Things in a Stranger's Pocket (d324)

Citation

Glumdark, DNDSpeak, Raging Swan, GM's Book of Astonishing Random Tables

d324 Possessions

1

10sp. Brewer’s kit and waterskin of whiskey.

2

13cp. Directions to a guard's house.  A box of juice.

3

13pp. A jar of beard oil that is also flammable.

4

13sp, 2gp. A few gnarled balls of thick cord and cloth.

5

14 vials of a potion that smells great but does nothing. A watch chain. A pair of fancy hair combs.

6

14cp, 17sp, 4gp. A magnifying glass.

7

14cp, 92sp. An error-filled map of the realm.

8

15cp. A jar capable of storing memories.

9

15sp. A necklace that contains a ball of yak hair.

10

18cp, 4sp. A tuna sandwich.

11

19cp, 2sp. A spyglass that can suck out an eyeball on command.

12

1gp, 15cp. A novel titled "Through the Weave".
 One packet of beans.

13

1sp, 8cp. Small bag of butterfly wings. Pouch of herbs and a pipe.

14

21cp, 2sp, 3gp. An incredibly smooth rock they enjoy thumbing.

15

21cp, 5sp. An exquisite dagger carved from the bones of a dragonborn.

16

25cp, 6sp, 24gp. A spork, the first of its kind.

17

29sp. A small painting of an elven girl.

18

2gp, 5sp, 14cp. Belt knife, scyth, bundle of wheat.

19

2sp, 17cp. A wooden cup they carved themselves.

20

30sp. A pair of bi-lensed readers.

21

31cp. A rudimentary coloring book. Some colored wax pieces.

22

32cp, 5sp, 1pp. A crust of moldy bread. Some salt pork.

23

32cp. 7sp. 3gp. A pair of shoes in need of resoling.

24

32cp. A collection of dolls that look like the party.

25

34cp, 10sp. A broken lute. A crumpled love letter.

26

35cp. A colorful piece of chewing taffy that never loses its flavor.

27

3cp, 14sp. A jar of honey. A box containing a large queen bee.

28

3cp, 5sp, 7gp. A sack of dates. A pound of dried apricots. A fishing pole.

29

3cp, 81sp. Joiner’s tools. A blood-soaked rag.

30

3cp, 9sp, 21gp. An opal carved in the shape of a jawbone.

31

3cp. A speckled egg. A broken music box.

32

3gp. A bag of salt. A bag of pepper. A bag of octopus tentacles.

33

3sp, 8gp. A jar full of beef tallow. A crude map of the region.

34

3sp. A bottle of milk. An ornate quarterstaff.

35

42cp, 71sp. 3 vials of a tonic that adds +2 to Strength for 1 hour.

36

42sp. A small tub of grease.

37

45cp, 2sp. An undead hand that is very important to them.

38

4cp, 16sp. An oversized lollipop. A deck of cards.

39

4cp, 3sp, 1gp. A book about blacksmithing.

40

4cp, 3sp, 2gp. A set of woodworker's tools.

41

4cp, 6sp. A set of wooden teeth.

42

4cp, 74sp. A wineskin filled with a potion of haste.

43

5,256gp. A notebook listing all the things they've done this year.

44

52sp. A sack of fingernails, each more precious than the next.

45

52sp. An herbalist's kit.  A neatly folded poster with their face on it.

46

55gp. A vial of de-aging serum that takes 5 years off a creature's life.

47

5cp, 30sp, 9gp. A very small hat.

48

5cp, 5sp, 5gp. Five rings worth 55gp.

49

5cp, 9sp, lgp. A vial of wyvern poison.

50

5cp. A lump of coal. A small box filled with ashes.

51

5cp. A sport's almanac.

52

61cp, 3sp. A forger’s kit. A list of noble’s names.

53

62cp, 21sp, 92gp. A gag and hood. 2 vials of purple worm poison.

54

62cp, 32sp. A diamond that appears to be worth 500gp. It’s not.

55

64sp. 12gp in loose gems. A rockhammer.

56

6cp, 2gp. A sandwich made of nut butter and smashed jam.

57

6cp, 8sp, 12gp. Loaded dice. A directory of
local gambling halls.

58

6sp, 1gp. A cup and ball game. A trout in butcher paper.

59

73cp painted to look like 73pp. A small jar of platinum paint.

60

7cp, 92sp. A bottle of baby tears they want to sell.

