwork stone mug, all craftsdwarfship is of the highest quality. Despite being normal sized this can hold 10 gallons or 40 liters of liquid.

063. Orb of crack detection, An orb that if cracked will alert the user by exploding 1 minute later for 1 fire damage.

064. Kaleidoscope of Dreams, an expertly made brass and cobalt kaleidoscope. Adds +1 to perception checks made with it, on a natural roll of 5 or lower user will suffer effects of lsd(disadvantage on all ability checks for ten minutes) on a natural 20, user gains truesight for 1 hour.

065. Screaming sword, A fine tiefling made longsword. Once unsheathed it will inflict 1 sonic damage to the wielder per turn unsheathed. Sword does an additional 1d4 sonic damage on hit.

066. Shield of sorrow, a decent banded iron shield with a sad drama mask engraved on the front. Once per day can allow the user to cast command “give up” as a wisdom save DC13.

067. Babbley Fish, a mind flayer relic, a bright blue goldfish looking creature that if stuck in the ear and attuned to, will allow the user to know one language at random or Dm’s discretion.

068. Dr Widdershins’ Discount Healing potions. A standard healing potion, with a god awful taste (usually rancid leeches or rooster’s feet). A DC 10 constitution check is needed to down this without it coming back up.

069. Trampish Bag Of Dreams, a fine leather bag the looks sounds and appears to be full of gold. Really just an empty bag that can’t hold anything except the occasional moth.

070. Dr Widdershins’ Invisibility Ingress Potions, Potions of invisibility that nearly work. They will instead turn you semi transparent.

071. Pyramid Plan, a small sandal wood and glass box. The user vaguely desires whatever’s inside, +1 to hocking items in the box off on people.

072. Robe of Randomness, A snug tweed robe that’s oddly stylish. Five times per day a random item can be pulled out of the pockets of this robe (player’s handbook page 150) despite it not looking like it could be pulled from there. Items turn to woodsmoke in 24 hours.

073. Pot of Pleasantness, A red and black clay pot with infernal runes. Once per day a random small plant (usually a spice) will grow from the pot.

074. Zircon’s Relic of Fire Fiendishness, a squirt gun that fires a small stream of frost for 45ft. On hit deals 1 cold damage, requires water every 6 shots.

075. Beholder’s Amulet, A small red amulet that’s covered in bumps and ridges. On attunement an eye will pop out and the user can see through it as long as it stays within 10ft of them. The inner eye looks beautiful, and can be used as a an arcane focus.

076. Tome of PseudoMagic, a tome or grimoire bound in leather and several years old. Once per day it can be used to create a false publication that will back up the user’s claims. A DC15 relative ability check is needed to see through it’s bullshitt.

077. Clickity Clunker, A coconut with an engraved horse on the side. When carried it will make the sound of a horse trotting around.

078. Sonic Soother, a rock engraved in primitive runes. When places right side up( no one agrees on just what this is) the rock plays easy listening music.

079. Pyromaniac’s Peppers, Small purplish red peppers, 3/3 charges. Allows the user to do a 1d6 fire breath weapon, tastes like burning.

080. Rooster’s Ruin, a small bauble shaped like a rooster. Gives a rooster’s caw whenever the local equivalent of dawn happens.


081. Magnifier of Mayhem, a fine bronze magnifying glass. Holy focus or arcane focus, can shoot a beam of radiant energy 30ft, deals 1 radiant damage.

082. Laughing Lock, a lock with an engraved picture of a laughing face on it. Only opens to knock, a natural 20, or if someone tells a joke while lockpicking or opening the key.

083. Menace of Marbles, A marbles game bag that they don’t make like they used to. Provides 1000 marbles that can be summoned (treat as ball bearings) Dex 10 to avoid them. 1000 marbles creates four 5x5 ft squares. Marbles turn to dust in 24 hours and bag recharges daily.

084. Pipe of Peculiar, fine wooden pipe creates a 20ft radius puff of smoke once per day DC10 perception to see through. Smoke is fine woody and mildly addictive.

085. Scarlet Salmon, a wand that looks suspiciously like a small fishing rod. It gives the user the ability to create one red flying fish illusion, range 60ft.

086. Dyson of dead sun, A crystal ball that contains different scenery every time it’s used. When shook, a large thaumaturgical or nuclear explosion takes place and the scenery changes inside the sphere.

