1 Mummified
Hands of a dead queen. A single spell is written on each of her
fingernails; impossibly small text.
2 Collection
of leaves from around the world, pressed into a book. Most are
extinct, and many can be crushed into a powder for alchemy.
3 Child's
picturebook Friendly
Maroow. Details
a friendly monster named Maroow. The monster is real, but is not
friendly. He enjoys eating children.
4 Very
thick but not wide scroll wrapped around itself over and over like
film. You must allow the thing to unwrap and at the end of the trail
it explodes as per fireball.
5 Scroll
of raise dead. After the zombie is raised it slowly becomes more and
more lifelike while the caster becomes more and more lifeless. The
wizard who made this scroll is using it to resurrect himself;
stealing the life of another.
6 Spellbook
written on panes of glass. Extremely fragile. Putting a certain
number of pages together in a certain rotation makes the layers of
text form a secret, extremely powerful spell.
7 Extremely
complicated mathematical treatise. Anyone who reads the whole thing
gets a permanent +1 to Intelligence but -1 to Wisdom.
8 Three
sided book, can be opened with any of the three corners as the bottom
left corner of the book. Each way it is opened is impossibly filled
with different pages per rotation.
9 Regular
spellbook written on many pieces of paper rolled into scrolls and
placed in seperate wooden tubes. It seems the spells don't like each
other.
10 Tiny
Origami golem. Will deliver messages of whatever is written on its
paper but the messages will start getting jumbled up as more notes
get put on it.
11 Unusual
red paint with an unearthly smell. If smeared on something it will
dry and then reveal hidden knowledge on whatever it was written on.
12 Book
of the Fine Assortment –
Written by fairies or trickster spirits about how best to steal small
items from human houses. The book is regular size, and contains
hilariously bad advice.
13 Map
that looks too detailed in the wrong spots and seems outdated, many
towns are in the wrong spot. Burning it causes a road to appear to
the nearest town, which vanishes once you leave it.
14 Spellbook
containing (1d4+1) 1st
and 2nd
level spells. It's easy to read and organized nature means anyone can
learn these spells, but once memorized and cast they vanish from the
book.
15 Terrible
jokes. One of the jokes is so bad it reputedly makes people kill
themselves out of shame, but the punchline is missing.
16 Spellbook
of a goblin wizard. While poorly written and covered in poor
pornographic doodles the book is ingeniously enchanted; it can only
be read in absolute darkness.
17 Leather
bound manuscript with a metal slot on the cover. Feeding it a gold
coin will make the book seek out one person of your choice, and will
open to a page of your choice. (Where you can write an explosive
rune, for example.)
18 Book
detailing weather patterns and thunderstorms. Opening the book on a
certain page makes the book 'store' that much rain water, only
poured out when opened back to that page.
19 Seemingly
regular spellbook with three bound mice. Their tails are chained to
the book and they keep it free of dust, mites, and bite the hands of
rival wizards.
20 Holy
book for a nearby clerical institution. Seems normal, except for
disturbing alterations on passages and parables, and all the Clerical
spells written in the book are of opposite effect and alignment.
20 Treasures & Valuables
21 Small
golden ticket that states it is a 50% off coupon at the local
merchant's store. It's legit.
22 Blue
ruby, green sapphire, red emerald. Anyone who sees these gems will
assume the red one is ruby, the blue is the sapphire, etc. Unless
proven otherwise.
23 Tapestry
woven by skilled artisans; shows picture of the PCs killing them all.
You'll need a disguise to sell this.
24 Silver
bow with 1d12 golden arrows. The bowstring snaps if drawing it is
even attempted.
25 Small
bag of silver coins showing the face of a king who has not yet been
born.
26 Tribal
artifacts; Giraffe skin quiver, lion mane, leopard pelt, and elephant
tail. Moderately valuable to civilized folk, but if you bring them to
a certain tribe you can buy 4 wives with them.
27 Golden
Grain Ark. Filled with wheat grain.
28 1d8
Pepper shakers. Almost priceless in valuable.
29 Shitty
iron dagger owned by the attendant of Thermitheisus.
Historical scholars will jump at the chance to buy it, but nobody
else will value it.
30 Holy
relic of high value to the nearest church, but trying to sell it to
them for more then a handful of coin will invoke divine wrath.
31 Single
slip of paper for a bank bond. It's value is in the thousands of
gold, but the bank is on the other side of the planet.
32 Basket
filled with 3d6+2 silver coins, each inscribed with the face and name
of a different child's doll. Once belonged to a princess.
