Showing posts with label curios. Show all posts
Showing posts with label curios. Show all posts

Thursday, January 24, 2019

d6 Random Cursed Trash Tables


-1d6 Cursed Notes & Papers
[1] Deadly, Shocking Note

When the user reads this note or scrap of paper, they scream, hold their hand to their mouth, and then clutch their heart as they go down like they had a heart attack. After 10 seconds, they get back up. The note just says something dumb like "pretend to have a heart attack when you read this". It's a dumb prank spell, and only works once.

[2] Flutter Spoil
When your character does something bad, like steal an apple from a stand or confess to hating someone behind their back, the crinkled old note will animate and turn into a paper butterfly, and then fly off to go tell someone nearby what they learned. Most of the time it will only cause some minor inconvenience, but could tell the world about a serious crime if it was the first thing it witnessed. If you hit the butterfly with an arrow or spell (AC 19 or +9 to saves), it will prevent the message from getting out.

[3] Under Budget
This notebook contains pointless tables and notes of tax and census information, many decades out of date for a province you've never been to. Every day you hold it, you lose 1d6x10 coins/gold/silver out of nowhere, you just can't seem to find it. Only by carefully going through the budgeting book can you find the missing bits of money, added in to cancel some pointless debt, in which case the coins come tumbling out of the open book when it is next opened. This happens for as long as you hold the book, or finishing balancing all the money within, which could take months of steady work to finish.
[4] Doodle Monster
This book is filled with little pictures of monsters. Goblins with dumb expressions, silly looking dragons breathing dumb wiggly lines for fire, and many other childish doodles. However one monster looks a little different, and is drawn straight on looking at the reader. Once seen, the monster appears at night in 1d6 nights to attack the person who saw it. It is quite weak, just a drawing after all, but has a surprise attack.
Doodle Monster (1 HD, +2 to hit, -2 AC from paper body, doodle weapon at 1d6-1)
Morale- 11
Numbers- One, unless in magic notebook land
The Doodle Monster is a strange creature made of paper and lines of ink or graphite- it is black and white and lacks almost all detail. It's form suggests something biological and monstrous, but is too poorly created to be much threat. However it is so alien and shocking to see a drawing come to life like this that it always gets a free surprise round as it jumps out of nowhere.

[5] Horsewhip Atlas
Strange and crude atlas and travel guards to fictional places. Whenever the character rides on a horse, it seems more agitated and trotting too fast, like it's traveling to go somewhere new out from under the rider's feet. The horse is much more tired after a whole day of riding then it should be, slowing down travel or potentially injuring the horse if forced to continue at this pace.

[6] Discordant Melody
This paper has a half completed bit of sheet music on it; whenever a nearby musician tries to play a song, a few spare notes and badly sung notes will slip out of them, making the performance less skillful. Party members will rightly start being blamed by superstitious performers. If you have a bard in the party then once per combat this curse will make one of their spells or song-actions deal or heal 1 less point, or will make it easier for enemies to resist its effects by +1, etc. This curse can be broken by either having someone finish the music and play it off, or by burning the page, in which case the sound of mournful music plays in the fire's crackling.

-1d6 Spoiling Liquids
[1] Green Envy
Bottle is filled with green envy. Was once a Charisma potion, or similar. Once drunk, the potion makes the person who drank it envious and jealous of everyone, making them have less Charisma for the duration of 1d4 days. If not drunk, the bottle is desired by others for as long as the user carries it, or to see its contents finally drunk.

[2] Negative Mana
This is a potion of magically energy that has reversed its polarity over its duration. Now, if spilled, any magical person will lose some amount of magic points/prepared spells to the draining effect of the liquid if it touches their skin. Even those not affected by the liquid can accidentally drain energy by touching someone with magical powers after they touch the liquid.

[3] Whistling Wine
This liquid is spoiled to the point that it randomly boils. Once per day, there is a 1 in 4 chance the bottle will start whistling. Not only does it make it hot and uncomfortable for the user to carry, but it also makes a loud whistling noise that attracts attention. The bottle will always whistle at the worst time, and can be ended at any time by just smashing it.

