- bulky (b)= 2 slots or
- personal (p) = 0
1d100 MUNDANE ITEMS
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
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
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.
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