33
Small pouch made of troll stomach. Can clearly hear the jingling of
gold inside, but the problem is getting it out.
34 Rare
incense. Not only is the smell exotic, but anyone who smells it will
feel no pain as long as it burns. Worth a fortune to royalty
suffering to disease and wasting.
35 Pink
fur ladies scarf. Naturally pink, from an extremely rare breed of
captive fox.
36 Strangely
shiny firewood. When burned, the ash contains flakes of gold.
37 The
current patrol and station routes of the nearby keep's guards. Could
be sold to thieves guild.
38 Block
of salt, perfect for preserving food. Priceless commodity.
39 Gem
stones set in the skull of an ancient evil. Removing them will wake
it up.
40
Tiny wooden carvings depicting servants, cooks, shepards with sheep,
chariots, wives, and so on. Only valuable to those who wish to bury
themselves with them for the afterlife.
20 Strange Weapons
41 Tiny
gnome fellow tied to the end of a long pole. He is armed with a spear
and sword. He claims whoever sets him free will be rewarded but
refuses to say how.
42 Improvised
and low quality weapon like a wholly wooden spear, pitchfork, bent
farming scythe, granite club, etc. It is always found in the hands of
a great warrior.
43 Bronze
Shortsword. It cannot be rusted, and is also immune to corrosion,
acid, and can't be magnetically ripped away.
44 Bear
trap with a long chain. Within a moment of inspection it seems
obvious it is designed to be thrown.
45 Evil
Bracelet; anyone who wears this simply copper bracelet will have that
arm transform into a hideous monster version of itself. As good as a
regular weapon.
46 Silver
Sash. If tied around the chest or waist the cloth can animate and act
as a third hand, able to pick up weapons and fight with them.
47 Quarterstaff
with secret compartments screwed in the top, bottom, and with two
more in the middle. Vial of deadly poison is currently stored in one
compartment.
48 Club
with free sliding iron core inside. Gives more punch with each impact
but noisy.
49 Pistols
in a pouch. 1D4+1 single use flintlock pistols that fire out not only
a bullet but also the firing mechanism as a rocket; cannot be
repiared. If your setting has guns these are strange ones made for
royalty. If it does not have guns then these are the only guns that
exist at all.
50 Bow
with a metallic serpent wrapped around it as a stylish decoration. If
removed from the bow and placed in warm water or near a fire, the
snake will actually wake up.
51 Small
dark dagger with bright red grip and handle. If swung it projects the
cutting force to the first thing it hits regardless of range.
52 Stone
axe with unnerving accuracy and damage, but only if the user is
naked.
53 Garroting
string. Choking something to death with this replaces your voice with
the thing you choked as long as you are touching the string.
54 Wrist
mounted crossbow. It actually works, but takes minutes to wind up and
uses tiny bolts.
55 Rusted
iron chain that glows dimly in the dark. If you hit a ghost; the
ghost is stuck to the chain.
56 Bear
claw set into a punching dagger. People who see the corpse believe a
bear killed the victim.
57
Spear
with a red-hot glowing spearhead. The spearhead is actually fire
trapped in a physical, solid, constant form. To 'sharpen' the blade,
you must set it in fire and feed it. If it breaks it explodes as per
fireball.
58
Short
blade inside a walking stick, must twist the handle and pull to get
it out. The head atop the cane is an eagle.
59
Paper
sword. Is tough as iron and sharper then a razor, impossibly light
and fast. Any amount of water or fire will ruin it instantly,
permanently.
60
Metal
axe inscribed with an ancient riddle that nobody has ever solved.
Deals double damage against sphinxes.
20 Strange
Armors
61
Trashy
prostitute dress. If the wearer is attacked by someone who has
purchased the services of a prostitute; this armor grants +2 AC
62
White,
chalky powder. If you cover your whole body with it and stand still,
you turn as hard as stone. Takes a lot of practice to use in combat,
has 1d6 uses.
63
Magic
shield that absorbs some amount of damage from every attack the user
takes, but gives them that damage next time they sleep. This is a
terrible nightmare where they fight for their life.
64
Surprisingly
practical plate armor that, using a system of straps and special
screw plates, can fit someone of almost any size or race.
65
Iron
maiden with two holes for arms. Levitates when occupied, almost
impenetrable but the user within takes 1d4 damage every round;
jumping to 1d6 if they are moving fast or are jostled around.
66
Semi-domesticated strangling ivy. If watered with alcohol it will
protect instead of choke.