087. Knuckles of Knock, a pair of sturdy ironwood knuckles. When activated they turn grow into a portables ram (+4 to breaking down doors). It’s an action to convert these into a ram and back again.

088. Spellslinger’s Staff, a walnut a nickel adorned staff that makes unnecessary clicking noise when handled. +1 to initiative when in an honest fight, -1 to stealth rolls due to unessacy clicking.

089. Boogie Boots, A pair of high heeled leather and iron boots, provide a +1 to mosey strutting and kicking checks. Killer on the feet though, -1hp for every hour wearing the boots.

090. Champions Chessboard, a fine elven made chess board made with white quartz, basalt, and red cedar. User must win a chess game with this board to attune to it (Int DC 20) Chess pieces will slaughter each other and mend after every game. On attunement chesspieces will obey one command from you out of game  for thirty minutes (treat entire team as a tiny construct.)

091. Sir Stuffed, a small teddy bear or other animal that carries a wooden sword and a small helmet. Can be used to keep guard while people sleep, and will wake the owner when danger arrives. In true life or death situations it will defend the user. Sir Stuffed has 3hp, +1 to atack and on hit deals 1 bludgeoning damage.

092. Hunter Fishhook, A fishhook that seeks, kills and attempts to return a fish once per day. Fishhook comes back in ten minutes with or without it’s prize. Commonly returns fish the size of goldfish, or kills larger fish and is unable to bring them back.

093. Cursed Crystal Cantos, a relic that turns any semi organic material around it into candy. Produces ½ a pound per day and will use anything around it as ingredients.

094. Weapon of Eternal Forge, a mystical glowing shortsword of unusual property. Functions as a -1 sword for all attacks and damage rolls, breaks entirely on natural 1s. Mends itself in one day though, sword appears to be attempting to reforge itself constantly through magic due to the creator being convinced the magic will work itself out eventually.

095. Belt of BiteBack, A fine leather belt that can transform with a crack into a 15ft magic whip. On every miss, hits the user in the face for 1 damage.

096. Bow of Bass, a older underdark orange bow with character. When attuned to it strums a steady bass line, -1 to all stealth rolls, +1 to all unnecessary trickshots.

097. Creature’s Crossbow, a crossbow made of unfamiliar wood full of notches and twists. Appears to have been made for some kind of unknown creature that’s designed differently from normal humanoids. Functions as a light crossbow, once per day can be used to inflict 1d6 of a random damage type onto a successfully fired shot that the user also takes. Requires a Int DC 10 to understand how to activate this.

098. Ax of Armistice, A well made steel greataxe made by tieflings. +1 to intimidation +1 to hit, if an enemy is killed with this axe all extra damage is carried over to another enemy within 10ft. On daily attunement, make a DC10 charisma saving throw, if failed the user will attempt peace first until they are hit for any damage or are persuaded to attempt violence DC10.

099. Amulet of Alms, Multi Pantheon holy focus made out of white gold and adorned with an arrow. Gives the user 1 guidance(1d4 to any check) that they can use on themselves or anyone within 30ft as a bonus action. Amulet can also be used to point to the nearest hallowed ground or a place of worship once per day.

100. Staff of Serendipity, an umbrella that can serve as an +1 arcane focus once attuned to. Three times per day the umbrella can use it’s user’s reaction to increase their armor class by 3. Daily make a DC 10 wisdom save, on fail the user believes the Staff can allow them to fly until their talked out of it DC10 or proven wrong the hard way.




Tuesday, March 22, 2022

The Veil of Crimson Dust. Part 1.

 The Veil of Crimson Dust: Part 1/4

A Solarpunk Story.

By Dylan “Clockwork” Thomas




Wayland welded the door together, taking care to wipe away any dust that settled there. The dust was all over the country by now. It was hard to find a place in the states where colossal crimson clouds weren’t suffocating people with fits of coughing. The reasons the dust had arrived were obvious, drought, wildfires, habitat loss and human greed. The world was changing and whatever else people said, the future was going to be a rough time, a time that was arriving soon.

Thus many people decided to take shelter in an attempt to ride things out to greener pastures. Those on the coast often bought boats, yachts, barges and anything that could float to try and rebuild their worlds. Many others decided to flee, going to remote towns in Alaska, Canada, new Zealand, anywhere land was cheap and a minor mansion could be built. Legions of people decided to hunker down in gated communities, under the impression that razor wire fences and security cameras could stop the dust. A few like Mr. Nastrond had commissioned large underground shelters meant to be self-sufficient for a short while. One thing is consistent in every case though. The financers always needed people like Wayland to build them.

