Roll |
Name |
Type |
Description |
1 |
Accident Rod |
Rod |
Hitting this rod against a metal object will cause someone within earshot to have an accident, probably fatal. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours |
2 |
Aging Elixir |
Potion |
Age 1d10 years |
3 |
Amulet of Freedom |
Amulet |
Stuffed Eagle Head, Negates all movement impairing effects for 1 round, including grapples and over-encumbrance, 50 charges |
4 |
Ancient Spade |
Shovel |
This shovel can dig through any natural substance as if it were mere dirt. It’s magical properties cannot be used as a weapon |
5 |
Arrival Pot |
Pot |
A 1 foot tall ceramic pot that will make a loud announcement when something moves too close it it. Usually used to announce visitors to a household. |
6 |
Arrow Magnet |
Amulet |
Whenever an arrow is fired in the vicinity of this amulet’s wearer, it will strike the amulet wearer |
7 |
Bear Urine Extract |
Potion |
Morph into a bear for d20 minutes, transformation potentially fatal |
8 |
Bell Stone |
Rock |
When struck, this rock will ring with the sound of a large bell |
9 |
Blessed Lotion |
Lotion |
AC +2 for one day, +4 vs Undead |
10 |
Blink Draught |
Potion |
Teleport to a location within line of sight and no more than 30’ away |
11 |
Blistering Rod |
Rod |
Hitting this rod against a metal object will cause it to become very hot, possibly molten. If a creature wearing mundane armor is struck by this rod he will take 6 dmg and his armor will be destroyed. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours |
12 |
Brightstone |
Gem |
This gem normally looks like quartz, but if left out in the sun for one day turns yellow like a topaz. Smacking it against something creates a blinding light and drains it of color. |
13 |
Canine’s Drink |
Potion |
When fed to a dog it gains 2d6+2 temp HP and deals 2d6 dmg for 1 day |
14 |
Caretaker’s Harp |
Harp |
Full sized harp. Reduces severity of travel encounters, but must be played constantly to have any effect |
15 |
Cats’ Cube |
Box |
2 item slots, appears empty if opened improperly |
16 |
Climbing Tonic |
Potion |
Climbing skill set to 20 and fall damage reduced to 0 for 1 day |
17 |
Color Bomb |
Potion |
Smash on the ground to release a large amount of swirling, colorful smoke. Anyone who sees the smoke is mesmerized by it for d4 rounds |
18 |
Compulsive Whip |
Whip |
Any person whipped by this whip must follow the commands of its wielder for the next 5 minutes, so long as the victim is in the wielder’s line of sight. The victim takes 2 damage with each whipping |
19 |
Confiding Pillow |
Pillow |
Will whisper secrets it its owner during the night |
20 |
Crab Crown |
Crown |
Provides +2 AC when worn, but attracts the attention of crabs, who will come from nearby and cling to the wearer |
21 |
Dagger of Lizard Control |
Dagger |
Functions as a normal dagger, but wielder may issue basic commands to small lizards |
22 |
Dental Fife |
Fife |
Playing this fife also cleans the user’s teeth |
23 |
Destroying Rod |
Rod |
Hitting this rod against a metal object, the nearest artificial structure will take massive damage, possibly destroying it entirely. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours |
24 |
Device of Hatefulness |
Device |
Activating this device will cause all enemies present to prefer to target the device holder |
25 |
Direction Staff |
Staff |
This walking stick ensures that whoever holds it instinctively knows which direction North lies |
26 |
Drawing Rod |
Rod |
Hitting this rod against a metal object will compel any mortal or beast who hears the sounding of the rod to come to the area. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours |
27 |
Druid’s Flute |
Flute |
Can mimic the call of six animals: Wolf, Wild Boar, Bear, Alligator, Eagle and Moose |
28 |
Elusive Lantern |
Lantern |
The light from this lantern can only be seen by its carrier |
29 |
Emergency Blade |
Dagger |
Once per day, when the owner of this dagger is attacked, the dagger will leap to its owner’s hand and slice the attacker for 3 DMG, interrupting the attack entirely |
30 |
Energetic Goblet |
Goblet |
Drinking the entire contents of this goblet will afford +1 to the drinker’s next roll. May be refilled as a full action |
31 |
Everburning Candle |
Candle |
This candle will never burn out, so it will always produce light |
32 |
Extinguishing Tonic |
Potion |
Pour on ground to extinguish all fire, magical or otherwise, in a 50’ radius |
33 |
Far-Flung Violin |
Violin |
When played, this violin can be clearly heard for several miles in all directions, but sounds as if it were merely across the room |
34 |
Faucet Cloth |
Damp Rag |
Can be wrung out infinitely to produce foul tasting water |
35 |
Firestone |
Gem |
This gem normally looks like quartz, but if allowed to absorb heat will change in color to resemble a bright orange garnet. When smashed against something, it is drained of color and will light that thing on fire. |
36 |
Flaming Trumpet |