67 Extremely
shiny shield that reflects back light and some spells.
68 Leather
arm and shoulder bracers. Any blade that hits you is chipped and
damaged.
69 Iron
breastplate inscribed with the words 'thou who wears this shall be
chosen by the Gods'. It has no effect.
70 Single
left gauntlet. Deals double damage whenever you punch someone with
it.
71 Turban
that unwraps into healing bandages that have a chance to restore
damaged attributes. While you wear it it grants +1 to saving throws
that would make you lose an attribute if you failed.
72 Mighty
Sabatons. Anyone wearing this receives +1 to Strength and
Constitution but their feet sink into anything softer then stone or
brick.
73 Breastplate
made of spent wands, staves, scrolls, and other magical things that
have lost since lost their power. When struck has a 1/6 chance to
blast the attacker with a random spell effect.
74 Crotch
guard made of leather and covered in wool. Your balls are well
protected now, but you become irresistible to sheep.
75 Facemask
of the Banshee. You get +1 AC but only as long as you scream your
head off.
76 Final
Belt. If hit by a spell that would otherwise knock off or destroy
your clothing and armor, the belt remains. Grants +1 AC
77 Blade-Snare
necklace. When someone swings out you with a sharp weapon they cannot
retract it after the attack is over though they can still hurt you
with this attack, it is stuck by an unseen force. Lasts 2-4 rounds
and takes an hour to recharge.
78 Striped
Hyena pelt. While in heavy brush you have a +3 AC against ranged
attacks and hunter's traps and are harder to track.
79 Gleaming
Tiara. Every time you parry a foe or show your martial superiority
over them the tiara zaps them with a laser dealing 1 damage.
80 Red
Scarf. While wearing the scarf you move with grace granting +1 to AC
and +1 to saving throws vs anything involving dexterity or motion.
However, you cannot swim.
20 Consumables &
Potions
81 Green
potion with golden thread. Drinking this potion grants you the
ability to speak clearly with anyone suffering the effects of alcohol
or other drugs who might otherwise be too slurred to understand.
Makes you slur badly.
82 Brown
potion with dark flakes. Drinking this potion will make all your body
fluids pure water for 1d4 hours. At the end of that time you will be
heavily dehydrated.
83 Small
purple-red tablet. Dissolving this tablet on your tongue gives you
the ability to see blood as bright red; glowing in the dark. Lasts
1d6 hours or until you stare into sunlight.
84 Eating
a small wad of this green stuff will let you spit out a tooth hard
and fast, dealing d6. You won't necessarily get that tooth back.
85 Carefully
wrapped selection of herbs and twigs and leaves. If burnt, gives user
a major insight at the cost of several hours and some dignity.
86 Magical
Condom. The receiving partner is 100% guaranteed to get pregnant.
87 Sack
of bright red apples; 1d8. They never go bad or spoil.
88 Small
flecked vial produces a huge cloud of choking and blinding white
smoke. Can be refueled if filled up with ash; allowing it to be used
again.
89 Salve
of pig's fat. If rubbed on your feet they become nearly friction
less, letting you slide around effortlessly. Makes affected skin
pink.
90 False
Diamond, worth nothing on its own. If shattered, releases 2d4 unseen
servants who can pick up weapons and fight. Lasts about a day.
91 White
potion. Seems to cure disease, but actually just holds off symptoms
for a while.
92 Found
at the bottom of a canoptic jar, must be injected into the pit of
your stomach. Cures your body of all parasites and bloodsuckers
forever. Your blood is toxic to vampires.
93 Tiny
amount of magic biscuits. Sustain your hunger for days on end, but
cause intestinal problems.
94 Silvery
fluid potion. If drunk by a lycanthrope it will not cause them to
physically transform for the month, but they will still mentally go
crazy.
95 Case
of 20 tiny potions. Each is a standard, well known potion (such as a
healing potion) but is severely weakened. (such as restoring only 1
HP)
96 Small
golden stick. If broken in half it turns undead nearby if they can
hear the snap.
97 Dull
clay orbs. 2d4+1 smoke bombs.
98 Small
eternal shard of ice. If thrown into a body of water creates a path
you can walk on. If touched without gloves deals 1d4 damage to
whoever touched it.
99 Bag
of winds. However instead of the predictable strong gust held within
this bag, its actually a hailstorm.
100 Pinch
of bright yellow dust. If you blow it in someone's face, they will at
one point be buried alive. If they live through that is up to fate.
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