Tuesday, April 28, 2020

Dryads And Dwarves

OG Dryad

When I was like 12, I lived in mild apprehension of ever rolling a character with 16+CHA, as dryads were said to Charm those hostile to them, and males possessed of 16+CHA, and with a -3 to ones saving throw this was a probable game over. Nowadays I realize 'taken away to live with a dryad' is a lot better than anything else that will probably happen to a D&D character and honestly probably a decent retirement option, but I digress. Dryads can walk inside trees and Dimension Door away unless Surprised, and seem to serve a role as ambiguous source of information on sylvan adventures, as they have exact knowledge of the forest in which they dwell, but are hard to find and contact and not necessarily aligned with party goals.

3.5 Dryad
They are buffed somewhat here, having defenses that come from being a fey spirit being and more spellcasting abilities than just charm, teleport, and speak with plants. They also go from living in groups of 1-6 to being mostly solitary, and mostly Chaotic Good. The latter change strikes me as sort of lame, as it changes their role from 'ambiguous personification of the temptation to return to the woods and forsake the troubles of civilization' to a green haired designated quest giver for eco-friendly 'heroes.'

Sunset Realm Dryad

If anyone needed an art prompt 'dryads resembling different types of trees'
would be a pretty good one I think
Dryads do not spring from isolated trees in forests untouched by humanity. Why would they appear humanoid when they have never seen a human? No, dryads spring from the slow dreams of trees that are very aware of humanity- trees that generations of children climb upon, or trees that are marveled at for their size and age, trees of orchards that provide fruit for a hundred years, ornamental trees that are pruned and prodded and shaped. These trees become aware of the rushing life of humanity around them and manifest a wish to communicate with the frenetic pace of mammalian life, and so a Dryad emerges to give the trees thoughts on an issue, usually about 20 or so years too late.

Once they are born in sap and leaf and bark, they can see the world through human(ish) eyes, and speak to the humans to tell them the will of the dreaming trees. They are shocked at how fast action is taken, and accomplish their goals at breakneck pace compared to what the slow-thinking tree expected.  Dryads have a great deal of leisure time in between enacting the will of their tree, and so they gain hobbies to pass the time. They may encourage certain life forms to live with them, and discourage others. As dream/spirit entities, they may inadvertently become the host of afterlives and gain clerical/druidic powers from the accumulated will of the dead souls of animals that passed away peacefully near the tree, and tending to the wills of not just the tree, but attending the living and dead makes for a meaningful passtime for these beings and they become leader-types of animals. To animals, the dryad is like the ruler of the castle where they reside, eternally gracious and generous, providing shelter from storms and predators, and food. They would not dream of harming a dryad, but would certainly come to ones aid if called.

There is, or course, the matter of humans. Sometimes the emergence of a dryad is simply seen as an interesting occurrence and little comes of it. The farmer who talked to his trees for years anyway now has them talk back. Kids tell their secrets to the dryad at the edge of the farm, kings have secret garden friends who truly care nothing for human politics. Dryads are sacred to Our Lady of Gardens, as the goddess is tickled pink at the idea of even the plants adopting good manners and becoming part of the tapestry of society.

However, some humans get ideas. People start cults to dryads, channeling power both mystical and societal into the focal point of a conveniently accessible spirit being (this is how most druids start out.) They try to marry the dryad, which usually goes over well until they realize a dryad is also married to the squirrels and birds and buzzing bugs and the love of a dryad is as the shelter of their branches and the bounty of their fruits and nuts, and rubbing faces for pollination. Some people try to coax dryads from trees intentionally, either for aesthetic reasons, as in the White And Green City, or bizarre reasons, like the wandering master who crafted a self-replicating order of Bonsai dryads to carry on their martial arts tradition. (In the generations hence, this martial discipline has split into Thousand Autumn Leaves, Thousand Falling Petals, and Thousand-And-One Needles).

Playing a Bonsai Dryad
As Fighter unless otherwise noted.
You need no nourishment, and do not tire, so long as your Bonsai is kept nearby and healthy, though darkness does make you sleepy. You regenerate 1HP per 10 minutes provided your tree is unhurt and healthy, as your material form is but a dream, and easily reconstituted. You are trained to fight with the bonsai and can balance it on your head, hands, or feet as required. If ever broken (the bonsai tree has 1hp per level you have) you vanish immediately. If you are slain, the bonsai tree may remake you, with the loss of one level or 2 points of constitution or similar penalties. You may occasionally argue with your tree about growing bigger, or finding another tree to pollinate, or places to deposit seeds, but these differences between tree and dryad are issues that are discussed one sentence a day over the course of years and are not significant obstacles to adventuring.

If you are a cactus or other spiny plant following Thousand-And-One Needles you deal 1 point of damage in grapples.

You may walk through living plant material as though it were water swimming, though this does not extend to your equipment, if any.

Secret Technique- Thousand Autumn Leaves/Thousand Falling Petals/Thousand-And-One Needles- when unarmed and unarmored, you may make melee attacks until you miss, though you may not move and attack like this.

are already mostly covered here, though it's worth noting a few more things
  • I read something somewhere or other that dwarf beards are like natural filter masks that catch the particulate matter of mining and explain why they are so resistant to disease and poison gas and so on, and why a shaved dwarf is likely to grow ill and facial hair is not gender-specific among dwarves.
  • I also read something about how the long lives of dwarves makes them perceive conflict as one big war with truces and armistices and momentary pauses, but ultimately the same war, and this explains some of their xenophobia and grouchiness towards other cultures (as if living shut up in mountain caverns didn't already). This is also why 'official' dwarves do not wish to share clockwork and gunpowder tech with humanity even in times of peace- because they remember times of war, and will probably live to see the next uppity human noble try to steal the treasures of the earth
  • in AD&D they are likely to have wolves and bears, and a lot of magical arms and armor.

Sunday, April 12, 2020

tl;dr Dragons

If you don't care about nerd numbers, skip to the picture, if you don't care about deep lore, skip to the end for some advice on using dragons as a GM.
OG Dragons
Dragons have a lot of interesting mechanical details compared to other monsters, presumably due to being among the greatest risk and reward D&D has to offer. They have 3 varying HD per color, total HD being determined by a d8 die roll that indicates whether they are small (1-2)average (3-7) or huge (8) though this variation is only a +1 or -1 HD. Next, dragons do not roll their HD, but instead have 1-8HP per HD based on their age category, which is as follows
  1. Very young- 1-5 years
  2. Young- 6-15 years
  3. Sub adult- 15-25 years
  4. young adult 26-50 years
  5. adult 51-100 years
  6. old 101-200 years
  7. very old 201-400 years
  8. ancient 400+ years
They come with a laundry list of powers, including 60' infravision, excellent sight, smell, and hearing, the ability to detect hidden or invisble creatures within about a meter per age level, and an aura of panic at young adult or greater when it charges or flies overhead that panics 1hd creatures and untrained domestic animals for 4d6 turns, forcing creatures with less that 3hd to save vs panic or freezing in in place, creatures above 3hd needing to pass a save or fight at -1 to hit (a brutal penalty considering the already high AC of dragons), with creatures of 6+HD disregarding the effect.
These effects are saved against at +5, +3, and +1  for adult, old, and very old dragons, with ancient dragons having the full effect. I am personally not the biggest fan of mind-influencing effects, but this does explain why dragons cannot be easily shot down by legions of mercenary archers. I think it fair to rule dragons as terrifying without all these mechanics, however- NPCs will rightfully fear for their lives and refuse to do the fantasy equivalent of trying to fight an attack helicopter with a pocket knife.

Dragons are given a chance of Speaking, meaning they know language, which is accompanied by a chance of being magic-users, and a chance to be sleeping- though this sleeping is not as big as a debuff as one might imagine, as they will awaken if loud noises are made within 30-120 feet (depending on terrain), when attacked, and randomly on a 6 on a d6. Sleeping dragons cannot be coup-de-graced, instead attacked at a mere +3 to hit, making sleeping dragons far from an easy target.

Dragons are encountered in groups of 1d4, but the terror of 4 ancient dragons is lessened by the caveat that dragons only travel in groups of 3-4 as sub-adults, other combinations being either a mated pair of age categories 5-8, or a mated pair and offspring (Very Young) or (1 in 10) eggs. Of some note is that Dragons are ferociously protective of their young and their mates and get a berserk +2 to hit and +1 to claw and +3 to bite damage if the young are attacked or their mate is attacked (if attacks are spread between the dragons they do not become enraged). This is kinda interesting

Unlike many other monsters, dragons are given elemental resistances that reduce to hit and damage, though this information is rather awkwardly presented in a breath-weapon based chart and including such things as tritons counting as 'water attacks.' They are also given a special caveat for their saving throws- once a dragon reaches age category 5, its HD for saving throws is not determined by actual HD, but by HP/4 determining HD for purposes of saving throws, to avoid high HP but low HD dragons being easily defeated by save vs spells.

The most important thing about dragons is surely their breath weapon, which I think is far more interesting in the AD&D form than later editions- it deals flat damage equal to a dragons current HP score, making an ancient dragon capable of casually inflicting upwards of 60 damage easily at the beginning of a fight, but beaten dragons incapable of dealing much damage. Dragons are said to use their breath attacks but 3 times per day, with about a 50% chance of doing so per round. Their claws are not too dangerous, and their bite attacks range from dangerous to almost as likely to kill a character as the breath weapon.

Almost as interesting and lost (at least in the 3.5 monster manual) is the idea of Subduing dragons- Intelligent creatures may strike for subdual damage, a form of nonlethal damage which has a chance to make a dragon surrender and serve those bullying it out of fear for its life, the chance being percentile odds calculated from the ratio of maxHP to Subdual Damage, and  checking at the end of each round a dragon has been non-lethally battered, unless subdual damage exceeds HP in which case subdual is immediate. Statistically, this will cause dragons to surrender twice as fast as killing them assuming only standard attacks are made, but excludes the use of murderous spells and siege engines Importantly, this damage does NOT reduce the power of a dragon's breath weapon, so subdual is considerably harder to pull off.