Trumpet |
When played, 1 in 6 chance to start a small fire in target area up to 15′ away |
37 |
Gilded Throwing Knife |
Knife |
For every killing blow this knife lands, whoever has it on their person gains +1 to Dexterity. Resets at sunrise |
38 |
Glowing Dart |
Dart |
Thrown. When it strikes a surface it glows with green light, illuminating a 10 foot area. may be collected and re-used |
39 |
God Chime |
Small item |
Ringing this chime casts detect magic on the user |
40 |
Gold Trimmed Scarf |
Mantle |
Wearing this scarf gives the character +5 to his max hit points. |
41 |
Helpless Bandage |
Bandage |
A person bandaged with this item will be unable to do anything for themselves and will rely on others for everything. They will not remove the bandage until the wound is healed. |
42 |
Ice Pipe |
Smoking Pipe |
When smoking this pipe, any smoke exhaled will be of sub zero temperature. It will deal d4 dmg to a living target. |
43 |
Ill-Fated Necklace |
Necklace |
The wearer of this necklace has a general feeling that he is safe. The opposite is, in fact, the case. Any time something bad happens to the group, the wearer of this necklace bears the brunt of the misfortune |
44 |
Ill-Fated Vest |
Vest |
The wearer of this vest will suffer critical failures on a natural d20 roll of 1-5 |
45 |
Imitative Deck Of Cards |
Deck of Cards |
Placing this deck of cards next to a mundane deck of cards will “attune” the Imitative deck to the mundane one. Whenever the mundane deck is shuffled, the imitative deck will match the new order of the mundane one. Used for cheating at cards. |
46 |
Imitative Rope |
Rope |
50′ of rope which can be controlled by simple hand gestures from its owner |
47 |
Infernal Chain Mail |
Chainmail |
Reduces fire damage by d20 every time it is taken |
48 |
Ink Quartz |
Rock |
Functions as an ink pot. To activate, press a long object tip first against the stone and the tip will be immediately covered in ink |
49 |
Insect’s Brooch |
Jewelry |
Biting and stinging insects have a 75% chance to ignore you |
50 |
Iron Ring |
Ring |
Any item held in the hand wearing this ring will function as an iron dagger |
51 |
Judge Coin |
Coin |
If this coin is flipped to determine a dispute between two people, both parties will be forever bound by the outcome |
52 |
Just Cauldron |
Cauldron |
A living creature who is boiled alive in this cauldron will either expire normally or will emerge unharmed. This is a test of that person’s guilt where a specific crime is concerned |
53 |
Lake Paper |
Paper |
Whatever is written on this paper will only become visible if submerged in a lake or other large body of water |
54 |
Lightning Beads |
Bead |
Ten beads. When thrown, a lightning bolt will erupt from the bead, hitting the closest object for d20 dmg |
55 |
Lock Lotion |
Potion |
Rub into a non-magical lock to unlock |
56 |
Looting Mask |
Mask |
Increases the value of any loot found, as well as the number of coins. Anyone found to possess it is immediately accused of a crime |
57 |
Mortal Ladle |
Ladle |
Drinking the blood of a slain foe from this ladle will restore 4 HP |
58 |
Muddled Mirror |
Hand Mirror |
This mirror is sentient and will attempt to show glimpses of anything its owner commands it to show, but it is easily flustered and is usually incapable of showing what it is commanded to. Only through severe beration and ridicule will it be able to muster the energy to show what it was commanded to show |
59 |
Murmuring Mixture |
Potion |
May use own voice as source of limited telekinesis for 1 day (1 lb of force) |
60 |
Noble Blouse |
Blouse |
The wearer of this blouse will, to all appearances, be of high birth and will be afforded the respect a noblewoman deserves. This includes the negative attention of rebels, dissenters, thieves, and other petty nobles demanding to know what house the wearer belongs to. |
61 |
Notched Dagger |
Dagger |
If thrown, this dagger will never miss its target, dealing d4 damage and ignoring all armor |
62 |
Octopoid Tunic |
Chestpiece |
When the wearer of this tunic submerges himself under water he quickly transforms into an octopus |
63 |
Odious Kite |
Kite |
if this kite is flown, the area (and people) beneath is will be blighted with pustual growths |
64 |
Onion Hoe |
Tool |
Wherever this hoe strikes soil, a buried onion will be revealed. Creates the onion from an equivalent mass of dirt. |
65 |
Perpetual Rotating Disaster |
Top |
If this top is set spinning it will never stop on its own. As long as it spins, everyone nearby will be much more likely to suffer an accident of some sort [Critical failures on a d20 roll of 1-10] |
66 |
Poison Fork |
Fork |
Any food eaten with this fork will be laden with poison |
67 |
Poisonous Door |
Door |
This normal looking wooden door will poison anyone who attempt to open it without a key |
68 |
Potion of Brief Invisibility |
Potion |
d2+1 rounds of invisibility |
69 |
Potion of Sanity |
Potion |