[4] Blackberry Bear Berries
This potion attracts bears, and still smells sweet. Anyone who drinks it will be healed 1 hit point and it still tastes good. If confronted by an otherwise neutral bear, just throwing this potion at it is enough to make it run off, carrying it away in their jaws.

[5] Fly Ointment
This magical curative seems great at first; once found out it is known to be an ointment that heals people as per cure wound potion, but a sticky ointment is how it is applied. After being applied though, the sticky ointment attracts buzzing flies to get stuck in it, creating a gross spot on the subject's skin where flies are dying off and making them smell bad. Only wears off after the wounds the ointment healed would have just healed up naturally.

[6] Shattering Glass Potion
When opened to be smelled or drank, the liquid inside vanishes. It was an illusion. The moment it does, the bottle also shatters causing a 1d4 damage as the glass shards get stuck in their hand.


-1d6 Grit & Bits
[1]
Grounds of Vinegar
Grimy, oily handfuls of sandy grains. The next time you cook something, these magically sprinkle themselves onto the food, ruining a ration. Dogs won't even eat it.

[2] Crumbs of Peril
Tiny gray bits of stone. When carried they lie dormant, until the user gets nearby a cliff. Shift their weight to try and pull them over, granting a maximum of -1 on a saving throw vs falling down or increasing the damage they take from an unavoidable fall by +1

[3] Shiny Shards
Small metallic shards of metal, picked up as treasure in the trash. They're still trash. These items do not have any value but appear as precious metals to the user, causing them to fawn over them and get -1 Charisma modifier to any metalsmiths or bankers they interact with, who can practically feel your love of fool's gold.

[4] Antimagical Grit
These grits appear as mildly glowing small grains or spent seed shellings. Upon first inspection, they seem fit to serve in a magical potion of a few different uses. If actually used in a potion however, they spoil the broth and make the potion nothing more then a watered down glowy water with the minimum possible effectiveness. (Healing potions thus spoiled heal a max of 1 hp per hit dice they normally heal, protection from an elements only lasts for 1 turn, etc.)

[5] Burglar Bits & Bobs
Handful of trash that animate at night. Little gray men come folding out of this refuse as though they were hiding within, grabbing nearby coins or other small valuable objects to steal them away. The worst things they may steal might be gems or even holy symbols if made of precious metals, but they don't have the strength or numbers to grab things as big and heavy as potion bottles or daggers. The tiny burglars steal the stuff and stash it away for nearby, hoping to be able to pick it up later when they get the chance and get some money so they can grow larger. The more they steal, the more likely they will be able to reach human size before they get disemboweled by some bored farm cat.

[6] Slush Pile
Your handful of vague material is cool to the touch. When you place it in your bag or pack, or carry it along with you in some way, there is a 1 in 6 chance each day you will wake up and it will be replaced with snow. The large pile of snow will get things wet, put out sources of fire, and generally be a nuisance. Anything wet from the snow may have may grits pre-expanded stuck to them, resulting in a few days or getting accidentally snowed in or seeing your pack stuffed with snow and ruining your spellback as you dumb it out onto the floor.

Monday, October 1, 2018

Rules for Puzzles

These are not player puzzles. These are puzzles the characters are trying to solve.

Rules for Puzzles
Puzzles always come in the form of small boxes, orbs, mechanical toys, and similar easy-to-stow items that a character can pull out during downtime to tinker and try to solve it. While everyone else is busy repairing their armor, binding their wounds, preparing spells, and so on, you're busy playing with a little box in the middle of the dungeon. During downtime, it is presumed your character only gets three attempts to solve the puzzle between sessions unless a very long time has passed; your day job, important affairs, and time to blow all that ill gotten loot gets in the way.