61

7cp. A large leather hat. A set of thieves’ tools.

62

81cp, 3sp. A list of rules for something called "Brawl Club".

63

85cp. A note that says, “Be careful, I love you. -Mum”

64

89cp, 3sp. A belt buckle with a hidden lock-pick.

65

8cp, 53sp. A fake beard. A tome filled with gift ideas for hundreds of children.

66

8cp. A vial labelled "DO NOT OPEN" that contains the expelled gas of a king.

67

8cp. An IOU that reads “Owe you three sacks of wool. Hamm.”

68

8sp, 4gp. A top hat concealing a dozen squirrels.

69

8sp. A minor gem worth 1gp.

70

90sp. A liniment that helps with insomnia.

71

91sp. A recipe for pot pie. A small sack of peas. Spices.

72

92cp, 3gp. Cufflinks that conceal two doses of Drow poison.

73

92gp. A small heart in a smaller cage.

74

92sp. Manticore bait. A griffon call. Sacks of meat.

75

94cp, 1gp. A mask that hides their face and a hit list of local thugs.

76

9cp, 2sp. Knitting needles and half-finished scarf.

77

9cp, 53sp, 900gp. A dark leather tome titled "How to Act Human".

78

A 20% off coupon for a local shop

79

A 32-page booklet of so-called "haters"—a few names are crossed out.

80

A cursed pen knife (roll on the Curse table on pg. 248).

81

A frog. Roll 1d6. On a 1, it was once a prince.

82

A glass orb. A raven's beak. A vial of tiger blood.

83

A list of several gods, with at least nine crossed out.

84

A lyre that's missing all but one string.

85

A mourning ring featuring the eye of their mother.

86

A pocket-sized copy of the realm's founding documents.

87

A sack of candies.

88

A whistle only a badger named Jenny can hear.

89

An unopened letter challenging them to a duel with a merchant.

90

Empty money pouch. A silver broach in the shape of a rabbit.

91

Ink that disappears but can be revealed with a little heat.

92

Sheet music from a bard you've never heard of. A -1 Charisma pinky ring.

93

Pocket sand.

94

A folded piece of leather containing several pieces of blank parchment (A wallet with a checkbook)

95

An Aegis of Recovery; the NPC is unaware of its purpose/doesn’t know it has to be worn to work 4

96

A diary/journal that goes in detail about the NPC’s life. Further inspection reveals that there is one or two minor magic scrolls between some of the pages.

97

A bag of various gems and jewelry equal to about 300 gold.

98

A key, with no information of what it is used for. Turns out to be a key stolen from a guard that opens the keep.

99

A piece of cheese, half eaten.

100

A golden ring worth 100gp and a note ‘today’s the day!’.

101

A few small pieces of wood, made to look like silver coins (same shape, size, markings), among some actual silver pieces.

102

A fishing hook, roll a DC 20 dex save to not have your fingers on it and yell out in pain with your hand still in the pocket.

103

A love poem, yet to be delivered.

104

The transcript of an ancient prophecy, describing a heroic person looking a lot like one of the players.

105

A brass signet ring given to members of a guild or cult. There is an engraving on the inside that says ‘Don’t be a jerk,’ in dwarvish.

106

Nothing. The pockets open to bare skin.

107

Warrant for Arrest: The warrant depicts an illustration of they who fell the villager, with a DEAD OR ALIVE bounty of 500gp.

108

‎Keyring of Tools: This savvy farmer had a wizard shrink each of his farming tools (shovel, hoe, scythe, axe, plough, pitchfork, and rake) to the size of keys for easy transportation. Whenever he needed them, he simply popped them off the magical ring.

109

‎Coin Pouch Empath: A peculiar thing of leather and string, the coin pouch empath is sad and forlorned when empty, but overjoyed and greedy when full. These emotions pour into who so ever carries it.

110

‎Take Me Back to Sea Shell: Seemingly innocent pocket fodder of the nostalgic seaman, this shell carries within it the sound of the nearest sea, including lively docks, bustling markets, all of sea-kind, and intelligent voices. More time spent listening delivers greater insight into actual discussions, known creature calls, and suggestions of tide and weather– but beware, some Take Me Back shells are known to maintain a fiesty crab!