“How’s that door coming along?” Erik asked.

“The locks are all on,” Wayland said. “Been trying to keep the welds clean so it won’t fail anytime.”

“Geez look at it,” Erik whistled while handling the latch. “Looks like it was meant to withstand a nuclear war.”

“I think it might,” Wayland replied. “I think a lot of this stuff is based on all fallout bunkers. Not sure if the original company is still in business or someone just took it off an old bunker from the sixties.”

“I think Nastrond grabbed a bit more from the sixties,” Erik pointed out. “Look at some of the stuff he’s having me drag in enough Vietnam era guns to take over Texas, loads of meat in cans, not sure why he isn’t bringing chickens or rabbits if he wants meat.”

Wayland shrugged and responded, “Maybe that’s space and feed that could be better spent on people.”

“Maybe,” Erik pondered. “Still, those last few trucks were full of nothing but luxuries. Barrels of wine and scotch, enough media and vr headsets to give everyone two. A complete movie studio worth of junk we’re talking lights, cameras, props, a freaking rendering server. Does he think he’s gonna be making Hollywood blockbusters or something?”

“Pretty sure he is from Hollywood, he’s some kind of director.”

“That… actually makes sense. He’s probably selling some beds to Hollywood bigshots to pay for the place.”

“Makes sense,” Wayland wondered. “I guess all that stuff is just to keep people from going insane down there. Heck I know that I’d start to go crazy if I had nothing to work on.”

“Got a plan for what we’re going to do when we go down?” 

“Nope, at least he brought plenty of scotch. I can always take up the family pastime of playing, how drunk can you get before noon.”

“You sound like dad.”

“Hey guys,” A beaming young woman covered in paint chirped.

So how do the rooms look Arya?” Wayland asked.

“Better than your welds,” Arya joked. “At least it’s not all gunmetal gray and concrete. Still I had to buy every last paint can in town to finish today. The whole things looks like inside a preschool or some kind of pride parade.”

“Well they are from California,” Erik pointed out.

“And they brought a shipping container full of guns?” Wayland asked.

“Good point.”

“That door done?” one of the project managers asked.

“Ehh 99%,” Wayland guessed. “I’ll finish it soon. Hey when are we getting the next load of supplies? I’m just about out of mig wire over here.”

“We’re about to have a meeting on just that,” the manager stated. “All three of you come with me to the unloading dock.”

The three of them gave each other a look and followed. As they walked to the unloading lot they could see that just about everyone was there. The last trucks to make it in were unloaded and still there. On top of the munitions truck, Nastrond the project owner was getting out a megaphone.”

“Ok is everyone here?” Nastrond blurted out of the megaphone.

There were some nods and general mumblings of “pretty much” amongst the crowd.

“Ok, Nastrond replied. “As I’m sure all of you are aware we’ve been getting more and more behind on supplies. Our project coordinators have all been doing their best to arrange more material to build the shelter. Prospero Springs is nearly a third done as it stands. I want to thank every person who’s worked hard to get where we need to be.”

There was a bit of clapping from some of the younger workers and people on the management side of the project. Wayland looked over to see Arya clapping with a concerned and confused look on her face. Wayland couldn’t see a single older worker in the crowd clapping. They could all tell from the tone of his voice what would next entail.

“Unfortunately we’ve heard today that our cement supplier has gone dark,” Nastrond stated. “That’s the only supplier we’ve been able to find nearby and with fuel shortages in the world, we have no hope to find another supplier. Every person I’ve contacted has stopped producing building materials at this point.”

Nastrond waited for boos or jeers. There was only silence. The air was as thick with dust as it was with tension. 

“We need to make a decision,” Nastrond said. “We just got the electricity and hydroponics installed so at the moment Prospero Springs can support some people. We’re also lucky that most of the people with promised spots haven’t shown up, fuel shortages again. Now we need to make the decision, amongst us the present. Who will have a spot in Prospero Springs?”

“You told us that we were all promised a spot!” Someone shouted.

“I did,” Nastrond replied. “I was also promised concrete, supplies, and tools. We’ve all been lied to, We’re all breaking our promises for one reason or another. I’m going to try and make this right though.”

“We deserve a spot!”

“And you’ll have it,” Nastrond replied. “I’ve been told we have enough room for five hundred people, and we’re going to split them up fairly. You’ve all worked hard, you all deserve it. We’re going to hold a vote.”