Random Puzzle Difficulties
Roll 1d6
[1] Child's Puzzle – 3 Difficulty
[2] Simple Puzzle 5 Difficulty
[3] Challenging Puzzle – 7 Difficulty
[4] Hard Puzzle – 9 Difficulty; 25% chance of curse if cheated
[5] Bewildering Puzzle – 12 Difficulty; 50% chance of curse if cheated
[6] Confounding Puzzle 14 Difficulty; 100% chance of curse if cheated

The difficulty of a puzzle is how high on a 1d6 you have to roll in order to solve the puzzle using a single exploration turn. Add your Intelligence modifier to this roll whenever you do it. You can also try to figure out the mechanisms or mechanics of the puzzle through shaking the puzzle, tapping it, examining it closely, etc. Roll 2d6 + Wisdom modifier vs difficulty of puzzle. If you succeed on this roll, lower the puzzle's difficulty by -1 from now on. You can do this again, but at -2 to the roll each time, until you fail and can no longer gleam any information from your acute senses. Rogue characters get to add their Skill check bonus to the progress roll of a puzzle, and their stealth bonus to their wisdom modifier for the sake of figuring out the puzzle before trying to solve it.

If on your solving roll your result was 6 or higher, but you still did not solve the puzzle, then you get a +1 on your next solving roll, this is called progress. You have to roll another 6+ on the next solving roll without the progress bonus in order to get yet another +1 to the progress bonus for your next solving roll. If you fail to maintain progress, you lose it as you get stuck. When you finally roll high enough to solve the puzzle; it opens. Due to how this system operates, a dumb character may never be able to finish a puzzle of a higher difficulty on their own.

For puzzles cheating refers to characters using tools, magic, or brute strength to force open the puzzle.

Rewards for Finishing a Puzzle
Roll 1d8 when you open a puzzle that was at least Hard in difficulty.
[1] The inside of the puzzle is scrawled with a first level spell.
[2] There is a gold coin. Worth normal 1 GP, or 5 GP to a scholar who recognizes its markings.
[3] The puzzle was a real brain teaser; roll a d20. If you exceed the character's Int, gain +1 Int.
[4] One mechanism inside the puzzle can be removed and used as a lockpick with +1 to its rolls.
[5] Puzzle has a secret code word within. If used with a reaction check; grants +1 to mechanically inclined individuals or monsters who go around the dungeons and build/repair the traps.
[6] Tiny white moth flies out of the opened puzzle. The next time the character is lost or trapped, the moth will appear and lead the way or land on the secret brick that can open the cell door, etc.
[7] The puzzle contained several white marbles. By placing them in your mouth, you get +2 to the next reaction check. The creatures that you had the reaction check with become unfriendly as soon as the character with the marbles in his mouth speaks or casts a spell. Works only once.
[8] The opened puzzle gives off a constant pale blue mist. By swirling your finger, humming, or demanding a dance; the mist forms in the shape of an alluring female of the race of the puzzle maker. The phantasm does a slow, sultry dance and anyone who witnesses it will restore 1d4 Charisma damage. This effect only works on a person once.

Curses for Cheating a Puzzle
Roll 1d8 – You still receive the reward for finishing the puzzle in addition to the curse.
[1] Your fingers go numb and lock up; take 1d6 Dexterity damage.
[2] Venomous spider nesting in the device. Save vs poison or take 2d6 poison damage.
[3] Red hot branding iron shoots out from device; save or be branded with a 'cheater' rune on hand.
[4] Loud splitting noise echoes from device; make a wandering monster check. If outside of the dungeon; you get complaints from the neighbors and spooks horses.
[5] Some arcane mechanism activates; turning most of the puzzle into lead. It still functions as normal, but now weighs 2 load units despite its size.
[6] Your forehead slops forward, you grow hair, and you grunt a lot more. As if to insult your brutish ways; the box has cursed you to look like a caveman. It fades after 2d6 days.
[7] The box steals your voice. It gets one difficulty easier- but you have to open it to speak/cast spells. You can also just smash it open, but your voice “cracks” and you take -1d6 damage.
[8] The top 1d6 items of your inventory are suddenly bound and chained; locked with another puzzle! To use the items, you have to solve a Hard Puzzle per item to unlock it. If you try to cheat and get a curse for one of these; the item is obliterated instead.

Random Puzzle Generator
Roll 1d6 for a puzzle difficulty, then 1d20 for this list.