111

‎Anti-Theft Stitching: Those quick to trifle will find their wrists stitched in this anti-theft pocket lining! The leather sack wraps tightly around the wrist with magical strength, rendering the hand useless like that in a bag. The pocket bag can only be opened by command of the pocket’s owner or the tailor who set the trap. The leather is not so sure to be easily removed– the trap tightens at the wrist with any attempt.

112

A small peice of parchment with the words ‘Dear (npc’s name) I have always loved you. If you love me back, please meet me at the tavern tonight. If you are not there, I will understand’.

113

A small bone knife carved with runes and pulsing faintly with magic, this hobgoblin good luck charm allows one to reroll an attack roll or any skill check involving a melee or ranged weapon once per day.

114

A palm-sized brass coin from a distant Fire Giant city. This Giant coin is equal to 4gp if you can find a money changer who will accept it.

115

A paper napkin with a few stanzas of poetry or a partial diagram of a machine scrawled on it. 24

116

A piece of chalk and a ripped parchment with Infernal runes and part of a magic circle drawn on it.

117

A crystal eye, always warm.

118

A bag full of coins, each one from a different country.

119

A deck of unique cards and a booklet with instructions to play a game of war with them.

120

A leather bag full of seeds.

121

A paper with the last thing a PC did or said to the NPC written on it.

122

A strange cube with buttons on it and cogs.

123

A roughly scribbled map on a piece of parchment, folded up three times.

124

A feather.

125

Shimmering dust in a vial which after some investigation appears to be the remains of a will o wisp.

126

An old love letter, neatly but repeated folded and worn from age.

127

A small, simple pen knife. The handle is old and the wood is worn so that the maker’s mark is no longer visible.

128

A poorly made rope doll with button eyes and frayed yellow cloth for hair.

129

A tiny nugget of fool’s gold, worthless.

130

An empty tinder box, the insides are scortched black.

131

A sky blue baby’s bow.

132

A folded piece of parchment warning citizens of pick pockets.

133

A coin purse with a message in thieves cant. The message warns the thief to return the purse or else.

134

An invitation to join the local thieves guild.

135

Used handkerchief.

136

A bottle cork with a small blue star inked on the bottom.

137

A gold coin hidden in a loaf of bread.

138

A snotty handkerchief.

139

Some crumpled handwritten receipts for goods and small change.

140

A spare pair of clean, but clearly old underwear. Turns out the pocket owner has incontinence and brings backups for accidents.

141

A magical anti-pickpocket snaptrap. It snaps on the thief’s fingers loudly and painfully with needle-like teeth and turns the thief’s hand bright purple as though indelibly dyed.

142

A half-eaten bread snack wrapped in leaves.

143

A wrapped sandwich.

144

A lovenote (from whomever the DM decides.)

145

A ‘Pocket’ dimension the size of a pocket.

146

A key to a secret lockbox kept under the NPC’s bed.

147

A small knife in a deerskin wrap. The handle has another NPC’s name carved on it, surrounded by little hearts.

148

A sealed scroll. Depicts an expertly drawn image of a rude gesture, captioned by the words ‘Fuck you, buddy.’ The text is magical and can be read in any language, so the scroll detects as magic before you open it.

149

A half eaten ham sandwich.

150

The perfect skipping stone.

151

A big turkey leg, like the size of a large man’s hand.

152

A tiny violin.

153

Auto-high rolling dice.

154

A closed thimble filled with cabbage soup.

155

A small, malleable ball of fluorescent green… something. Aside from molding it with your hands, you can exert your will onto it to make finer shapes.

156

A handkerchief, heavily used.

157

A small pouch of nuts and dried meats.

158

A vial containing something resembling soot. If identified, it is revealed to be a vial of ashes.

159

A small hoard of sheets of paper, all seemingly collected from the corners of posted notices; none are larger than a square inch.

160

Just a few clods of dirt and some pebbles.

161

A single metal needle bent into a perfect circle.

162

A wax seal of a prominent noble in the land who has recently gone missing.

163

A scrap of paper with a script that you can’t read (PC doesn’t know it is written in illusory script).

164

A charm of obsidian antlers on a broken chain.

165

A couple of pieces of chalk.

166

A crumpled note that is damaged beyond legibility.

167

A scrap of parchment that has a map drawn on it. It seems to be of streets in a city, but you can’t tell where.

168

5 pp, but they’re actually chocolate.

169

A bag of boogers they’ve been saving for some sick reason.

170

A love letter to the PC’s mother.

171

A popular novel published recently with an elven-made bookmark stuck inside.