Subdued dragons can be sold in larger towns and cities, presumably along side the crying giant beaver children from earlier in the Monster manual, with offers typically being 100 to 800 coins per HP the dragon has, and of course they can be ridden, explaining where all those dark lords riding dragons get their dragons from. The most powerful Good dragons cannot be subdued, presumably due to the gygaxian idea of slavery being ok when you do it to 'bad guys.'(this, among the 'slaughter orc babies is Lawful Good is why no one should be taking D&D alignment seriously) I will note that the monster manual I am examining is from 1978, and the TSR code of ethics only started mentioned that slavery should only be depicted as an inhuman institution to be abolished by sometime around 1994. The line between slavery, animal abuse,  and animal training gets real fuzzy when you have intelligent animals and monsters, and if you are an animal rights advocate, its probably not fuzzy at all... but I digress from the main point.

Subdued dragons will, if not strongly held, well treated, given ample treasure, and allowed ample freedom (some of which seem a bit at odds with the initial presumed beating and robbery of the dragon, and with each other), attempt to kill their captor and escape. This might imply the relation between a dragon and a dragon-puncher might be more like pokemon and pokemon trainer, where the dragon respects the human for the strength and is more like a new member of the adventuring party like any other retainer who is given a full share of treasure, rather than a slave master and their abused slave. It is also mentioned that evil dragons do not serve good masters for long, and vice versa.

This leads me to my next point, the psychology of dragons. Though later editions seem quite happy to constantly increase the intelligence and untamable power of these bully-lizards, making them more like chinese and japanese god-like dragons and of course, Smaug, rather than medieval european dragons which were basically poison crocodiles who were also symbolic of sin. Dragons in AD&D are mentioned to be cowards more prone to surrendering to subdual than even the smallest kobold, egotists vulnerable to flattery and fighting other powerful creatures for perceived dominance, and of course, greed for more and more treasure, which it is said only 40% of silver and 80% of gold dragons are above.

And finally, when speaking of treasure, one must not forget the fabulous Treasure Type H that makes any dragon hoard a tempting prize for all adventurers... however, it comes with some stern caveats applied to limit the potential for dragons to become loot pinatas.
Very Young dragons have only a 10% chance of having 1/4th listed treasure, Young Dragons a 25% chance for 1/4th, Sub-adults a 50% chance for 1/2th treasure, with Young Adults and Old dragons having normal treasure and Very Old and Ancient dragons having, respectively, a 50% and 75% chance for 150% and 200% treasure. A few dragons have the potion treasure subtype added to H, and some the scroll type as well. White dragons have treasure type E, O, and S, making them curiously better for magic items, but far worse for monetary hoards- no real explanation for this is given, but one might surmise this is because, due to the desolate lands they live in, they are more likely to rob polar adventurers than caravans of gold.

Dragon spell determination is weird and also color coded probably not worth getting into, and of curious note is, at the end of the dragon section, the Dragonne, a half brass dragon half giant lion monster which is largely unremarkable save for the implication of dragons breeding with non-dragons, and the Dragon Turtle, an aquatic, shelled dragon. (The dragon section also includes tiamat and bahamut but as those are more official WotC entities of godlike, I have little to say about them)

3.5 Dragons- after some deeply unsatisfying encounters with dragons in AD&D, I thought the 3.5 dragons were the coolest thing ever, at first. The sentiment that dragons needed some sort of 'buff' was oft echoed by people of prior years, as Dragon Magazine was full of articles about ways to make dragons more dangerous, giving them tail slaps and wing bashes and providing them with terrain tricks, and short fiction about dragons using deadly hit and run tactics and far worse, succumbing to becoming forgotten realm style NPCs who sit around smoking in taverns and being far more mysterious and powerful than you could ever comprehend.

In any case, 3.5 had BIG DRAGONS with BIG NUMBERS and I was super impressed by a mere wyrmling having like 45 hp, and great wyrms having like 565 hp... but nowadays of course that sort of math scaling makes me want to just play a videogame instead. I am sorely tempted to go off on a rant about OSR sensibilities here, but I expect that would be like preaching to the choir. Suffice it to say that not every dragon need be Smaug-leaning-Ancalagon The Black for dragons to be a menace, and buffing dragons ironically made them less a part of the D&D experience for many games.

BFRPG Dragons-
BFRPG is similar to AD&D, with the more modern take of having them have a wider range of HD by age category rather than a flat HD with changing HP scores by age category. While certainly more in line with other monsters, I think this approach does miss out on 2 things-

1- The "to hit" bonus makes younger dragons much less able to fight armored foes- a AD&D black dragon's to hit goes from +6 to +8 and that's merely a matter of how BIG the dragon is, while a BFRPG dragon range goes from +4 to +9, which is based on age.
2- the breath attack. The AD&D HP dependent breath attack is pretty neat, I think- it demands immediate fear, but is not unmanageable with proper planning. The 3/day limitation on uses makes baiting out attacks on decoys a very viable strategem, AND provides a fairly strict limit on power if the players get their hands on a friendly dragon- it may only breathe 3 times, and must be kept healthy to maintain its offensive capabilities.
BFRPG dragons can breathe once per day per HD, which makes breath-baiting less viable for the older varieties, and due to the random damage, less important for younger ones. BFRPG dragons are limited to breathing at most every other round, but maintain the power of their breath even as their life falters, which I think could be unsatisfying if a nearly-defeated dragon can turn around and obliterate its foes after all...

this post has too many words aaaaaaaaaa

Sunset Realm Dragons-
And so light degenerated to insatiable fire, and fire to indiscriminate poison...
Dragons are the spawn of the 2nd Sun, Yg-A, though they are much diminished, and when the first dragons descended with Yg-A from the sky, the Serpent Empire crumbled before their insatiable greed. They had traded their legs for the wisdom of Yg (the snake goddess born of the shed skin of the Dragon-Sun Yg-A) and survived the rain of fire by descending into the earth and becoming small and unassuming, and so the mightiest of dragons, the Fire-Dragons, ruled the burnt and ashen world. However, as the dragons grew bloated on stolen light, some changed, their molten red scales becoming golden. The greatest of these was Ebetheron, and these dragons forsook the ways of Yg-A and became empathetic and kindly to the smaller creatures, and assisted the barbarian Elves and remaining snake people, as well as the other creatures upon the earth that could comprehend charity. When Yg-A attempted to devour the world and became the magma-shrouded Undersun, the age of the dragons grew to a close, as without their devouring sun to defend them, the Moons descended to devour the offspring of Yg-A, and the titanic dragons of old were either slain, or forced to hide and diminish greatly. The ages turned, light degenerated to flame, and flame to poison, and the dragons that remained took different paths, willing or no, and developed certain tendencies.

Red Dragons-  though much cooled compared to their 2nd sun ancestors, Reds trace their lineage to Yg-A and remain the most fearsome and rapacious of dragon-kind. They oft dwell in volcanic regions such as the Beast Islands and the deep earth, close to the heat of their progenitor, and prefer to kill with claws and fangs, as their fearsome breath reduces precious metals to slag, and are known by some as Dwarf-Dragons, for they are known to dig and smelt ores when unable to rob treasure, and a deep secret of Dwarves is that they and their Svart ancestors can sometimes undergo metamorphosis into red dragons if ones greed and wealth grows too great. Gold Dragons are red dragons that have sworn themselves to the charitable gold dragon god Ebetheron and are very rare and somewhat divine. Their preferred prey civilization is dwarves, as the tactics the technologically adept dwarves employ (burning oil, gunpowder) make for amusing pyrotechnics when breathed upon.

Blue Dragons- the descendants of Bai-Szue, an immense desert dragon of the overseas Fault whose cult of wealth and hierarchical obeisance has been a template for other dragon cults for centuries. These dragons hoard not just wealth, but worship and respect, and have been transformed spiritually to spew sacred lightning instead of fire, and dangle the promise of ascending to dragon status to other beings and have created the race of Kobolds (a corruption of the word Cobalt, for Blue). They consider their lightning-souls an upgrade as opposed to the degeneration other non-red dragons endured, and Fault-Dwellers are the most personable of dragons, often sliding into humanoid society as would-be priests, bankers, and rulers. Despite their association with deserts, Saresare is mostly free of blue dragons, and due to their affinity towards lightning, Blue dragons are frequently found in (or the cause of?) stormy regions like open plains and coasts, and are deadly dangerous to Gondazong airships, as the lightning breath spreads through the metal hulls of these ships and electrocutes those within.

Green Dragons- The poison dragons are thought to be less dangerous than the Fire and Thunder drakes, but this is a misapprehension by foolish humans who have mistaken the lesser Wyverns for Green Dragons. Elves, apes, and halflings know well the terror of these beasts... These dragons live in vegetation-dense regions, including the toxic jungles of Spring in the moonlands, and their breath is a billowing cloud of death that leaves plants unharmed and animals dead. They have omnivore teeth that are stained with poison, and some are said to be so poisonous that their sweat can kill and their footprints remain poisonous for days. Accounts of dragons breathing sleep gas, confusion gas, and so on are almost certainly Greens with variant breath weapons, or spellcaster dragons. Thought to be the most gregarious and family-oriented dragons, this is exemplified by the ancient family tree of greens that menaces the northwest of the Fault with multiple generations at once- with not enough treasure to go around, the dragons have developed extremely specific hoards to reduce competition with each other, and dragons are known as the Painting Dragon, the Taxidermy Dragon, and so on. Having the least destructive breath weapon, Green Dragons are known for having hoards of considerably more fragile natures than other dragons, and as such they do not like fighting among their own hoard, even preferring to carefully stalk and poison thieves and recover the treasure later, rather than trying to stop them at the hoard in the first place.

Black Dragons- It is unclear whether acid is a degeneration of poison, or an intermediate stage between fire and poison. In any case, these dragons are even more loathe to use their breath weapons than red dragons, as their corrosive spit leaves basically nothing but raw stone undamaged... and for this reason, black dragons are notorious as gem-hoarders. Black dragons tend to live in swamps (or perhaps, their acid tends to turn their habitats into swamps) and are exceedingly common in the Bog of the Canal. They claim old ruins and sometimes swallow up oozes and vomit them forth to dissolve only what these specialized oozes devour (as opposed to the indiscriminate acid they produce themselves). . It is rumored Black dragons are the experiments of the now defunct Frog Kingdoms, explaining the region they inhabit most commonly.