[1] Book & Papers. Shaped like a book, bound up with interior weights and little paper shackles. You can easily rip this apart with your bare hands if you wanted; but would count as cheating.

[2] Dwarven slide puzzle. Uses stone cylinders that slide according to an internal system. Trying to push the stones by hand is almost impossible unless you're very strong; you're encouraged to use hammers to push the cylinders.

[3] Elvish animal box. Little carved animal heads atop little carved trees. Have to “create a path for the lion” through the forest despite there not being a lion head visible when you start.

[4] Hiding dolls. Like Russian dolls within dolls; but each one can only be opened in a specific, convoluted way. Need tweezers or really small fingers to get the last one.

[5] Sword puzzle. Looks like a little metal sword with locks all down the flat of the blade; with little clicking levers down the edges and a knob for a handle you can turn. Specific combination separates blade from hollow handle. If used as a weapon, deals only 1 damage on a hit but has a 50% chance to reduce difficulty by -1 each time. Doesn't count as cheating, for some reason.

[6] Cloth bundle. Loops upon loops of knotted up fabric napkins, with a nice solid lump in the center where the prize is supposed to be. Requires untying many knots or just cutting it open to cheat.

[7] Cat puzzle. Shaped like a sitting housecat made of greenish metal, requires petting and scratching it in the right places- the tail acts as a level to open the compartment once it's finished. In addition to the prize, also drops a little toy mouse that magnetically attracts to the cat's mouth.

[8] Ancient steppe pyramid puzzle. Impossible to solve unless you know advanced algebra.

[9] Portrait puzzle. Manipulate knobs on the side of the “painting” to subtly change details. Depicts a Queen. The correct position is a quizzical smile, a silver choker around her neck, while stormclouds roll in. Reference to a famous historical figure.

[10] Orc bone puzzle. Have to shift a bone to a very specific position to let a ball bearing inside fall into the correct slot, then shake to open the chamber. No curse for breaking this, as long as you use your bare hands without tools, since strength is a reward by itself.

[11] Bell puzzle. Four bells of different sizes and sounds arranged in a cross shape; the sound of the bells means nothing. The actual mechanism is based on the knockers inside.

[12] Monument puzzle. Shaped like a large, famous monument within the setting's greatest and most historic city. The puzzle components within actually hint at the dungeon's layout beneath the great monument in the real world.

[13] The puzzle has a wind up switch and must be solved under a minute. Even if you know how to solve it, you need a Dexterity of +1 or better to move your hands quick enough. Blocking the turnkey to stop it from resetting the puzzle works, but counts as cheating.

[14] Prism puzzle. Requires direct sunlight, or a number of very bright torches, to align the crystal array that the puzzle uses- you can't finish this puzzle in a dark old dungeon or study.

[15] Chariot. This puzzle has mechnical parts inside the wheels and must be dragged across the ground at a certain speed on one of the puzzle's steps. The chariot can also be used as a wind up toy once opened along with its normal reward.

[16] Werewolf puzzle. Changes a roughly humanoid shaped figure into a wolf-shaped figure. Wolf head opens up to reveal prize.

[17] Four rings puzzle. Four rings bound together in a strange configuration; the method to unlocking them is quite special. The prize is conjured with a poof once the rings are separated.

[18] Maze box. The inside of this box has a maze like structure, part of the puzzle may be to figure out where to guide a tiny ball within to the right maze exit. This box can trap a spirit of up to 3 HD under the right ritual preperations, as the maze keeps it lost and unable to break free.

[19] Trickster God's puzzle. Inscribed with a name or symbol of a trickster God. Roll a saving throw when the puzzle is completed; if you fail, the puzzle starts back over with 0 progress as the final switch is actually a clever trick that resets the whole thing. You don't fall for it a second time.

[20] Crystal Cube. Cube made of carved crystal squares that rotate to solve the puzzle's mechanism. Each time you turn a side, it glows a little bit, and turning them faster increases the glow. You can sacrifice all of your progress to keep turning the cube and use the cube as a Light spell for one turn.

Monday, September 18, 2017

100 Curios

Roll either d100 or 1d20 for a single category
20 Books, Scrolls, Spellbooks

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.