172

A very small spellbook containing 3 cantrips and 2 first-level spells. There are also notes about the location of dungeons and the layout of magical ley lines in the area.

173

A cracked or flawed ioun stone in a felt-lined box.

174

An enchanted 10 foot pole that somehow fits in any ordinary pocket.

175

A half eaten piece of jerky.

176

A folded note that reads ‘come to (x place) at dusk, thursday night, or you’ll never see her again. come alone, and bring the money. Or else.’

177

A broken pocket watch.

178

A canine tooth with a tiny metal dogtag next to it. It only has a very tiny paw print carved onto it.

179

An envelope with money and a small letter apologizing for the small amount, promising not to spend any on food next time so the kids will have more.

180

An old, tarnished wedding ring obviously not worn in a while.

181

A collector’s set of very tiny letter openers.

182

Very large clumps of tangled hair tied tightly together, holding a robin’s egg inside.

183

A one year sober chip.

184

A confession love letter.

185

A certificate of adoption for a boy at a local orphanage.

186

A letter to a loved one promising them they will see them soon after nearly a decade apart.

187

Just a regular silver coin. There is nothing special about it. Nothing, really.

188

A wooden box filled with polished copper coins.

189

An advertisement for the local tavern.

190

A small loaf of bread filled with a spicy pepper sauce.

191

A small wooden figurine carved into the shape of an owlbear.

192

A well made doll. Odd… it looks like one of the players.

193

A cloth mask which covers ones entire face.

194

A deck of cards. The backs are adorned with horrific displays of torture.

195

A handful of baubles. Buttons, knobs, and pinheads.

196

A hastily scrawled map, leading to a shallow grave. 1d20 hours from here.

197

A pair of really cool looking black gloves.

198

A receipt for a night of lodging and additional "company"

199

A satchel of thin cheap leather. Inside: dried mushroomms.

200

A silver tin of cigarettes. Madly addictive.

201

A small book of heavily cyphered recipes for eating humans.

202

A tiny pocket mirror. It shows a better version of oneself.

203

A trick coin. Always lands on tails.

204

A very small violin, bow and rosin.

205

A very sweet onion. Delicious even raw.

206

A vial of Roll 2d4 pills. Each one will keep a person up for 48 hours.

207

Another hidden pocket.

208

Daily to-do list. Dying is not listed here.

209

Flint and steel. Produces a strange purple flame.

210

Greasey paper wrapped tightly around dried meats.

211

Small animal toy. Roll on animals table.

212

Tiny hand drawn portrait of a beautiful woman. The back reads "Dyane."

213

A scroll that reads, ‘I have prepared explosive runes.’

214

A scroll that reads, ‘If you’re reading this, I’m right behind you.’

215

The pouch holds something warm and furry—a small pet. As you realise this, the rat or mouse bites you and begins to squeak loudly!

216

A small and broken rusty knife lurks in the mark’s pouch on which you cut yourself. You take 1 point of damage and start bleeding profusely.

217

You extract a small worn stone idol from the pouch. Examination reveals the humanoid/octopus hybrid thing to be squatting on a throne. Crafted from some kind of black rock, the idol is a hateful thing.

218

You have extracted a small piece of folded parchment tied with a piece of red string. (This is a trap, and the parchment is protected by an explosive runes spell. Reading the parchment sets off the trap.)

219

The pouch holds nothing but an old, dirty rag. The rag is infested with fleas; if the character keeps it they are soon infested with the fleas.

220

The pouch held the mark’s lunch—a large crusty meat pasty—which you have just crushed in your clumsy pick pocket attempt. Remnants of the pasty fill the pouch and coat your hand with bits of pastry, chunks of meat, gravy and the like. (This makes it difficult for the thief to use that hand to hold a weapon, climb a wall and so on until they have cleaned it off.)

221

The pouch holds a sputum-covered rag the mark has been using as a handkerchief. Your hand is now covered in slimy gunk.

222

Among a handful of silver and copper coins, you have liberated a single gold coin from your mark. On examination, you discover the coin is extremely worn and looks extremely old, as if it has passed through many hands over many long years. A faint inscription on one side shows a stepped ziggurat in relief.

223

A tangle of string fills the mark’s pouch. As you extract it, it starts to unravel. As you move away it unravels but remains connected to something in the pouch’s depths.