White Dragons- these frosty creatures live in the Auroral Reaches and the Wrecker Bay, as well as any Winter-Moon dominated area of the moonlands and high mountain peaks. It is widely assumed that they are dragon eggs hatched in the light of the winter moon that, rather than freezing and dying, had their hearts turned to ice. Compared to the overweening pride and grandstanding of other dragons, white dragons are gloomy and introverted, and keep their frozen victims around to talk to like dolls while slowly munching on them. They tend to value treasure based on how it reflects light, and on entertainment value, so tend to have smaller but more interesting hoards than other dragons.

Leviathan Dragons- or Dragon Turtles, or simply Leviathans- these tremendous beasts have HD ranging not in the 6-12 range, but in the 15-45 range. They are the size of small islands and indeed, people have built doomed settlements atop them before. The dragons lost their breath weapon but compensated by being huge, and though an exit strategy is needed, slaying them from the inside is usually more feasible than harpooning them, though this does not prevent fishermen of the Beast Islands from trying. Leviathan dragons are less of a threat to humans as they are to the Ningen of the sea.

Metallic Dragons- Gold Angel dragons aside, metallic dragons exist only in two senses- one being those dragons who have eaten so much metal that they have changed color, and the other in Nightmare dragons, who are monsters of Nightmare that are symbolic of dead civilizations, not actual dragons.

Notes for All Dragons-
Dragons have long necks that can attack everywhere except directly behind themselves, which is what their tails and back claws are for. Their wings can batter people at their flanks, and most are not big enough to swallow anything bigger than a medium dog whole. Climbing atop one exposes one to the wings and occasionally the head, but may allow attacking the eyes to blind the creature and hit vulnerable spots. They have ridges of tough scales, but no horns.

They can smell metal from miles away, making bands of knights unlikely to take the dragon unawares, and rich adventurers and merchants unlikely to come near. They have a natural affinity for spellwisps and language, and frequently will capture wizards and force them to teach them spells. They are likely to notice pieces of their hoard going missing very quickly. They must catch their breath after Breathing and can do so every 1d4 rounds to a maximum of 3 times per day. If a breath weapon is 'ready' they will leak it from their mouth, making it obvious that a breath is likely incoming. Their breath weapons are magical and expressions of their own soul, but if polymorphed or possessing another body or undead or whatever, dragon-souls are still unable to breathe without destroying their new form, and wizards polymorphed into dragons are disappointed to find themselves without this power.

Dragon hunters should consult this post for the uses of dragons, and while generally less valuable than coins by weight, for those wishing to create magical items, dragon bones and blood is generally useful.

Thoughts On Using DragonsDragons are extremely dangerous and potentially extremely rich, so the temptation is to stick them at the bottom of a dungeon with the idea of them being a final boss the players must fight their way to through a bunch of more level-appropriate challenges.

This is a good way to ensure that the dragon never gets seen before the campaign dies due to Ski Camp or whatever, and even if you do make it through, to probably make sure that the one dragon you included will be utterly demolished either in combat or by zany scheme by players who have grown far too experienced and well-equipped to really be threatened by a big lizard waiting to be stabbed in a cave, and have no story impact because, well, it's just some monster they opened a door, met for the first time, and killed and took its stuff.

Dragons should be on your encounter tables from day 1 (I like them at either the 2 or the 12 on 2d6 tables). They show up, flop down in front of the players, and probably don't attack. Instead they rob the players, eating their horses and taking their shiniest treasures. They might ask the players where they got the treasure and go investigate themselves, adding themselves to a dungeon's encounter tables. This is a good way for players to learn how to negotiate from positions of weakness and manipulate powerful but straightforward NPCs, and be a general lesson of how even bad situations (being robbed by a monster that can obliterate the party in one round) are opportunities that it is up to them to exploit, not via rolling initiative, but by thinking about the world. They could follow the dragon to get an idea of where its hoard is, for future counter-robbery. They could suck up to the dragon and offer to serve it, only for a grand betrayal later. Or maybe they really do want to start a dragon cult, or team up with the dragon to rob people. Maybe they want to trick the dragon into fighting some of their battles for them and letting a dragon tear through some Wights is worth losing the wight treasure.
None of this is dragon exclusive, but dragons are charged with dramatic potential due to their overwhelming wealth, power, and symbolism- Sure, bugbears are fine and all but its called Dungeons & Dragons.

That said, dragons need not only be randomly generated terrors plucked from the chaos of drop tables. When actively placing dragons, you should give some thought as to how they would cow and pillage the surrounding regions, and why no one has done anything about it. Dragons are deadly but not unbeatable (unless you're playing 3rd edition or later games, where the excuse 'nobodies math was good enough to beat the dragon's math is sadly an ironclad excuse) so their lair should likely be remote, hidden, trapped, guarded, etc in ways that give the brute solid home-turf advantages, and make the recovery of the treasure an adventure of its own. Like Smaug, like Fafnir, the problem of these treasure hoards is almost as important as the dragon itself- people will come forth from the woodwork wanting a piece of the dragon pie, either out of greed or genuine desire to have what the dragon stole returned to them. The treasure may not be literally cursed to turn those who hoard it into a dragon ala Fafnir, but it is, in a way, figuratively cursed- trying to hoard it all for yourself will lead you into conflict with other people. Again, not a dragon exclusive problem for the players to confront, but one that is magnified to the greatest proportions by the weight of a dragon's hoard.

Tuesday, April 7, 2020

Unified Hybridized Treasure Table Megapost

Coins or (c) refer to whichever coin gives 1xp value in your game, and assume a baseline required XP per level based on BFRPG and AD&D values (2000xp to become a level 2 fighter).

Goods- Statues, furniture, foodstuffs, artwork, materials that are a replacement for huge and unwieldy hoards of coins to add context to treasure.
Bulk Goods/Copper is worth 1c per 10pounds and are things like lumber, stone, grain.
Trade Goods/Silver are worth 1c per pound and and are things like iron bars, furniture, and cloth.
Rare Goods/Gold- are worth 10c per pound and tend to be somewhat fragile- salt, sugar, pottery, mirrors, paintings, incense, furs.
Exotic Goods/Platinum- are worth 100c per pound and tend to be things like spices, exotic materials, famous artwork, or specialized equipment like astronomer or alchemist gear.

Untyped Treasure Hoards- As the 'main prize' of random dungeons, rewards, and treasure maps. If the treasure was hidden, trapped, guarded, and distant, consider adding these tables together.
Monetary Treasure
  1. 2d4*100c worth of bulk goods  Also 1d4+1*1000c worth of trade goods
  2. 5d6*500 c rare goods
  3. 3d6*100 c worth of coinage
  4. 5d4*1000 c worth of coinage of high denomination or exotic goods- weight /10
  5. 1d10x10 gems of random value set into an idol or stored in pouch
  6. 5d10 pieces of jewelry likely worn by corpses or leader-types
  7. Roll 1d6+1 twice more.
  8. Roll 1d6+1 thrice more.
Magical Treasure
  1.  Any Random 4 or player number potions/herbs
  2. Any 2 random
  3. 1 sword, 1 armor/shield, 1 misc weapon
  4. Any 3 items, reroll Swords and potions
  5. 6 potions/Herbs and 6 scrolls 
  6. Ring & 2 random
  7. Wand/Rod/Staff & 2 random
  8. Any 5, one is miscellaneous

Unguarded Treasure- A go to for procedurally generated dungeon treasure on a per-room basis. Level can be roughly determined by using half the average HD of monsters here. If the treasure is guarded by trickery, traps, or monsters, roll twice and add 10% to the value of the treasure rolled (n/a for magic items) if you're feeling very gygaxian.
Level should refer roughly to
  • 1-25- 10c/level Bulk Goods
  • 26-50 100c/level Trade Goods
  • 51-65 375c/level Rare Goods
  • 66-80 250c/level Coinage
  • 81-90 1000c/level Exotic Goods
  • 91-94 1-4 gems per level
  • 95-97- 1 piece jewelry/level
  • 98-00- Magic Item
Gems- determine value one at a time, or in lots of 5-10. Their value is unknown until returned to town for appraisal.
  • 1-20- Ornamental- 10c
  • 21-45-Semiprecious- 50c
  • 46-75-Fancy-100c
  • 76-95-Precious-500c
  • 96-99-Gem-1000c
  • 00- Jewel- 5000c
If time allows, check gems by rolling a 1d10- On a 10 the gem is exceptional in some way for its type and increases to the next stage and rolls again. If it is already a Jewel, it doubles in value and this may be rolled again.

Gems of at least 500c in value are suitable for holding spells within them and being turned into spell scroll or potion style one use items, and gems of 1000c are valued in the creation of magical items for the lesser properties they allegedly bestow (see AD&D DMG pg 26 or the internet) and so are common components in the cost of magical items for aesthetic and arcane value alike.

Jewelry is worth 2d8*100c by default, but has a 1/10 chance of being of increased craftsmanship or notoriety. Doubles indicate the presence of mildly magical gems, and if notorious, the item likely has a storied past that makes it worth an additional 5000c, and further 1-in-6 checks should be made to see if this bonus price continues to double.

