3d100 Items for Pariah

Pariahs each have ten inventory slots.

Each entry takes up one slot unless 
  • bulky (b)= 2 slots or 
  • personal (p) = 0
Individual items worn or carried in hand do not take up an inventory slot.

1d100 MUNDANE ITEMS

00. Adze (b)

01. Animal pelt (B)

02. Antiseptic herbs

03. Arrow (snapped)

04. Arrowheads (1d20)

05. Aurochs horn (musical instrument)

06. Ball of twine

07. Beeswax

08. Blanket, fur (b)

09. Blanket, linen

10. Blanket, woollen

11. Blowdarts (ultra fine, 1 HP damage)

12. Blowpipe

13. Bone bracelet

14. Bone knife

15. Bone needle and sinew sewing kit

16. Bonesword

17. Bow

18. Burlap pack with straps

19. Burlap sack (small)

20. Cactus buttons, 3d6

21. Carved wooden antelope

22. Charcoal writing sticks

23. Clay jar (lard)

24. Clay jar (poisonous ointment)

25. Clay jar (2 rations pickled vegetables)

26. Clay jar (empty, 4 pint with cork lid)

27. Clay pipe and dried quickleaf

28. Clay pipe and dried sorcerer’s sage

29. Colourful flaxen cloak

30. Corpse preserving spices

31. Dawn mushrooms, 2d4 doses (p)

32. Desert rue, 2d4 doses (p)

33. Double axe

34. Dried fish (3 rations)

35. Dried fruit (1 ration)

36. Dried meats (3 rations)

37. Earthenware bowl

38. Enchanted item

39. Enchanted item and roll again here

40. Enormous animal femur (heavy club)

41. Feathers, colourful

42. Fine flint blades and scrapers

43. Fire starting fungus

44. Fishing net

45. Fistful of clay

46. Flint and steel

47. Flute (bone)

48. Fur cap OR conical hat

49. Granite stoneworking tools

50. Great club (b)

51. Hand axe

52. Hat (conical)

53. Hazel pole 10’

54. Headdress (ornate, elaborate)

55. Hempen rope (30’)

56. Human skull drinking cup

57. Incense

58. Large whicker basket

59. Leather quiver of 1d20 arrowa

60. Leopard skull (helmet)

61. Metal sling pellets, +1 damage (1d10) (p

62. Mummified bird

63. Obsidian knife

64. Papyrus scroll (blank)

65. Precious item (see below)

66. Precious item and roll again

67. Precious item and roll twice again here

68. Rubber ball

69. Sack of grain (rice, millet etc.) 12lbs, 5 slots

70. Selection of pigments

71. Set of boiled leather armour (b)

72. Set of bone-splint armour (b)

73. Set of wood-splint armour (b)

74. Sorcerers sage 2d4 doses

75. Sleepflower, 2d6 doses

76. Sling

77. Small club

78. Spear (b)

79. Spear, broken

80. Spices

81. Staff (wooden)

82. Stone figurine (6”, humanoid)

83. Stone hammer

84. Stone knife

85. Stretched hide shield (b)

86. Tattoo set

87. Titan skull helmet (b)

88. Torches (1d6)

89. Torches, damp (1d8)

90. Tunic, goat hair

91. Tunic, linen

92. Wineskin (empty)

93. Wineskin (full)

94. Wineskin (full of vinegar)

95. Woodcarving flints

96. Wooden drum, stretched animal skin

97. Wooden figurine (animal)

98. Wooden sled (carry 20 slots) (b)

99. Woollen carpet(b)

1d100 PRECIOUS ITEMS

00. Amber set in silver broach 

01. Amethyst spider-crown

02. Antler/horn crown

03. Auroch horn bow

04. Basalt hammer, ebony handle

05. Bearskin drape

06. Blank wasp-paper scrolls

07. Bleached linen shirt/dress

08. Bone idol of Lord of Death, 5” tall

09. Brass horn

10. Brilliant blue silk robe

11. Bronze breast plate

12. Bronze drum

13. Bronze gong

14. Bronze mail vest

15. Bronze shortsword

16. Bronze sickle

17. Bullwhip, nine feet in length

18. Cactus buttons, 3d6

19. Carved wooden antelope

20. Chrome mask, one-way

21. Crocodile skin sleeves

22. Dawn mushrooms

23. Delicate papyrus sandals

24. Desert rue, 2d4 doses

25. Diamond

26. Durian 1d8

27. Elephant skull helmet.

28. Emerald

29. Emerald idol, Queen of Dawn

30. Enormous animal hide drum

31. Ermine cape

32. Flammable resin, 1 pint clay jar

33. Flint throwing discs, 1d12 no.

34. Giant clamshell scythe (brittle)

35. Glazed pottery urn

36. Gold ring

37. Gold ring with emerals

38. Gold ring with ruby

39. Golden torc

40. Granite & leather bolas

41. Granite adze, bone handle

42. Hardened leather tabard

43. Helmet, bronze, hoplite

44. Human finger bone necklace

45. Ivory elephant statue


46. Ivory fascinator/comb

47. Ivory idol of a chieftain on a thrown, 1’ tall

48. Jade armlet

49. Knife, starmetal

50. Leather gauntlet, thorn studs

51. Live silkworms in suspended animation