224

You have stolen a hip flask full of brandy—or at least that’s what the heady smell coming from the flask suggests! (In fact, this brandy is poisoned, and the mark intended to use it in a murder. If the character drinks from the flask, they may fall foul of the poison.)

225

2 cp, 35 sp and 14 gp.

226

ball of string and a silver needle. The items are magical and once per day can be used to restore 6 (1d4 + 4) hit points if used to sew up a wound.

227

a stale crust of bread and a bit of moldy cheese.

228

one large iron key with an ornate skull and crossbones at the head.

229

a velvet purse containing three faceted deep green gemstones (10 gp each).

230

a piece of half-eaten candy wrapped in paper.

231

vial of potion. Roll on the Potions Type table on pg. 158 and then roll on the appropriate table for the result.

232

3 pp.

233

a clothespin, a metal ring and a thimble. The thimble is magical and can be activated once per day to add +1 to the owner's armor class as a reaction.

234

a small, bright blue egg.

235

7 cp and a round metal token stamped with the image of a dragon.

236

a dirty sock.

237

a pair of glasses with dark lenses. These glasses are magical and can be used to cast comprehend languages once per day.

238

15 cp and a lump of silver (5 gp).

239

two dried mushroom caps that smell like mint and honey. Each of these caps will bestow 3 (1d6) temporary hit points to the person who eats them.

240

a small pen knife that has a concealed set of folding lockpicks.

241

a small earhorn and a smoking pipe carved from glimmering red stone in the shape of a bearded dwarf (20 gp).

242

35 sp, 50 gp, 1 pp.

243

1 cp and a letter sealed with black wax stamped with a flying raven. The parchment inside the envelope is blank.

244

a common magical item from the table located on pg. 189.

245

three glittering purple geodes the size of robin's eggs (15 gp each).

246

26 sp and a small piece of parchment that has the crest of a local moneylender at the top and a 10-digit code scrawled in a hasty hand.

247

a silvered straight razor with a scrimshaw mammoth ivory handle (75 gp).

248

a magnifying glass with a bronze frame (30 gp).

249

a small leather journal. A random 2nd-level spell scroll is tucked inside the pages. Roll on the Spell Scroll Generator table on pg. 153.

250

a round glass jar that has a vibrant purple slime inside. The slime makes the sound of aggressive flatulence when the jar is opened.

251

golden nugget (15 gp) encased in blood red wax.

252

a box of gold-edged tarot cards (8 gp).

253

a picture of a man covering a vial of poison. (Ingested, DC 15 Constitution saving throw or take 17 (5d6) poison damage. Half-damage on a success.)

254

a quill made of solid silver and featuring a bright purple feather (25 gp).

255

a blue velvet bag containing four bright red candies that will grant a new saving throw against contracting a disease in the event of a failure.

256

a small homespun sack that contains 55 gp- worth of foreign currency.

257

18 cp, 32 sp and 22 gp.

258

a small box made of ivory, inside of which is a miniature scroll containing religious litanies (6 gp).

259

a lock of silver-white hair bound in a blue thread.

260

a nearly empty pouch of smoking tobacco.

261

a silver flask that contains very good brandy.

262

the holy symbol of a neutral god.

263

a nearly burned piece of parchment that has directions to a nearby tavern.

264

3 cp, 18 sp and 4 gp.

265

a leather waterskin full of stagnant water. Drinking the water will expose the drinken to illness. Roll on the Disease table on pg. 143.

266

a red leather book full of steamy love poems.

267

an empty metal can that has the sound of crashing waves and the scent of sea air coming from the small opening in the top.

268

a handful of delicious dried berries and nuts.

269

11 gp and a piece of blue quartz (10 gp).

270

a broken locket with a picture of a pig (15 gp).

271

a stale dog biscuit and a bent metal tag that has the name "Bear" engraved on it.

272

a large medallion inlaid in gold with the image of a wingless dragon with a large lion's mane (50 gp).

273

four lumps of charcoal and several folded pieces of parchment with very bad drawings on them.

274

three glass buttons engraved with smiling faces. The buttons sing jaunty sea shanties when exposed to alcohol.

275

six very large blue-green scales (5 gp each) belonging to an unknown creature.

276

a glass jar of 2 (1d4) doses of minty unguent that soothes sore muscles. If applied before a short rest, you regain an additional 4 (1d4 + 2) hit points.

277

a set of six hematite eight-sided dice engraved with strange symbols (5 gp each).