! indicates treasure amounts that explode on a max roll- this is a an attempt to compensate for the removal of Electrum and make some treasures have more potential. Big thanks to this for doing some work for me

Personal treasure types J-P are all removed and replaced with the Gear, below

TypeWhat Monster Has it10's of (c) value of Bulk Goods/Copper Equivalents100's of (c) value of Trade goods/Silver Equivalents1000's of (c) value of of Rare Goods/Gold Equivalents1000's of (c) value of Exotic Goods/Platinum EquivalentGemsJewelryMaps/Magic
AHumans Sea-people, ship sinking monster25%
30% 1d6!40%
Any 3: 30%
Bmonsters that drag corpses to their lair50%
1d8- likely clothes and coins
Likely purses and packs
Likely arms and armor
10% chance of sword armor or misc
CAs B, but rarely counter-attacked due to distant or hidden lairs 20% 1d1230% 1d6!--25% 1d620% 1d310% any 2
DAs C with understanding of value/appreciation for shiny10% 1d1015% 1d12!50% 1d6-30% 1d1025% 1d615% any 2 plus one Potion
EAs D but for mightier monster like giant5% 1d1025% 1d12!25% 1d8-15% 1d1210% 1d825% any 3 plus one scroll
FAs E but for more for monsters placed as guardians over treasure hoards-10% 1d20!40% 1d1035% 1d820% 3d1010% 1d1030% any 3 except weapons, plus one potion and scroll
Ghoards of elves, dwarves, demon lords, Oni, angelic temples, and other nonhuman civilizations ---50% 10d450% 1d2025% 1d1035% any 4 plus one scroll
HAncientDragon Hoards adjust down for weaker dragons25% 5d640% 1d10055% 10d625% 5d1050% 1d10050% 10d415% any 4 plus 1 potion and 1 scroll
IBling Hoarders- with magical powers---30% 3d1055% 2d1050% 1d1215% any 1
QA few random gems dug up by tunnelers or hoarded in addition to other treasures. Often has multipliers applied.----50% 1d4!-
RAs G, but without a magic component often due to inhuman physiology--40% 2d450% 10d655% 4d845% 1d12-
SPotion bonus treasure added to groups with an alchemist or witch------40% 2d4 potions
TScroll bonus added to groups with literate clerics or wizards------50% 1d4 scrolls
UImperial tombs of bygone times---
90% 10d880% 5d670% of each magic
VMagic bonus if the hoarder can create or seek out magic items------85% 2 of each magic
WPirate Treasure--60% 5d615% 1d860% 10d850% 5d855% map
XBonus magic treasure assigned to creatures that might enjoy having one for fun------60% misc magic & one Potion
YBonus gold for monster that might want gold for non-currency reasons--70% 2d6----
Z"Foreign" human treasure with more a focus treasures easy to carry back home20% 1d325% 1d4!30% 1d430% 1d655% 10d650% 5d650% any 3

Personal Gear Found on Tool-Users (in addition to armor)
  1. Rope/Grappling hook
  2. Bottle of Alcohol/Opium Pipe
  3. Candles/Torches
  4. Burning Oil/lantern
  5. Rations/small live animal
  6. Caltrops/Bear Trap/Twine foot snare
  7. Greasy, slippery Soap
  8. Thieves Tools
  9. iron spikes/Lock/Manacles
  10. Chalk/Ink

Magic Items-
  • 1-20- Potions/Herbs
  • 21-35- Scrolls/Spells
  • 36-40-Rings
  • 41-45-Rods/Staves/Wands
  • 46-65- Weapon
  • 66-75- Armor
  • 76-99- Misc
  • 00 Artifact
Potions-may be applied to weaponry and used as venom(evaporates in 1 turn), thrown as holy water for splash effects(allows saves to resist), or boiled and used as gas(saves resist but must be made each turn in gas cloud). Boiling takes a candle as heat source and great care- a dungeon turn is required, after which a potion remains at boiling temperature for 1d10 minutes. Using a torch in a combat scenario to boil a potion in 1 round has a 50% chance of exploding it immediately. Combining a potion and a gunpowder Bombado makes aersol dispersal possible by merely throwing it, but this has the drawback of noise and potential premature detonation. Potion vials are small- an ounce or two, and cannot be split, though tasting them on the tongue gives a hint of the effects.

Potions are typically worth 250xp/coins each as wizards cannot learn spells from them as they can with scrolls.

Potency- The (very much a work in progress and potentially to-be-scrapped) alchemical system I have has Potency for potions that works as a maxHD limit or turns/rounds of operation for most effects. Potency is 2d10 for random dungeon potions.
Big thank to goblinpunch, as usual

  1.  Poison/Venom- 1d8 damage per point of potency. Ingredient-Poison Monsters
  2. "Love" Potion- Charm effect- relaxing, feelgood, heightened suggestibility drug. There is no such thing as a true love potion. Ingredient- Spring Nectar
  3. Healing- 1d8 healing per point of potency. Ingredient-Water from a nymph spring or Troll Blood.
  4. Purge- Vomit up poisons affecting you (into the empty bottle perhaps), saving those recently killed by poison, paralyzed by ghouls, etc. Ingredient-Dwarf Beard
  5. Fear- Causes creatures to flee. If cornered, they check morale to see if they fight or surrender. If asleep, causes nightmares that may kill the affected in their sleep. Ingredient- Undead Eyeball
  6. Sleep- Creatures fall into drugged slumber and will only awaken if actively roused. Alvish hearts may make this more of an enchanted slumber that can only be lifted by a curse. Ingredient- Hibernating Bear Hair
  7. Hallucinogen- Causes sensory, but not cognitive, hallucinations- the affected is aware what they see is not real, but cannot ascertain the truth. May choose to do nothing willingly, but if action is taken, acts as though affected by Confusion. Ingredient- Magic Mushroom
  8. Oil of Slipperiness- makes things nearly frictionless. Not flammable. Ingredient-Giant Fish Liver
  9. Aqua Regia- Does not affect stone/glass. Deals 1d8 damage per round until removed for potency/rounds and can melt through potency/objects. Ingredient- 3 different ooze essences.
  10. Glue- Sticks things together and hardens rapidly. Ingredient- Catoblepas Hooves
  11. Truth Serum- babble truthful answers to questions... in Common! Works on inanimate objects as well as animals. Ingredient- Conqueror Worms (one of each color)
  12. Darkvision- See in the dark. Ingredient- Cat Eye
  13. Berserker- +1 Cumulative additional attack per round, must make as many attacks possible each round against different targets, including self and allies. Ingredient- Carnage Moon Fragment
  14. Waking Dream- Allows one to leave their body and travel as ghost, tethered by silver cord. Ingredient- Servitor Skin (demon or angel irrelevant)
  15. Shadowform- Fall into shadow for a time and exist as 2d image of self. Ingredient-Shadow Residue
  16. Fire Immunity- No damage from fire- items not protected. Easy to swap immunities by adding appropriate things- fulgurites for lightning, snowflakes for cold, etc. Works as a fire extinguisher if thrown. Ingredient-Powdered Salamander Teeth
  17. Artificial Soul- Can be placed into a body(or body-like thing) to animate it. Soul takes on qualities of body and things it is exposed to prior to animation. Ingredient- Ground up magical item
  18. Purifying Flame- Cures all mutations, corruptions, darktaints, level drains, etc. Reduces maxHP by 1 per mutation/level drain cured. Ingredient- Sun Shard
  19. Death Poison- Save or die if touched. If ingested, no save unless HD>Potency. Ingredient-Aspis(poison dragon) sweat.
  20. Comfort- Soothes mental traumas and mental stat damage. Strong phobias and traumas cause the loss of 1 maxHP per trauma lost. Ingredient- Slothcubus hair
  21. Dream/Nightmare In A Bottle- causes someone to have a specific dream. Nightmares draw others into the dreamrealm physically and exist as a bottled plane of existence. Ingredient-Powdered Nightmare Anchor
  22. Gigantism- Grow as huge as a giant, with accompanying strength (see monster manuals).Works on objects. Ingredient-Giant Animal milk (Giants and whales suffice)
  23. Mutation- Gain a random mutation.  If incompatible with existing ones, new one takes precedence. Ingredient- The hearts of heavily mutated, polymorphic, or chimeric beings.
  24. Stone To Flesh- brings statues to meaty life, turns boulders to meatballs, undoes petrification. Ingredient-Basilisk Spittle.
  25. Petrify- Turns organics to stone. Ingredient- Medusa Venom
  26. Bottled Breath- You may inhale a breath weapon, and spit it back out. In the absence of breath weapons, Kissing someone lets you steal their breath for 3d6 damage. Ingredient-Giant Frog Throat Sac.
  27. Insanity- Permanent insanity, ranging from AD&D insanity charts to Feeblemind. Ingredient-Medusa Eye
  28. Fusion- May be used to graft bodyparts. If living creatures touch, they fuse into a Chimera. Ingredient- Hydra Skin
  29. Baby Ooze- 1HD ooze in a bottle. Will not harm those who feed it blood while bottled. Ingredient- Small Ooze
  30. Soul Glue- Allows souls to stick to things better. Animate Dead/Object is most common use. Works as bootleg raise dead if applied quickly after death. Ingredient- Purest Molten Gold
  31. Amnesia- Blocks off the bodies memories of suggested events, or entire periods of time. Ingredient- Giant Leech Brain
  32. Fools Gold- Temporarily makes metals soft and golden. Wears off at sunrise. Ingredient-Leprechaun Hair
  33. Water Walk/Breathing-As it sounds- drinking allows breathing, smearing allows walking. Ingredient- Ningen Teeth
  34. Spider Climb- Allows one to climb sheer surfaces without fear of falling. Ingredient- Giant Insect Leg
  35. False Death- Appear dead, need reduced oxygen while paralyzed. May shake off potion effect early but must save or die. Ingredient-Vampire Dust
  36. Jeklogen- reverse stat bonuses/minuses and personality. Ingredient- Nilbog Brain
  37. Shrink- Become mouse sized. Works on objects. Ingredient- Fairy Dust
  38. Invisibility- Applies to objects as well. If got in the eyes, blindness. Ingredient- Pickled Gelatinous Ooze
  39. Polymorph- Requires part of desired animal to turn into. Multiple animals cause Chimerism and a save or stuck in that form. Ingredient- Shapeshifter brain
  40. Oza Milk- Become invincible, unstoppable, and unmovable, preserving inertia. Ingredient- Time-locked void-monk/immovable rod used as stirring stick
  41. Laugh Off- Replace all other mental conditions with terrifying hysterical laughter. No one remembers what was so funny. Ingredient- Anything sacred to the gambling god of chaos T'liki
  42. Time Sand- Hourglass shaped bottles that have different effects based on whether the sand is poured out the top or bottom, advancing or undoing time by ~20 years. Alternately, may be broken & scattered to age the party 1 year and act as haste. Ingredient- Sand from the edge of the Black Desert/Certain Pieces of Clockwork
  43. Bottled Thing- Answers one question starting with a randomly determined What/Where/Who/Why/When if released. Ingredient- Bound imp/ifrit/darkspawn/etc
  44. Liquid Hole- phases things it touches into a side-realm until it evaporates. If you drink it you become hollow for a bit and pee hole instead of urine but are otherwise fine. Ingredient- Shadow Moon Fragment
  45. T'liki's Spittle- Instead of other dice, roll a d2(or flip a coin). On a 2/Called Face, you get the maximum effect/critical hit/etc. On a 1/wrong call, you get the minimum effect/critical fumble. This also applies to everything you do and done to you. Ingredient- Critical Hit sacrificed to T'liki
  46. Ice 9- Freezes a body of liquid. Ingredient- Ice Elemental Core
  47. Mutate Spellwisp- All memorized spells gets altered permanently. Also works on most magic items. Ingredient- Wizard Skull
  48. Earth-Hate- Reverses gravity. Ingredient- Earth Elemental Core
  49. Creeping Fog- Fills a dungeon with fog, advancing at 1 room a turn in all directions from the starting point. Ingredient- Air Elemental Core
  50. Rare Potion- Roll randomly at 7th sanctum or use a cool potion idea from elsewhere
Not all spells and scrolls are written on parchment, but most modern ones in human regions are. The Fault has most scrolls in gemstones worth 500c. Though anything is possible, 'scrolls' may appear in the form of tablets, engraved jewelry, tattoos, tapestries, mosaics, and so on. Gold is used in practically all variants however, as it is universally attractive to spellwisps.

