| d100 | Item | Description |
|---|---|---|
1 |
Trick Coins |
Always land on the same side no matter how many times you flip them. Don’t get caught using them to gamble. |
2 |
Ghost Torch |
The smoke from this torch makes ghosts visible. |
3 |
Magical Dye |
These pigments can recolor almost any object. |
4 |
Pinecone in a box |
Magical box that gives the overwhelming desire to want the thing that is in the box. |
5 |
Cat Seeds |
Magical seeds that if planted and cared for will grow into bulbs that will eventually bloom as kittens. These kittens are like normal cats in most respects except that they don’t hunt and subsist on sunlight and water rather than food |
6 |
Charming Cufflinks |
Gives a small bonus to diplomacy with folk of the opposite gender. |
7 |
Elven Earrings |
When worn, they give the illusion that you have elf ears. |
8 |
Fish Whistle |
A whistle that drives fish mad and will cause them to literally leap into your boat or on shore. |
9 |
Magic Chalk |
Can write on any surface, even non-solid ones. To erase, simply wipe it off with your hands. |
10 |
Hate Spice |
A seasoning which will cause the food to taste terrible to anyone who hates the cook. |
11 |
Kinstone |
Vibrates when relatives draw near. Useful alarm system for in-laws. |
12 |
Lying Lipstick |
Gives the wearer a small bonus on Bluff checks. |
13 |
A leaf from a Silveroak Tree that never wilts. |
While you hold the leaf you can speak Sylvan. |
14 |
A heart shaped locket |
allows you to mentally send up to thirteen words once per day to the person whose name is engraved in the locket. They can immediately respond back with thirteen words. |
15 |
A brimmed hat |
keeps you magically dry in any rain. |
16 |
A pea sized crystal and a compass |
compass always points toward the crystal. |
17 |
A stone mug carved with images of feasting dwarves |
Any water put in the mug turns into dwarven ale. If you drink the ale you must make a constitution save DC 13 or become drunk for the next 1d4 hours. While drunk you are poisoned and can speak Dwarven. |
18 |
A water skin |
that can hold a barrels worth of water (59 gallons). |
19 |
A bell |
that awakens anyone within 30 feet when rung. |
20 |
A torch engraved with horses |
allows you to march an extra hour a day without having to make an exhaustion check. |
21 |
A pair of glasses |
gives you darkvision. |
22 |
A wood cutters axe or adze/talso |
(treat as a hand axe) that deals double damage to wooden objects. |
23 |
A small raven carved out of stone |
When activated the raven will count any humanoids it sees other than your allies. The raven can tell you if it has seen one, two, three, or many humanoids since it was activated. |
24 |
Preserved and shrunken eye set in a ring |
While worn the bearer has advantage on deception checks to mimic animal sounds. |
25 |
A chamber pot |
disintegrates any excrement put in it. |
26 |
A comb made of bone |
causes your hair to grow 1 inch for every minute you brush it. Your hair stops growing when it is as long as you are tall. |
27 |
A pin with clear glass beads |
keeps natural smoke at least 1 foot away from you. |
28 |
A set of seven glowing magical gems |
can be set swirling around you. |
29 |
A fish mask |
lets you hold your breath twice as long as normal. |
30 |
A petrified rat brain |
lets you cast dominate monster once per long rest on a small or tiny rat or mouse. |
31 |
A small red gem that is warm to the touch |
When the gem is placed on inanimate flammable material the material catches on fire in 1d4 rounds. |
32 |
A drawing of a snake |
When attuned takes the form of a tattoo on one of your arms.. Once per day while the snake is a tattoo you may add 1d4 to a persuation check. You also have advantage on persuation checks with Lamia. |
33 |
A holy symbol of a harvest god |
You can activate once per day to weed, water, and care for a field of crops no larger than half an acre. (Vajaa puoli hehtaaria (40 aaria) 50mx50m) |
34 |
A holy symbol of a god of desert |
makes you immune to the exhaustion effects from hot weather. |
35 |
A whistle |
can only be heard by your allies. |
36 |
A cup |
changes color when it comes in contact with poison. |
37 |
A brass pitcher and a silver fly |
As long as the fly is within 15 feet of the pitcher it whispers anything the pitcher hears. |
38 |
A small doll |
mimics your movements. |
39 |
A halter |
when placed on a cow, donkey, mule, horse, or camel gives you advantage on animal handling checks for that beast. |
40 |
A set of sheep’s knucklebones |
allow you to cast the ritual Augury in 1 minute if you can normally cast it as a ritual. |
41 |
A almond shape gem |
adheres to your forehead like a third eye. If you spend a Ki point your speed increases by 5 feet for that round. |
42 |
An obsidian ring that |
allows one individual you can see who can’t speak in Thieves’ Cant to understand you when you speak in Thieves’ Cant. |
43 |
A stone ring |
turns a wearer to stone until the ring is removed. |
44 |
A nightcap |
when worn, gives you pleasant dreams. |
45 |
A glass orb filled with smoke |
If you concentrate on it an image of the person you are thinking about appears. |
46 |
A 15cm long crystal coffin |
When empty if touched to a dead body the body is shrunken and placed inside the coffin. The body can be released from the coffin by opening it. While in the coffin the body is under the effects of a gentle repose spell |
47 |
A brass key |
burns you when you hold it (1hp per round) if you aren’t resistant to fire and allows you to speak Ignan |
48 |
A statue of a cricket that chirps softly in the dark |
The cricket stops chirping if an invisible or incorporeal creature comes within 10 feet. |
49 |
A collar |
lets a dog or cat speak in common. It doesn’t change the animal’s intelligence. |
50 |
A finger bone from an executed man in a small wooden box |
You have +1 on death saving throws while it’s in your possession. |
51 |
A book of very short stories |
Reading a story from the book (an action) acts like using a healer’s kit. |
52 |
Sending stone |
Sends messages in poems |
53 |
Gloves |
let you feel things from across the room. Doesn't let you MOVE anything, but you can tell what they feel like. |
54 |
Stud, nose |
A nose ring that gives advantage on perception rolls related to smell when worn. |
55 |
Orphan's Top (toy) |
Cannot be spun if there are any invisible undead nearby. |
56-100 |
Re-roll |
You didn't find anything interesting, roll again. |