52. Metal prayer bowl

53. Moonstone idol of an owl, 1’ tall

54. Necklace of crocodile teeth

55. Nightmare fruit

56. Obsidian skin-scrapers

57. Obsidian spearhead

58. Oilskin conical hat

59. Opal arrowheads (1d12)

60. Opal idol of Lord of Sun & Heavens

61. Opal spearhead

62. Pain Mask (Beyond)

63. Plastered human skull

64. Polished jadetite axehead

65. Polished tortoiseshell shield

66. Polished turquoise pendant

67. Precision-forged starmetal chisel

68. Quickleaf, 2d6 doses

69. Rosewood box: flint and starmetal striker

70. Ruby

71. Sapphire

72. Sapphire/ruby/emerald tooth

73. Scrimshawed human skull

74. Set of fine ivory needles

75. Set of rare pigments

76. Sharpened-bone eyebrow-rod

77. Sickle, bronze

78. Silk scarf

79. Silver

80. Silver & moonstone amulet

81. Silver ring

82. Silver ring with diamond

83. Sleepflower, 2d6 doses

84. Sorcerers sage 2d4 doses

85. Starmetal rod, 1 foot x 1 inch

86. Stinking gum (1d2 clay pots)

87. Stone mason tools including metal chisel.

88. Suede gloves

89. Topaz idol of Cockroach God, 3” tall

90. Tortoiseshell harp/lyre

91. Turqoise beads

92. Twin-bladed bonesword

93. Upright single-stringed instrument

94. Waxed burlap poncho

95. White Gold Idol 4” (maiden, Meklakik)

96. Wooden idol of random Othered

97. Wooden idol of the Tree of Life

98. Yellow diamond

99. Enchanted item (see below)

1d100 ENCHANTED ITEMS


00. Amethyst: captures holders’ spirit when they die (can transfer into a new body)

01. Antlers: transform into a stag when worn.

02.  Axehead: jadetite, bound dawn spirit.

03. Bearskin: imbues wearer with great strength, but also the need to hibernate.

04. Beyond Blade: sapient starmetal dagger, save vs. Moon or petrified when hit

05. Binding jar: trap the spirit of any visible target inside (save vs dusk to resist).

06. Blackwood throwing stick: misses, returns to the hand

07. Blindfold: lose sight, see into other realms.

08. Bonesword +1, unbreakable.

09. Bone knife +1, +2 vs aquatic creatures

10.  Bug Grease: all invertebrates repelled for 1 day when applied (3 doses). 


11. Clay jar of honey: heals all wounds and infections, including poison (3 doses).

12. Climbing rope: sapient 50’ rope ascends any surface, fastens to any protrusions.

13. Club of authority: club+1, roll reactions and morale checks with favour.

14. Club of defence: +2 club, +3 to defence.

15. Club of flight: +1 small club, permits flight.

16.   Club of Thunder: +1d4 lightning damage, save vs shock or stunned same no. rounds.

17. Conjuration stones: when thrown conjures random elemental (6 pebbles).

18. Curious orange: answers any question truthfully in exchange for a confession. 


19. Dream-smasher: jadetite double-axe +1, +2 against moon spirits

20. Eagle mask: become giant eagle while worn, save vs Dawn each hour or change forever.

21. Enchanted darts (1d12 no.) each inflicts random (roll 1d4) magical effect:

I. Enlarge 3x size for 1d6 turns, no save

II. Immolation: consumed by flames 1d6 damage/round for 1d6 rounds, save vs sun for half damage

III. Mousefolk: save vs. dawn or permanently turn into a mouse.

IV. Petrification (save vs Moon), turns to stone until next full moon

22. Elephant headband: wearer telepathically communicates with pachyderms.

23. Embiggening mushroom: double in size.

24. Enchanted hide shield +1.

25.  Enchanted hide armour, 10 temporary HP, regenerates between encounters

26. Enchanted wood shield +2.

27. Enchanted shield, deflects all missiles.

28. Exploding eggs: 2d6 damage in 10’ radius when thrown, save vs sun for half.

29. Everflame: ivory box containing tiny, inextinguishable flame.

30. Eye-shaped gem: can replace an injured eye (removable, still sees).

31. Fatty ointment: applied to the face, makes the wearer irresistibly attractive.

32. Featherwand: makes target x2 heavy 1 hour.

33.  Fire bottle: contains a spell-spirit of the Sun and Heavens.

34. Firethorn lash: 12’ vine covered in razor- sharp barbs. Wielded like a whip.

35. Flaming sword: ever-burning blue light in 20’ radius, bronze.

36. Ghost cap: polished bone skull-cap. Permits ghostwalking as spirit-touched.

37. Great club +2, +3 vs titans

38. Guardian idol: Transforms into warrior on command, 2d6 rounds (3 uses).

39. Hand axe +2, +3 vs. plants