They typically hold 1d6 spells of level 1-6, with more powerful spells being comparatively rarer to the point some believe they do not exist

Scroll Chart
  1. Cursed.Trapped scroll, roll 1d6+1 to determine actual type and see curses below. Curse matches highest level spell on scroll.
    1- Ironic Twist- Spells function mostly normally but with side effects- Invisibility+Blindness for instance
    2-Intentional Mispelling- Random spell affects reader at 12th level of experience
    3- Contaminated Ink- Mummy rot or death poison spread by ink
    4-Explosive Runes- damage as fireball, scroll destroyed
    5-Monster Curse- reader saves or turns into enraged monster that attacks those nearby. IF sve successful, monster is summoned instead.
    6-Telefrag- Reader and all within 20 teleported 2d6 hundred miles, or into alternate plane of reality.
    7+ Horrible Doom- Reader dies in horrible manner that prevents reanimation (turned into slime that drains away, as example)
  2. Sacred Scroll(Local Faith)
  3. Divine Scroll(Random/Unknown/Dead God)
  4. Magic User Spellbook- Typically contains 1d3 rumors, potion recipe, and random lore.
  5. Common MU Scroll- Typically written in Common for ease of use by whoever the scroll was written for.
  6. Obscure MU Scroll-Typically written in an esoteric language or code for personal or conspiratorial use.
  7. Protection Scroll- Wards a person or place against
    1-Beasts (includes lycanthropes, does not include domestic animals)
    2- Elementals
    3-Demons (includes Ifrit)
    5- Alves and Alfspawn
  8. Map to Treasure