Removes one instance of insanity or causes insanity if no insanity is present |
70 |
Potion of the Angry Priest |
Potion |
Cleric may prepare +1 spell. Lasts 1 day |
71 |
Rain Jug |
Jug |
This jug is 12 inches tall. However much liquid the jug is filled with will rain down across an area several miles wide over the next 12 hours. For example, if it has 4 inches of water in it, the area will receive 4 inches of rain, which would probably cause some flooding. If the jar is left empty, no rain will fall. |
72 |
Record Club |
Club |
The names of all those killed by this club are magically inscribed into its surface, as is the name of the one who wielded it at the time of the killing |
73 |
Religious Net |
Net |
This net will only ensnare those who do not follow a god, all others may easily disentangle themselves |
74 |
Riveting Rod |
Rod |
Hitting this rod against a metal object will cause anyone who hears the sounding of the rod to freeze in place for 2 rounds. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours |
75 |
Runed Arrow |
Arrow |
If it hits, target’s AC is reduced to 12 for duration of battle. Either way, arrow is destroyed |
76 |
Sand Crown |
Crown |
When used (worn), this seemingly golden crown turns to sand and falls to the ground where it reforms into a crown. Any gold, silver, or copper item it is placed near will also gain this property. A coin would only turn to sand when it was being used (spent), etc. |
77 |
Sarcastic Basket |
Basket |
This basket will make sarcastic remarks whenever it feels like it |
78 |
Screamers’ Potion |
Potion |
Voice acts as a minor action ranged weapon of d6 dmg for 1 day |
79 |
Shadowless Salve |
Lotion |
Shadow disappears for d4 days |
80 |
Shell Paste |
Lotion |
Grow an exoskeleton for 1 hour, increasing AC by +1 |
81 |
Shield Kettle |
Kettle |
Drinking tea made with this kettle will grant the drinker +1 AC. The tea must be made with wormrose essence and the kettle will make 6 servings. |
82 |
Shielding Orb |
Orb |
Floats around user’s head and completely blocks mundane ranged attacks which would have hit. Must decide before damage is rolled. Does not affect area attacks. Destroyed after 3 uses, but may be repaired by a blacksmith if taken in after only 2 uses |
83 |
Shrimp Hatchet |
Hatchet |
A 1 inch long hatchet that packs the same punch as a hatchet of standard size |
84 |
Signal Jewel |
Gem |
A pair of gems that can appear to be Amber, Emerald, or Ruby. Whoever holds one jewel can at any time change the color of the other jewel. |
85 |
Sky Vest |
Clothing |
This vest will change color, predicting the weather for the next few hours |
86 |
Sleeping Powder |
Powder |
Allows user to fall asleep under any circumstances, but only if they wish to. 10 doses |
87 |
Soup Armor |
Chestpiece |
Any blood spilled from its wearer will not be blood at all, but delicious soup. It still hurts, though |
88 |
Squalid Pouch |
Pouch |
Filled with an infinite amount of filth and ichor |
89 |
Stink Juice |
Potion |
Smash on ground to cause a major distraction |
90 |
Terror Rod |
Rod |
Hitting this rod against a metal object will cause anyone who hears the sounding of the rod to either flee or cower in terror for 1 round. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours |
91 |
Titans’ Elixir |
Potion |
Restores d6+1 HP plus d6+1 Temporary HP |
92 |
Tool Drum |
Drum |
This drum can be used in place of any basic tool. If it is played for an appropriate length of time the task requiring the tool will complete itself. The more difficult the task, the longer the drum must be played, starting at 1 minute. The player of the drum must have the ability to complete the task if he had the appropriate tool. |
93 |
Trail Lute |
Lute |
If this lute is played by a skilled musician, he (an only he) will see a glowing trail appear, which leads to the subject of his song. If he stops playing the trail will vanish |
94 |
Transgender Tincture |
Potion |
Change sex for 1d4 months |
95 |
Treacherous Rope |
Rope |
Appears to be normal rope, but if used for climbing it will inevitably uncoil, plunging its user to his death |
96 |
Troll Leather Armor |
Armor |
As chainmail, unencumbering |
97 |
Waterstone |
Gem |
This gem normally looks like quartz, but if allowed to absorb water will change color to resemble a deep blue sapphire. When clasped against one’s chest, it is drained of color and will restore 3 HP. It must drink enough water for a medium humanoid to charge and can only be used once a day. |
98 |
Whore Bracelet |
Bracelet |
This bracelet marks its wearer out as a prostitute, but also increases Charisma by +2 |
99 |
Worm Amulets |
Amulet |
A pair of amulets which must be worn by two separate people. If one of the wearers is killed, he will instead be spared and the other wearer of the amulet will die in his place |
100 |
Yellow Shield |
Shield |
Shield +2, Emblazoned with the yellow sign, unknown curse [Once per session PC must succeed wisdom check or GM controls their character for one round] |