40. Harpy shit: makes you invisible to harpies.

41. Hazel wand: reveals traps within 30’.

42.   Hollow reed: blowpipe +1, also a snorkel

43 Horn that can summon an intelligent fish when played next to water.

44. Horn bow: +1, regenerates arrows.  Invisibility ointment, works for 2d6 turns once applied, 1 turn to apply (3 uses)

46. Ivory death mask: wearer sees into Realm of the Dead as per sorcerers’ sage.

47. Lightning wand: 100’ bolt, 6d6 damage (save vs shock for half), 10 uses.

48. Lilly pad slippers: enable water-walking

49. Magic axe: decapitates on “20”, murderous frenzy on a “1”.

50. Magic hive: a bees nest, can be used to summon a bee swarm once a day.

51. Magic pot: doubles rations cooked inside 


53. Magic rope: can stand erect.

52. Magical Adze: the user can work a field all day without tiring, as axe +1 in combat

54. Mammoth horn: when blown summons 2d4-1 mastodons. One use.

55. Mask of transportation teleports wearer to the Dusk Realm and back (at will)

56. Moon bowl: creates 1 dose sleepflower from any liquid placed inside. Solid silver.

57. Moonstone mask: records everything wearer views, replay as projection.

58. Mountain goatskin boots: wearer can leap and climb as well as a mountain goat

59. Orb of light: fragile glass orb emitting continual bright light in 20’ radius

60. Pendant of spirit capture: absorbs spell-spirits cast at wearer and binds them.

61. Plant pipe: permits communication with any plant smoked in its bowl.

62. Plaster mask: disguises wearer convincingly, ghost whispers anxiously

63. Quickleaf powder: as quickleaf (2 doses) but snorted not smoked.

64. Rope that can only be untied by the person that tied it (can be cut though).

65. Scarab of Protection: absorbs any curse, 1d6 uses after which it comes alive.

66. Scrimshawed skull that can tell when someone within 5’ is lying: yells ”liar!”

67. Sea-grass: herb that if chewed permits water breathing for 1d6 hours.

68. Serpent arrow: upon command transforms into viper mid-flight.

69. Shield, stretched hide +3 to defence

70. Silk orchid mask: wearer completely invisible, except for the mask itself.

71. Silent boots: wearer’s footsteps inaudible.

72. Skin drum of doom: enemies hearing them must save vs. death or flee in terror.

73. Sling: turns any missile into pellet +1 


74.  Small stone that returns to the hand after being thrown once it hits a solid surface.

75. Snake-skin hood: wearer loses sight and hearing, gains telepathy and clairvoyance.

76. Snailshell armour: 8THP (regenerates between encounters) immune to acid

77. Spear +2, +3 vs flying creatures.

78. Spear of Death: save vs death or die

79. Spear of Dusk: this spear +2 can be commanded to stop mid air at will.

80. Spear-thrower: generates a new spear after launch, disintegrating on contact.

81. Spirit egg: size of an ostrich egg, hatches to reveal random spirit.

82. Spirit feather: float harmlessly to the ground while falling if held (1 use).

83. Spirit scroll: literate pariahs reading this aloud will invoke a spell-spirit (1 use).

84. Spirit staff: contains 1d4 spell-spirits

85. Staff +1, +2 vs. non-native spirits

86. Staff ages those struck by 10 years (5 uses, stackable).

87. Staff that transforms into an obedient snake when its true name is whispered and vice versa.

88. Still-screaming head of a human sorcerer: falls silent if placed in darkness.

89. Stone knife +1, +2 vs humans

90. Sun mask: transports wearer to the realm of Sun & Heavens (as Desert Rue)

91. Sundust: when inhaled victim must face sun for 1d6 hours or 1 HP/round damage.

92. Sunshield: +1, deflects moon-magic.

93. Teak idol: crude carving of corpulent man, grows and animates upon command

94. Titan sack: burlap sack containing bound, invisible extra-dimensional devourer

95. True arrow: never misses, breaks on 1 or 20

96. Unbreakable rope, immune to all damage.

97. War paint: wearer enters a battle rage for one hour, all attacks with favour (3 uses).

98. Water bowl: strike when half-filled and the note conjures a water-spirit

99. Wolfskin: wearer may assume the form of a wolf any night when the moon is visible.


See also:

I search the body…


Original enchanted items post…


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