Rings-It is interesting to note that AD&D declares that rings cannot be easily identified and must be worn. This coyness about identifying magic items does not seem to have survived into modern games, but I might give it a go by having the spellwisps of rings be notoriously tight-lipped.
  • 01-06 Ring of the Moon Lords- These accursed ring functions as a beneficial ring of another variety, but will prevent the wearer from gaining XP save for treasure that is stolen from lawful human societies and the slaughter of humans. The shadow of the character will possess them and make them strive to resist the Remove Curse necessary for the ring to be removed, and the actual removal. These rings are of Alvish make.
  • 7-12 Faith- This ring deludes the wielder into believing it is functional as another type of ring. If faithfully worn until the festival of Names-written-in-light-upon-the-face-of-darkness, the wielder may make a save vs wands and have the ring actually function as believed. If removed, it reverts.
  • 13-16 Ifrit Calling- An ancient Saresaren ring inscribed with the true name of an Ifrit, bound to serve the commands of the wearer to the letter. Reading the name summons the Ifrit, who will likely immediately attempt to kill everyone present before it can be commanded, as the Ifrit cannot touch the ring. The Ifrit will not grant true Wishes, only perform orders to the letter, and it is not obliged to grant a wish to anyone who commands it to be free of the ring's influence.
  • 17 Elemental Command- These three legendary rings were created by Sarkomand in sets for his most trusted minions, and forbid Earth, Air, and Water from harming the one wearing it. This protection can be foregone to attempt to command those elements to obey the wearer and produce practically any motion of the appropriate element imaginable... with the downside that the command attempt can be saved against, larger elementals have better saves, and successful saves on the elementals parts will surely make them hostile.
    The Ring of Earth functions as Feather Fall due to earth not wanting the ring near it,
    The Ring of Air functions as Invisibility due to the sky refusing to gaze upon the wearer
    And the the ring of Water functions as Water Walking due to water refusing to touch the wearer. Their true functions may be revealed when encountering independent elemental beings and effects, such as a tornado for Air or the like.
  • 18-23 Feather Fall- Ring activates when wearer would take fall damage, slowing the fall.
  • 24-29 Fire Resistance- wearer takes halved damage from fire. If there are local threats like cold, poison, lightning, etc, it is likely the ring will be attuned to those instead.
  • 30-32 Ring of Void Walking- This ring of Void Monk origin means the wearer cannot be hindered by hold, slow, web, and similar spellwisps, and treats liquids and altered gravity effects as though they were not present. It provides no protection from drowning, suffocating, or burning in lava, though.
  • 33-35 Ring of Royalty- Charisma is treated as 18 with regards to other humans, those making promises or agreements to the wearer are Charmed, and suggestions made by the wielder (even idle ones in jest) force saves vs wand to resist. These rings were recovered from the Alvish Masters in the War of the Iron Moon, and it is said the Elves and Dwarves wrested similar rings from the Serpentine Empire in ancient times.
  • 36-38 Master's Ring-Similar in function to the Rings of Royalty, but coded to various types of animals and monsters. All are sized to be worn by the corresponding animal or monster, not humans, and may have to be worn as an bracelet or earring instead.
  •  39-45 Ring of Invisibility- These jeweled rings turn the wearer invisible when worn upside down, hiding the inset gemstone inside the palm. They are scorned by master thieves as 'Fool's Rings' due to the often unwarranted confidence invisibility bestows.
  • 46-47 Ring of Three Wishes-A plain ring that houses a subtle Ifrit who will grant wishes expressed by the wielder as subtly as possible, hoping to escape once the third wish is made and evade being bound again by the third wish to repeat the cycle. If the cycle is restored, the Ifrit will change tactics to twisted wishes in the hopes of causing the wielder to give up and abandon the ring, or die trying to exploit the Ifrit.
  • 48-50- Ring of Hatred- this horned ring, created from the bones of an angel of Hefon and the evil will of the demon god Isfrix, whispers hatred into the hearts of all nearby, causing infighting among different groups of encountered beings, and forcing all reaction rolls to be the worst possible, causing immediate attacks upon the wearer.
  •  51-64 Protection- simple rings that project invisible force fields that increase AC and saving throws. They do not stack with magical armor or other rings of protection, using only the highest magical bonus. AD&D states the aura protections are only for saving throws, presumably to avoid the problem of melee enemies getting the AC bonus as well.
    • 1-70- +1
    • 71-82-+2
    • 83-+2, protects all within '5'
    • 84-90 +3
    • 91-+3, 5 radius
    • 92-97-+4 AC but only +2 to saving throws
    • 98-00- +6AC but only +1 to saves
  • 65 Ring of Amok Flesh- restores 1 point of HP per turn(10minutes). This brings the wearer back from the dead unless their body is burnt or melted by acid, provided the soul has not departed, and constantly sheds scraps of flesh grown from skin flakes and hair particles that land upon it.
  •  66 Ring of Vampirism-Restores half of melee damage dealt as HP healing. It has two fangs that enter the finger of whoever wears it.
  • 67-69 Ring of Shooting Stars- Operating only above ground at night(more specifically, in the absence of the sun aboveground) this ring may cast a variety of damaging spells by flinging forth the tiny stars that come to gather on it, filling its empty sockets as gems would. It may cast Dancing Lights once per hour, Light twice per night, Moon Dance once per night (creating 4 orbiting moonlets that can be saved against for half damage and moved at will that detonate for 1d12 upon striking) and Shooting Stars three times a week, calling down a small moon from the night sky to deal 24 damage in the form of a lightning bolt terminating in a fireball (save for half).
    This damage is all in the form of alien moonlight, and the fallen moons act as seeds of stellar corruption where they burst.
  • 70-71 Spell Storing- This mighty ring of sorcerers of ages past contains the bone dust of an archmage, and can either release stored spellwisps, or hold them, essentially providing extra spell slots that anyone can utilize. These rings can hold 1d4+1 spells of very specific levels(and come with random spells within)- determine each 'ring slot' by rolling a 1d6. Clerical versions exist, made from the bones of saints, but are much rarer and may refuse certain types of spells if they conflict with the religious leanings of the saint. Spells stored within a ring may not be cast/memorized by the wizard who put them there until they are released from the ring.
  • 72-73 Spell Turning-  A ring forged of reflections, spells directed at the wearer have 1-100% of their effect turned back at the caster. Spellwisps from items are not repelled due to being able to differentiate between an artifact and a brain more easily than 2 brains.
  • 74-79 Diver's Ring- A simple ring of Ningen, Wrecker Coast, or Frogfolk make, this ring allows the wearer to swim with ease at incredible speed (assuming light or medium armor max), hold their breath for an extra 4 rounds, take no falling damage when diving into water, and float peacefully in all but the worst conditions (hurricanes and whirlpools). For every 4 hours of swimming, an hour of rest is required.
  • 80-81 Telekinesis- A ghost is bound to these rings, of strength as follows
    • 1-25- 25 pounds max weight, ghost of a Goblin King
    • 26-50- 50 pounds max weight, ghost of a Halfling Chef
    • 51-89- 100 pounds max weight, ghost of a Human Maid
    • 90-99- 200 pounds max weight- Ghost of a Human Athlete
    • 00- 400 pounds max weight, Ghost of one of Oza's Descendents
  • 82-87 Warmth- a tiny mote of a sun is suspended in a gemstone, and it keeps the wearer warm in all environments, and heals damage from cold in the same manner as a Ring of Amok Flesh, and reduces damage from cold based sources by 1 per die and gives +2 to appropriate saves. It also counts as a true lightsource and will protect from grues and other threats of absolute darkness.
  • 88-92 Ring of Kispiritis- Allegedly carved from the shipwrecked boat of the pirate god Kispiritis, this allows the wearer to walk upon water. Even unconscious, the wearer will fall upon water as though it were dry ground.
  • 93-98 Weakness- This accursed ring slowly drains strength and constitution at a loss of 1 per turn, subtly enough that the wearer does not realize it. The ring may only be removed after a Remove Curse spell is cast, but if the spirit of the ring ever believes it likely it will be removed (such as the wearer reaching 0HP or being restrained or the target of a remove curse), it will abruptly boost the wearer's strength and constitution to 18 and cause a berserker rage in the wearer causing them to attack whatever is nearest until the ring is satisfied.
  • 99 Alfstar- Incredibly rare and coveted rings from the age of the 3rd sun, these rings increase the number of spellwisps drawn to a wizard's mind. They function slightly differently for GLOG-style casters with magic dice (this is very unplaytested)
    • 1-50- Doubles 1st level spell slots, or returns dice if [sum<6]
    • 51-75- Doubles 2nd level spell slots, or returns dice if [sum=6, 7, 8]
    • 76-82 -Doubles 3rd level spell slots, or returns dice if [sum>10]
    • 83-88- Doubles 1st and 2nd level spell slots, or returns dice if [sum<8]
    • 89-92- Doubles 4th level spells, or returns dice if [sum>11]
    • 93-95- Doubles 5th level spells, or returns dice if [sum>13]
    • 96-99-Doubles 1st through 3rd level spell slots, or returns dice if [sum<11]
    • 00- Doubles 4th and 5th level spells, or returns dice if [dice=4]
  • 100 Void Eye Ring- These mysterious rings, crafted by void monks, are difficult to ascertain the use of, as they are used not by wearing them, but by peering through them, their cats-eye gemstones hinting at this usage. They allow one to see through solid matter, but their connection to the void drains 1 point of constitution  for each use past one in an hour. One may scan most dungeon rooms in a turn with the use of this ring, or peer through a wall to see the normal interior of another room. The information imparted is not actually visual, and as such darkness or blindness does not hinder their functionality
Rods/Staves/Wands- These items are breeding chambers for spellwisps that host multiple juvenile spellwisps, or a comfortable group of breeding spellwisps that 'recharge' over time or when properly fed, allowing for frequent wisp-launching. They frequently have a command word engraved upon them that functions as the trigger, though others are more complex and have mechanical triggers that allow for silent casting
Rods come with 50-(1d10-1) charges and function at the 9th level of experience if applicable, staves with 25 -(1d6-1) charges and the 12th level of experience and wands with 100 (-1d20-1) and the 6th level of experience. While some can be recharged, others can not. If depleted of charges, they crumble to dust unless otherwise stated.
  • 01-03- Wisp-eater Rod- This mighty rod contains a rare dreamland predator that devours spellwisps (absorbing up to 50 spell levels/magic dice) at the whim of the wielder (who can sense the level, but not the exact spell) of incoming spells and granting the wand a pool of magical power. Absorbed spells may be used by the wielder to cast memorized spells without losing memorization, draining the magical pool. The predator grows strong enough to escape once 50 levels are absorbed, but the rod will retain its power pool of digested spells. There is no way to recharge such a rod.
  • 04- Rod Of The Puppetmaster- This terrifying rod, said to contain the soul of a villain not yet born, Charms all intelligent, physical beings within 10 feet of itself when activated, without allowing a save, though only for 10 minutes per charge. This is achieved by embedding artificial souls in the bodies of those nearby, souls that perceive the wielder as their comrade, friend, and/or mentor. These souls are extremely powerful, but burn themselves into nonexistence in a short period of time. This rod may be recharged by a wizard of 7th level (or a glog wizard with access to 3+magic dice) who possesses any type of Charm spell.
  • 05-14- Devourer Rod- The matured form of a Wisp-Eater captured within a rod of cold iron, this considerably more powerful being is able to devour proto-souls and souls housed in nonliving receptacles. Touched items(made with a normal to-hit roll in combat) must save or lose all magic and become no more than its elemental components. A charge is drained from the rod on success or failure, and the saves are as follows
    • Potion- Save only on 20
    • Scroll-19
    • ring -17
    • rod-14
    • staff-13
    • wand-15
    • misc magic item- 12
    • 3-artifact or relic
    • 11-armor or shield
    • 9- magic weapon
  •  15-16-Rod of The Old Lords- Humans assume 'Old Lords' means elves, elves assume it means serpent people, and the snakes aren't telling. Either way, it is very heavy, with a -1 to hit per point of strength below 16, and has a variety of potential effects both magical and mechanical. When out of charges, all the free effects continue to function save for the Flaming Sword and Axe functions.
    1 Charge Effects
    • Paralyzation of the body (save negates, no to hit)
    • 30' radius Fear vs all beholding the caster(save or negate, those of great willpower may, on a failed save, choose to stay anyway with their maxHP temporarily set to 1)
    • Drain 2d4HP from the target to the user, not to exceed user's maxHP (hit roll required)
    • Strike as a Mace +2
    • Become a Flaming Sword +1
    • Become an Axe +4
    • Become a +3 Spear, Pike, or Lance
    • Climbing Pole- Extends 5' per round until full length of 50' feet is reached, anchors self with spikes and rods to serve as ladder-rungs. This extension is powerful and may force doors/push objects of up to 400 pounds and has an effective strength modifier of +5 when it comes to forcing doors, provided it can be anchored and aimed appropriately.
    • Compass/Depth Analyzer- If left flat on the ground the device will attempt to  point towards the dominant Sun of the world, and will speak how many furlongs it is above or below sea level.
  • 17 Rod of Resurrection- These rods are made from the splintered bones of gods, and cannot be recharged. They are finicky things and cost varying charges to raise people from the dead-
    • Cleric-types cost 1 charge
    • Fighter-types cost 2 charges
    • MU, Thief, and miscellaneous types cost 3 charges
    • Thieves who insist they are Assassins and other Edgy-types cost 4 charges
    • Humans cost 1 charge
    • Demihumans cost 2 charges
    • Monsters and miscellaneous cost 3 charges
    • Elves and Darkspawn cost 4 charges
  • 18 Rod of Rulership- This rod exploits cultural zeitgeists to make 200-500 people regard the wielder as their rightful ruler for 1 turn per charge used when activated. Creatures with 15>intelligence or 12hd get a saving throw, and creatures disinclined to hierarchical society may be immune.
  • 19 Mokkhite Rod- This bar-mace, housing a raven-winged angel of Mokkhus, functions as a +3 weapon, and against golems and undead deals double damage and natural 20's destroy the creatures utterly, though strikes against golems and undead of 4+HD drains 1 charge. Against demons and other extraplanar spirit beings, natural 20's to hit drain 1 charge and deal triple damage. As Mokkhus is dead, these cannot be recharged.
  • 20 Riikhite Staff- This mighty object, housing a fiery-winged angel of Riikhus, calls in favors owed to the fallen Tyrant Sun and makes the wielder glow with the gross incandescence of the fallen 4th sun. Each effect lasts for 1 turn per charge/use. As Riikhus is dead, this staff cannot be recharged.
    • Functions as a Ring of Royalty, with each Charm or Suggestion taking 1 charge and the 18CHA vs humans lasting 1 full turn.
    • As above, but for all natural beasts rather than humans.
    • As above, but for all plants
  • 21-22 Staff of Curing- Housing the somewhat moody ghosts of  a legendary exorcist, eye-doctor, psychologist, and seamstress, this staff can cure disease, blindness, insanity, or wounds (3d6+3). It works but once per day on any given humanoid, cannot use the same function more than once per day, and can use each function only twice per day. Each use costs 1 charge, and it may be recharged by high-level clerics who may Speak With Dead and have access to information of modern medicine techniques.
  • 23-24 Staff of the Magi- An item of ancient Saresare, it has 1001 Djinni bound to it, making the wielder nearly unstoppable by conventional means.
    • Free Effects
    • Speak With Magic
    • Enlarge (Doubles size, does not stack)
    • Hold Portal
    • Torchlight(As Light but has a physical, fiery manifestation)
    • Protection from Alfspawn/Moonspawn/Darkspawn/Sunspawn

      One Charge Effects
    • Invisibility
    • Knock
    • Web
    • Dispel Spellwisp
    • Fireball
    • Lightning Bolt
    • Ice Storm
    • Wall of Fire
    • Passwall

      Two Charges Per Usage
    • Whirlwind- As Djinni whirlwind
    • Planeshift
    • Conjure Elemental/Hinn, 1 of each type per day
    • Telekinesis 200 pounds

