Print Weaver Items (d54)

Items mentioned in Print Weaver that are not explicitly weapons, armor, rings, or scrolls. Many of these are extrapolated from monster features.

Citation

Print Weaver by N. L. Morrison

d54 Item Description

1

Symbol of Providence

An old, worn stone bearing a Mark of Providence. It may have once been a part of an outpost.

2

Torch

A tamed flame to hold back the darkness. Roll a Chance Die after each encounter, on success it burns out.

3

Sleeping Roll

The simplest means to a decent night's rest.

4

Metal Shield

+1 OB when in hand (if stowed in your pack, +1 OB but only for back attacks)

5

Silver Chalice

Tarnishes when in the

presence of monsters.

6

Sacred Lantern

Produces a soft cleansing light that cannot be blown out by mundane means.

7

Forest Pouch

Grants 2 additional pack slots

8

Globe Compass

Reveals cardinal directions and elevation.

9

Scroll

Roll on "Print Weaver Scrolls"

10

Book

Contains 3 random scrolls

Roll on "Print Weaver Scrolls" 3 times (unique results only)

11

Tome

Contains 5 random scrolls
Roll on "Print Weaver Scrolls" 5 times (unique results only)

12

Dowsing Rod

Locate a familiar object, or make a WIL check for an unfamiliar one.

13

Pipe Root

Lights small fires without fail. Touching it to a dead body incinerates it, leaving only its possessions.

14

Cursed Mirror

Allows you to see through an ally’s eyes for 1d10 rounds. Your eyes do not work while using the mirror.

15

Hidden Dagger

Light Weapon, cannot be found through conventional, mundane means

16

Telling Stone

Whisper to any creature within sight.

17

Instrument

A musical instrument of your choice

18

Mimic Cloak

Grants Advantage on stealthy DEX checks.

19

Bird Hook

A metal claw attached to 15 meters of rope.

20

Dark Orb

Creates up to 30 meters of pitch black shadow that Blinds all within, recharges at sunrise.

21

Fire Orb

Generates a 30 meter field of firelight that reveals illusions, recharges at midnight.

22

Light Orb

Generates a 30 meter area of light that eliminates all shadows, recharges at sunset

23

Tower Shield

Increase OB by 1 for each creature engaged with you.

24

Holy Water

Removes 1 status condition from an engaged target once per day.

25

Forest Quiver

May recover all ammunition at the end of combat.

26

Herbal Soup

Heal 2 VIT from a target creature, once per day.

27

Scroll Beast

A pet Beast that may use a random Scroll once per combat.

28

Jinxed Amulet

When attacking, all other engaged creatures take 1 damage.

29

Ankle Weight

Advantage on STR checks.

30

Poetry Book

Advantage on WIL checks.

31

Smoke Screen

Advantage on DEX checks.

32

Claws

Sharp claws once used as a Heavy Weapon.

33

Patterned Wing

Wing from a mysterious beast. When fully open, OB 3 WIL check for viewers or gain Paralyzed.

34

Tough Hide

Takes half Damage from Physical damage.

35

Thick Hide

Takes half Damage from Cold damage.

36

Hoof

Tough hoof once used as a Light Weapon

37

Leathery Wing

Powerful wing that once belonged to a beast

38

Fangs

Sharp teeth once used as a Medium Weapon

39

Long Tongue

Long, sticky tongue once used as a Heavy Ranged Weapon

40

Talon

Avian talon once used as a Light Weapon

41

Watchful Eye

Eye from a mysterious beast. Somehow naturally turns to watch movement unless dried out.

42

Patterned Wing

Wing from a mysterious beast. When fully opened, all viewers must succeed OB 3 WIL check or gain Paralyzed.

43

Night Chitin Shard

A piece of dark chitin. It devours all light that touches it.

44

Pincer

Large pincer once used as a Medium Weapon

45

Sticky Legs

Beast legs that can hold weight vertically and upside-down

46

Metallic Scales

Shining scales that catch and reflect light

47

Venom

Venom from a dangerous beast. If spent on a weapon, will cause Poison on it's next successful hit.

48

Feathered Wing

Articulated wing that once belonged to a beast.

49

Stinger-tail

Beast tail once used as a Medium Weapon, dealing Poison damage.

50

Parisitic Egg

Sharp, sticky egg. If implanted in a living creature, will hatch in 1d10 rounds.

51

Golem Heart

A magical power source. Could reactivate an unpowered golem.

52

Magic Orb

A golem's magic orb. Once used as a Light Weapon that would drain 1 WIL from its target.

53

Un-Music Box

Constantly emits discordant music, any who hear it roll with Disadvantage.

54

Ooze Jar

Glass jar with an Ooze suspended in oil. If broken for any reason, it releases a random Ooze with Resolve: {50%?0|30%?1|20%?2} Hit Dice