278

101 sp, all of which are fake.

279

a small wooden statue of a goose with a small crack in it. A small amount of diamond dust (125 gp) is hidden inside the statue.

280

a stuffed toy lion that makes quiet growling noises when squeezed.

281

55 sp and 26 cp as well as a note that reads "To steal from me is to steal from The Prince of Illusions."

282

a black pouch containing a fine glittering powder. The glitter gets everywhere and is impossible to get rid of. For 5 (1d10) days you take a -2 penalty to Dexterity (Stealth) checks but gain a +2 bonus to Charisma (Persuasion and Performance) checks.

283

a pair of small shears and a small sprig of pine. Each day there is a 25 percent chance that a small fey creature appears in it. It likes mischief.

284

a burlap pouch of pebbles, market price.

285

34 gp and 98 sp.

286

green silk handkerchief embroidered with pure gold thread (15 gp).

287

a small silver cylinder the size of a pencil containing a single dose of purple worm poison.

288

a single gold coin mysteriously engraved with the name of the person holding it.

289

14 gp, 57 sp and 100 cp.

290

a crystal bottle of exotic perfume (75 gp).

291

a glass dagger (+3). It only make 5 (1d6 + 3 + mod) attacks before it breaks. The attack that breaks it deals an additional 10 (4d4) slashing damage.

292

...5 gp and an IOU that reads "475 gold pieces. On my wife's life. -Greg the Lesser"

293

two small pieces of jasper (60 gp each).

294

22 sp and a very used handkerchief.

295

a small vial of very strong clear liquor. Anyone who consumes it must make a DC 16 Constitution saving throw or take 11 (2d10) poison damage and gain the poisoned condition for 6 (1d12) hours.

296

a tangled ball of twine. It can be untied with a successful DC 30 Intelligence (Investigation) and DC 25 Dexterity (Sleight of Hand) check.

297

60 gp and an all-you-can-eat-and-drink pass for the local tavern.

298

playing cards with an astronomical theme. Every full moon there is a 25 percent chance that it will turn into a deck of many things.

299

set of rune-carved bones that can be used as a spell-casting focus.

300

47 gp, 71 sp and 55 cp.

301

2 sp and a large cursed diamond (3,000 gp). Anyone who sees the diamond believes it is just a smooth rock. The person who touches it becomes charmed by it and refuses to get rid of it. If they lose the diamond, they will be at disadvantage on all rolls for 24 hours.

302

a shoe that appears to be for a baby.

303

a bent pewter spoon that makes any food eaten with it taste like a gourmet feast.

304

104 gp and an overtly fancy (and fake) necklace that is most assuredly cursed (roll on the table on pg. 184).

305

78 cp and a small metal tin that contains five sugary sweets. When eaten, the candies enhance your senses. For 8 hours, you have advantage on Wisdom (Perception) checks.

306

a small roll of parchment. Anyone who reads it is insulted by magical script that appears and writes incredibly personal insults about them in the air over their head.

307

37 gp, 103 sp and 1 cp.

308

two cheesy garlic biscuits. They taste very good.

309

a silver bracelet set with green crystals (85 gp).

310

97 sp and a container of fine cigars (10 gp).

311

a silk pouch that contains three pieces of amethyst (100 gp each). The stones are drawn together by a strong gravitational force. They refuse to be separated.

312

27 gp, 85 sp and 24 cp.

313

a small flute that attracts pigeons when played.

314

a golden bell with a missing clapper. It rings with a tone much louder than expected.

315

a live frog who can speak common.

316

a small jar full of 13 (2d12) fireflies that turn into gold pieces after one week.

317

11 gp, 59 sp and 82 cp.

318

a miniature model of an armored knight that animates and walks around. It is a child's toy worth 55 gp to the right buyer.

319

a bag of beans in a bag that looks like a clown.

320

22 cp and a broken padlock. The padlock can be repaired with a DC 25 Dexterity (Tinker's Tools) check. Once repaired, the lock cannot be picked and can only be opened with a small drop of the owner's blood.

321

46 gp and a small emerald (800 gp).

322

a mirrored sphere about 1 inch in diameter. Breaking the sphere reveals a blue spinel (500 gp).

323

25 pp.

324

a ring of incredible (mis)fortune. Allows the wearer to cast wish once. The ring then becomes non-magical and the wearer takes 78 (12d12) force damage.