      Furthermore, the Djinn tasked with guarding the wielder grant a +2 to saves vs spells, and may absorb incoming spells as per a Wisp-Eater Rod if this is the action concentrated upon for the round, but devoured spells recharge the staff. If this recharging exceeds the charge limit, the staff explodes as the Retributive Strike, and unlike a Wisp-Eater Rod, the staff does not communicate spell level to the wielder.
    • The Retributive Strike- The rod may be broken over one knee to deal remaining charges x8 to those within arms length, x6 to those a few steps away, x4 to those within a few bodylengths. The wielder has a 50% chance of being annihilated, and a 50% chance of being Plane Shifted to a random plane of existence.
  • 25-27 Staff of Yg- This staff, carved to resemble two mating snakes, is held by the High Priestess of Mother Yg, and has two functions that each take a charge. Yg Priests may recharge the staff by casting Sticks to Snakes upon it.
    • The adder head may animate for 1 turn to strike for 1d4 damage and a save or die poison. It may be slain prematurely and has AC 5 and 20hp.
    • The python may separate and become an AC3, 49HP snake with human movespeed and a constriction grapple attack that deals 2d4+2 damage per round.
  • 28-30 Rod of Oza- an unadorned tungsten rod designed for the immovable, unstoppable last retainer of Sarkomand, these staves are +3 weapons that burn one charge per blow, and may burn two charges to deal 1d6+6, and 3 charges to deal 1d6+9. They can be recharged by anyone capable of casting the Striking spell, and may be thrown as javelins by those with some manner of superhuman strength.  Though irrelevant to all but Oza and kinetic bombardment satellites, they are also immune to melting from atmospheric friction when thrown at orbital speeds.
  • 31- Immovable Rod-  A baton with buttons on either end- clicking one locks the rod in place, spatially speaking- nothing can move it. Clicking the other unlocks the rod. Unlike most rods, it need not expend charges.
  • 32-33 Aldha Blight Staff- a wicked necromantic weapon created by the Circle of Aldha under the tutelage of Magister Verdurus AKA the Green Necromancer, these thin, withered sticks strike as +1 weapons dealing 1d4+1 damage. 2 Charges may be expended to cause 10 years of age to be added to the hit target, and if 3 charges are expended, both the aging and the withering of a struck limb to uselessness occurs unless a save vs magic is made.
  • 34 Hesperiades Paintbrush- This wand of the Sunset Nymphs has a wide range of potential effects, but unfortunately cannot be recharged save by the Nymphs themselves.
    • It may Summon Monsters by painting them (the player must draw a monster without saying what it is and leave it to the GM or communal vote by rest of party to decide what it is) by expending 1 charge per HD of monster. The monsters are faithful but last only until sunset or sunrise.
    • It may create a Dayveil, a curtain of skyblue that cannot be seen through, of up to 600 square feet in size, costing 2 charges.
    • It may draw a Prismatic Sphere, drawing one color at a time, from red to violet, costing one charge and one round per color.
  • 35-38 Wand of Wariness-when activated, the wand points at the creature that bears the wielder the most ill-will out of all creatures within a room. It is not fooled by invisibility or disguises, only nondetection magics will shield creatures from the wand. It may be recharged by wizards who can cast ESP or similar mind-reading spells.
  • 39-41 Wand of Jumpscares- when activated, this wand projects a cone of amber light that causes mental illusions of the targets greatest fear (or spiders if the wisps are feeling lazy) leaping at their face, causing them to flee in panic for 6 rounds if a save is failed. It may be recharged by anyone capable of fear-inflicting spells, or even the ambient presence of fear-causing monsters.
  • 42-44 Sunshard Wand- This scorched black wand, tipped with a shard of a sun, allows for a variety of pyrotechnics. It can be recharged by Ifrit or high level fire spells, but will slowly degenerate into poison effects with excessive recharging.
    • Transport Sunshard- allows a fire to 'jump' up to 30 feet in any direction. 1 charge
    • Stoke Flames- Blowing on the sunshard produces a short flamethrower like effect, dealing 6d4 damage (save for half) in a 15' cone. 1 charge
    • Fireball- 6d6 damage, with 1's rolled being counted as 2s. 2 charges.
    • Wall of Fire- 12 square feet, inflicting 2d6+6 damage if crossed, or 2d4 if within arms length, or 1d4 if closer than 10 feet. 2 charges, lasts 6 rounds.
  • 45-47 Wand of Winter- an icicle with a mote of dust from the Winter Moon embedded within, this wand may emit a variety of murderous chills. It recharges from extreme cold such as the light of Winter or high-powered cold spells.
    • Cast Ice Storm (3d10, 1 round duration, Area of effect 20'radius, save twice vs blindness for the round and slipping and falling prone) 1charge
    • Wall of ice- 1 foot thick, 120 square feet of ice per charge expended
    • Cone of cold, 20 wide and long, 6d6, treating 1's as 2s, and freezing all liquids
  • 48-52 Wand of Riikhus- Housing a fiery Cherub of Riikhus, this wand has a variety of functions, but as Riikhus is dead, cannot be recharged.
    • Illuminate- Rings a designated being (even invisible ones) with small light equivalent to candle flame- No save is allowed. 1 charge
    • Ghostflame- The cherub holds forth a light that illuminates as torch, but cannot be extinguished- 1 charge
    • Continual Light- The Cherub sacrifices a feather that will burn for 6 years with torch brightness. 2 charges.
    • Sunburst-  creates a 10' burst at 40' range that blind and stuns those within for one round if a save is failed, and deals 6d6 damage to undead. 3 charges.
  • 53-56 Elf's Paintbrush- this wand creates visual and audible illusions, but requires concentration and 1 charge per round, or 2 if the illusion is both visual and audible. It is relatively easy to recharge- elves and those with illusory spells are capable of doing so.
  • 57-59 Wand of Lightning- This copper wand may deal 1d10 damage in melee for the cost of a charge, and ignores AC based on metal armor, or discharge a bouncing lightning bolt for 6d6(counting 1's as 2's) damage. Natural storms and lightning spells may recharge it.
  • 60-68 Wand of Soul Channeling- This simple wand is a conduit for ones soul, allowing casting of Speak with Magic at the rate of 1 round per charge. Almost anyone can charge this wand, though it is an exhausting process involving entirely restless sleep that few people will want to do more than once.
  • 69-73 Wand of Greed- The imp within serves the God of Bloody Gold, and when activated will point to nearby treasures for the next ten minutes. It can be recharged via live sapient sacrifice.
  • 74-78 Wand of Farewells- This wand of Alvish make fires Alf-Shot(Magic Missile) capable of killing anything in a beautiful way and may fire twice a round, each shot costing one charge and inflicting 1d6+1 damage against anything not warded by Shield or similar. These exist in great quantities in elvish cities and are essentially sidearms, and often may be opened to reveal a long, thin, razor sharp blade within that serves as silver letter-openers, fingernail cleaners, straight razors, lockpicks, pithing needles etc.
  • 79-86 Wisp Prod- These Alvish wands are wisp countermeasures that drive off the wisps within a rod, staff, or wand with 100% efficiency, and the wisps from other devices with 75% efficiency, provided the wisps are of standard-issue spell-like effects, as these are tuned only to the most common breeds of spellwisps.
  • 87-89 Gondazong Stunwand- These curious wisp-less wands, recovered from ancient Gondalon bases, are used in the Fault to non-lethally capture criminals and are standard-issue sidearms for bounty hunters and guards, as they paralyze targets who fail a save for 5d4 rounds. They may be recharged with lightning (with a chance of exploding) or via secret Gondazong techniques. It is rumored that more powerful versions exist that are set to kill or even disintegrate.
  • 90-92 Wand of the Witch Queens- These wands have a range of 20' and turn targets who fail their saves into frogs, toads, rats, or otherwise small, inoffensive animals. Alternately, the wand may, upon touching the target, transform the target into any being the wielder names, though unwilling targets must also be hit in this case.  Each function draws one charge. These wands may be recharged by Polymorph type spells, but only by those with magic dice, as vancian casting will not work.
  • 93-94 Wand Of Blueprints- This wand of eccentric dwarf make highlights the location and mechanisms of secret doors and traps with a blue light, affecting an entire room and its doors, walls, and ceilings when activated. This curious blue illumination shines through even solid stone. It can be recharged by dwarf runesmiths.
  • 95-100 Jester's Wand- These regrettably common items are produced by the trickster god T'liki, and produce a wide range of effects, most stupid and dangerous, but some pleasant or even helpful. The following list is more of a suggestion than a rule. Most will affect the wielder on a 1/20 chance, and a random target on a 1/20. Most effects allow a save to resist, and last 1d4+1 rounds, or until it would be funny to wear off.
    • 01-03- Save or die from 100 arrows falling from sky. Surviving is hilarious happenstance
    • 04-06- Swap Places (or teleport randomly if n/a)
    • 07-09- turned Invisible
    • 10-12- Reverse gravity
    • 13-15- weapon/clothing/Objects animated
    • 14-18 Flesh to Stone/Stone to flesh
    • 19-21 Produces clones of target, they are 50/50 allied/hostile
    • 22-24 Shrinks/Grows target, gear included 50% of time
    • 25-27 Full HP heal
    • 28-30 Bouncing lightning bolt (as spell)
    • 31-33 Barrage of cursed banana peels, all within 10' radius must save vs slipping each round
    • 34-36 Confusion effect
    • 37-39 Stinking Cloud
    • 40-42 Sleep effect, no HD limit.
    • 43-45 Gushing flood of water of 2d6' depth
    • 46-48 Summon neutral but angry Rhino, Elephant, or Mouse
    • 49-51 Loud, mocking laughter, check wandering encounters/nearby
    • 52-54 600 butterflies blind all present for 2 rounds
    • 55-57 blinding orb of swirling colors 10' radius, affixed to target on failed save
    • 58-60 Flowers grow, existing vegetation grows x10 and Webs those within
    • 61-63 Sex/Race/Body Type/clothing change
    • 64-66 Fireball, ignites all flammable objects thoroughly
    • 67-69 Swap bodies with target
    • 70-72 5d4 gems dealing 1 damage and being worth 10coins each (subject to gem rules if tediously examined)
    • 73-75 Mutation
    • 76-78 Polymorph into random creature
    • 79-81 Slow or Haste
    • 82-84 All worn and carried items stripped and flung in random directions save for hat
    • 85-88 Time Loop- repeat last action until duration is over
    • 89-91 Soapy bubbles leave slippery trail of grease, float around
    • 92-94  Vanished Phased into dream/mirror realm
    • 95-97 Polymorph into random creature=
    • 98-100 Roll Twice
Weapons- I give no provisions for choosing type, and do not restrict the mightiest weaponry to being swords, as I've done away with weapon restrictions in my game. Weapons of +1 potency often come to be by slaying 100 foes (or singular mighty foes) and are not uncommon among human leader-types, while +5 weapons are relics of bygone times that are practically artifacts.
1/3 magical weapons are ranged weapons, and practically all beyond +1 will have special properties. Many weapons end up sentient and able to communicate, and sometimes dominate, their owners.
  • 01-49 +1
  • 50-74 +2 (or +1 with Special Properties)
  • 75-87 +3
  • 88-99 +4
  • 00- +5
Common Special Properties
  • 01-03 Oathbinder- Those of the same culture brought to 0HP may instead swear allegiance to the wielder, as Charm.
  • 04-25-Slayer- Acts as +3 against a certain type of enemy (or forces saves vs instant death on hit if already at least +3). Common targets are Snakes, Alfspawn, Dragons, Lycanthropes, Giants, Undead, Spellcasters, but more specific targets like 'Traitors' or 'Males' or 'Pigs' are possible too. These weapons commonly come about naturally after slaying 100 of a certain enemy or a leader-type of such, and tend to have simple and single track minds. Enemies of the appropriate type tend to have reduced morale and reaction rolls.
  • 26-27- Dancing- weapon may be unleashed to fight for itself.
  • 28-31-Possessed- Weapon contains spirit of high level monster or character that can be given control of the wielder's body to fight, using its bonuses and skillsets, or may seize control if wielder is incapacitated. Save vs spells to regain control afterwards.
  • 32-36-Returning- Weapon may be thrown and will return to its wielder. Likely made with a fragment of the Feather Moon.
  • 37-39- Chaos- Hits cause random effects, as Wand of Wonder.
  • 40-41-Flying- The weapon will fly and take the wielder to where they point its tip when a command word is spoken. Destination cannot be changed, though the wielder can release the weapon and fall if necessary. For ranged weapons, this instead applies to their projectiles and has no range limit nor penalties for range.
  • 42-44 Carnage- made from a fragment of the Carnage Moon, this weapon always hits, and always hits for max damage, as do all melee attacks directed at the wielder. More powerful variants have larger areas of effect.
  • 45-48 Sunshard- Weapon emits flame while unsheathed, providing light and advantage of fire or physical damage against foes who are more vulnerable to one or the other.
  • 49- Winter- containing a grain of sand of the Winter Moon, this weapon emits a chilly, liquid freezing light in a faint candle radius and otherwise functions as the Sunshard above, but for cold.
  • 50-51- Poisoned- weapon forces a save or die on hits against poison susceptible targets, with death occurring in victim HD rounds. May be sacred to Yg or a depleted Sunshard. The latter form of these weapon may poison the wielder and their equipment over time if the thing is not kept in a lead box, while the former will have its own snakey agenda.
  • 52-54- Reaping- weapon raises those slain as undead thralls who serve the weapon, with a maximum HD controlled being thrice wielder level. Excess HD break loose and seek to claim the weapon. Maybe a necromantic, nightmare, or Skull Moon derived weapon.
  • 55-58- Defender- weapon adds its bonus to wielder AC instead of to hit, distributed on a round to round basis
  • 59-61- Dual- The weapon may be used to dual-wield with no penalty. These finely balanced weapons are typically of early Alvish make.
  • 62-64- Panic- weapon gets a free attack against aggressors for each attack directed at wielder.
  • 65-68- Lightning- Sacred to the current sun and forged of a lightning bolt, this weapon deals double damage to darkspawn and moonspawn and may attack through water and other conductive substances. Metal armor is of no defense. Each strike brings a clap of thunder which may draw some enemies and intimidate others.
  • 69-73- Dreaming- this weapon may be used to attack spells and ethereal beings directly, and spells saved against may be cleaved in two. The most common type of this weapon is one from a dream.
  • 74-76- Accursed Wounding- wounds dealt by this weapon may only be healed at the rate of 1hp per day at the fastest, and until combat ceases and a turn is spent treating them, each wound worsens and inflicts 1 point of damage per round for up to 10 rounds. These accursed weapons are forged of the dark elements of the deep earth, abyssal ocean, and night sky.
  • 77-80- Shadow- This weapon may attack people's shadows as though striking them directly. These weapons are typically of Post-Iron Moon Alvish Make and are not made of iron. Hronir are frequently possessed of this ability as well.
  • 81-83-Mirror- This weapon may attack people's reflections as though striking them directly. These weapons are forged from mirror-fragments brought into the Mirror Realm.
  • 84-87-Unbreakable- This weapon will never dull or deform, making it usable as a mining tool against most substances. Typically these are picks and hammers of Svart make, adorned with the rune for 'Diamond.'
  • 88-89 Souleater- This weapon deals damage in the form of level drain and is seen as an intolerable horror by sunlit beings. These are usually relics of deep nightmare or bound darkspawn.
  • 90-99 Spellhost- Can function as another random magical item as well (potions and scrolls can be used once per day, typically)
  • 00-Vorpal- Modified rolls of 20 or more 'to hit' chop off heads. The lesser version 'Sharpness' chops off random limbs instead.
Egos- Though any weapon potentially has a personality, swords are notorious for having big personalities. Weapons have a chance of being sentient equal to 1-in-6, with an additional chance per point of bonus they have, and an additional +! for swords. If a wielder fails to satisfy an Ego weapon, it may cease functioning, hide the existence of additional powers, or seek the doom of their wielder. Most are annoyingly observant re: their wielders and some can actually read minds, so they are very good at needling their wielders. Each power and + a weapon has contributes to its Ego Score, and each weapon has an additional 1d6 Ego as a base. If ego exceeds the Level+/- Wis and Cha modifiers of the wielder, it may attempt to possess the wielder when unsheathed.
  1. Berserker- wielder cannot retreat from battle until victorious or dead. Usually a poor conversationalist save for growling, screaming, and deranged howling. Sated by bloodshed.
  2. Clingy- Weapon will stick to wielder's hands and demand exclusive use until wielder proves weapon will not be abandoned, such as by turning down an alternate weapon. Typically, secret abilities will be revealed once weapon's trust issues are overcome, though if other weapons are so much as carried this may start the cycle over again. In the clingy phases may reverse its bonuses.
  3. Honorbound- wielder must accept duel requests, surrender, or retreat without pursuit from enemies. Those who the sword has seen not obey this honor code will not be able to wield it, and it will make this known to enemies to encourage fair play from them as well. Will certainly advise the wielder on 'proper decorum' and be upset if knavish behavior is tolerated.
  4. Singing- weapon sings constantly when unsheathed and sulks if kept sheathed for silly reasons like 'stealth' or 'annoyance.' Easily satiated by wielder singing duets if they are decent musicians, or by hearing ballads about itself. Also prone to very bad puns, and repeating them ad nauseaum.
  5. Lustful- moans loudly when thrust into warm flesh and scabbards. Makes inappropriate and anatomically improbable propositions to other people and weapons. Might actually be able to reproduce with someone who actually likes this sort of thing, raising troubling questions about reality.
  6. Sadistic- Enjoys toying with foes and may deal minimum damage to prolong fights if it hasn't had the chance to properly do so lately. Encourages bullying and domination of others and will delight in alienating hirelings and making enemies. May deal nonlethal (but crippling) damage without attack penalties.
  7. Prideful- Will only function properly for wielders it deems skillful and likely to bring glory and fame to the weapon's name. May refuse to sully itself by fighting 'unworthy' foes and push for battle against notable warriors and beasts, and may seek the destruction/capture of rival weapons.
  8. Regretful- retains failed goals of past owners and will wish them fulfilled, though is willing to compromise with symbolic gestures in the event time has washed away chances to fulfill the ancient desires.
  9. Philosophical-  broods deeply over the ethics of violence and metaphysical questions. Use INT as well as WIS and CHA for determining ego vs wielder checks. Must be satisfied by philosophical debates and the subsequent enacting of the conclusions reached.
  10. Sleepy- unless roused by talk of something interesting the weapon has never encountered before, it is very difficult to unsheathe and awaken the weapon in 'commonplace' circumstances.
Armor- compared to weapons, magical armor tends to be considerably more sedate. As a rule, they provide their bonus to saving throws as well as AC.
Leather is leather, a gambeson, hides, etc
Chain is armor that is heavier but still flexible, like chain, scale, lamellar, etc
Plate is as the fantastical depiction of D&D plate mail, built stiffer and heavier than any suit in reality, made to withstand blows from giant beasts as well as human weaponry