There was a minute of silence before people began shouting questions, Nastrond began answering some of them.

“We’re printing out numbers and randomly giving them out. We’ll use a random number generator, people can trade numbers if you want as long as everyone agrees. We’ve counted everyone here, Everyone will have a number painted on their hand and given a slip. Trading will only happen under supervision of management and video-feed that anyone can access. Line up and take a number.”

There was a massive shove to get to the shipping container with the markers. Two people were set up with a laptop with a spreadsheet and an ink stamper. There was a surge of people gunning for the area. It took a good deal of yelling with the megaphone and threats to remove people from the lottery if they didn’t get in line. Eventually something almost resembling a line was formed. Once in it, people were quiet other than a general mumble of complaints and an uneasy hacking from many as the dust storm picked up. Wayland got in line with Arya and Erik, they all had a vague sense of unease. Eventually they got their numbers, a slip of paper and one written on their hand. Alot of people picked at their hands uneasily, grabbed fists and clenched their tickets.

“Does everyone have one?” Nastrond shouted. “Please remember we’re checking both people’s hands.”

There were a few people who got out of the line when he said that. 

“Nine hundred and twenty tickets have been issued, if we have everyone, we’re going to start calling numbers.”

They got out the computer program and began rattling off numbers. One by one people walked forwards to claim a spot. Every time, this happened the project managers recorded them stating that they wanted a spot inside and were then told to gather their things and get ready for entry. The security personnel escorted them wherever they needed. Most people only had a few things in their cars or in bags/tents/cubbyholes. Nearly everyone was a worker who had to move to this job so most people traveled light or out of their car. And with gas becoming scarcer and scarcer, more people just started living out of backpacks and duffle bags. Many got rides from strangers in exchange for chipping in for gas, if you could find gas. 

“Ninety eight!”

“Here!” A plumber in front of Wayland waved their ticket up. Immediately an electrician tried to grab the ticket from them and punch them in the face. Both people were grabbed instantly but another person in the crowd tried to steal their ticket. Immediately nearly every person in front of Wayland was tased by the security personnel. The people involved were separated from each other and cuffed to a big rig truck in the parking lot.

“People please remember that tickets have to be exchanged in front of us or we won’t let you in,” Nastrond announced. “Ok Next up is four hundred and thirty six.”

Another yelp of excitement from the crowd, another round of disappointed sighs by nearly everyone else. Wayland wasn’t sure what to think, he knew that statistically he would have a place inside the shelter. But statistics had a tendency to not work out when you needed to count on them. Wayland looked over at his family, Erik had gone white knuckled from clenching his fists too hard. Arya was scanning the crowd about ready to panic. Wayland prepared himself for the worst to happen, none of them would get in, they would all die out here. Out of the three of them, all their vehicles had maybe a half gallon of fuel. With no trucks on the road, no public transportation and a sea of dust surrounding them. Wayland thought about where they were in the world. On the eastern edge of the rocky mountains in northern Wyoming. There were forests above the mountains but they were on fire half the year. There was at least some water in the mountains though. The entire shelter was fed by an underground river with a peloton wheel turbine carefully built in the lowest level providing power. Wayland pondered how to dig a well in the mountains, or to dam up a seasonal creek. He was so absorbed that he almost didn’t notice Erik’s hand shot up.

“Here I’ve got three hundred and ninety one,” Erik screamed.

“Please come up and confirm your ticket.”

Erik walked forward. Wayland snapped back to reality, he needed to be aware that his number could be called at any moment.

“At least Erik’s getting in.”

“Yea,” Wayland replied.  “You know I bet less than a hundred people have been picked.”

“I think we might get in,” Arya hesitated with a lopsided smile.

The rest of the numbers were called out over several hours. The sun was low in the sky, the pollution and dust had turned sunsets to a nearly blood red to purple color. 

“That’s all the tickets we have, If you want to trade we’ll be here all night.”

It had been several hours, after the final ticket had been called out madness erupted. Shouting, pleading, threats, people begging others to trade. Nastrond yelled back that even he didn’t win one and that he’d do what he could for the people without a spot. After what felt like another hour of yelling, the crowd began to dwindle as people wandered off. A few people with working cars just began to drive off. Many people bumed rides off them to get into town. Arya and Wayland met up with Erik at his pickup truck. 

“Hey,” Erik remarked, not taking his eye off the ticket.

“Well…” Wayland sighed. “Good for you I guess. I’m glad at least one of us got in.”

“Yea…” 

“...”

“One of you should go instead.”

“What?”

“I thought alot about this,” Erik said. “I think I have the best shot out of the three of us to survive out here.”

“Playing shooters for twelve hours a day does not make you some kind of survival expert Erik,” Wayland snapped.

“Yea but I’m just going to go crazy in there anyway,” Erik said. “Shut up and let me do a nice thing. Let’s be real, I'd last for five days before losing it and start trying to tear down the walls to go outside.”

“Then you’d just want to go back inside,” Arya pointed out. “You’d be like one of our cats.”

“Ok listen to me,” Erik pleaded. “I think working down there the past few months has given me a major case of claustrophobia. I feel like around every corner I’m going to find death ready to smother me with a pillow.”

“Do you really feel like that or are you-”

“YES WAYLAND,” Erik shouted. “I’m not going down there.”

Erik marched over to where Nastrond and the project managers were exchanging tickets. Surprisingly there were quite a few who were doing it. People offering to sell their tickets for everything from their cars, property, cryptocurrency, even someone offering a 401k that could buy a ranch. No one seemed sure what anything was worth. 

“Trading a ticket?” Nastrond asked.

“I want to give it to one of my other family members,” Erik said.

“That’s fairly noble of you,” Nastrond noted. “So who to?”

“Erik looked at both of them, “Wayland you’re the person who originally found this job, want a finders fee?”

“Erh,” Wayland looked back at Erik and Arya.

“If I can but in,” Nastrond said. “He doesn’t look partially eager.”

“Well…” Wayland started.

“Out of the three of you, which is the youngest?”

Both Erik and Wayland turned towards, who seemed to be wishing she was anywhere but there at the moment. 

“Guys I’d feel bad if I took the option from either of you.”

“Sounds like either of them don’t quite want it,” Nastrond replied. “Plus if neither of them want it, it'll just go to some other random person. Don’t you want all of your effort to be worth something?”

“Err,” Arya grunted while looking between Wayland and Erik.

“Just think about it,”

The three of them stood for a minute eyeing each other over. Everyone felt like they should say something and no one did for the longest time.

“We’re going to close up pretty soon,” Nastrond said. “Still a few things to finalize.”

“Arya, please take it,” Erik said.

“... ok.”

They confirmed with Nastrond, and Arya began moving her supplies inside. Erik wound up getting the keys to her old car, the gas in the tank was probably worth more the the entire rust bucket.

“I’d say take care of it but I don’t think that’s all that important,” Arya joked.

“We’ll miss you,” Erik replied. “I promise to only wreck it a little.”

“The bunker has wifi, I’ll try to be in contact when possible,” Arya said.

“Thanks,” Erik consoled. “That means alot.”

Over the next few days everything was packed in the bunker that would fit. Entering and exiting the bunker had a complete decontamination procedure, and a few people who had mild illnesses were quarantined in the partially built section. Wayland and Erik helped out with the last few things to install and haul inside. They wanted to give Arya the best shot possible. 

When Arya entered the shelter for the final time, there were tears, promises things would be ok, and a lot of wondering what the future would bring. By that time the parking lot had nearly completely been covered in dust. If you didn’t know where the shelter was, it might have been impossible to find.

“Thanks both of you,” Arya blubbered. “For everything.”

“We’ll see you again,” Erik said. “This is only til the dust stops.”

“Don’t worry about us,” Wayland said, giving Arya a goodbye hug. “Just be strong for us.”

“I will.”

Arya entered the shelter door. Erik and Wayland watched it as the final people entered.

“So got a plan?” Erik asked.

“Nah, just a couple of ideas,” Wayland replied. “I think we should get with the last few people in town and plan out our next moves there.”

“Hmm,” Erik said.

“Thinking?”

“Yea,” Erik replied, not taking his eyes off the door.

“Worried?”

“Yea.”

“... I can tell it’s more than nothing.”

“Erik sighed and turned to Wayland. “Just noticed something, what do you think the man to woman ratio was for people working on the shelter.”

“Fifty fifty-ish.”

“And for who entered the shelter?”

“... Maybe forty sixty?”

“...”

“Coincidence?” Erik wondered.

“I hope so.”

The two brothers took their eyes off the door and began walking to town. The dust storm was already caking their clothes in reds and browns. Erik began coughing and they picked up the pace.