Upon sundering a magic shield to protect oneself against 1d12 damage from an attack, it merely loses one point of magical enhancement rather than breaking entirely.
  • 01-05- Gondalon Leather- A suit of skin-tight grey material with a crystal bowl as helmet, Gondalon "Leather" cannot be cut or pierced and provides immunity to contact with acid, gas, poison, extreme heat, and so on, though when sealed it runs out of air fairly quickly. It provides no protection against blunt attacks, but is as plate against most other forms of attack. 
  • 06-09- Elven Scale-  As Chain +1. Spellcasters may cast arcane spells while wearing this, as it is composed of bronze, rather than iron or steel.
  • 10-11- Elf Knight's Armor- As Plate +1. Composed of either living or undead wood grown into this shape, it allows for arcane casting and ease of swimming, climbing, and hiding in foliage.
  • 12-14- Beast Hide +1- The hides of many creatures (bears, lions, boars, etc) are suitable for minor protective enchantments.
  • 15-17- Crocodile Skin Leather +2- though many giant beasts are suitable for minorly magical leather, crocodile skin repels Magic Missiles.
  • 18-19 Dragon Leather +3- comes with resistance (half damage) from the appropriate element. While you might expect wearing dragonskins might piss off other dragons, this is not necessarily the case, as dragons view younger dragons as uppity thieves/gold diggers out to steal their hoards, and older dragons as unworthy cheaters with an unfair head start.
  • 20-Quicksilver Mimic- As leather +4- A specially bred type of mimic that is trained to mimic metallic armors. Is easy to wear and transport, but hard as steel, and easy to feed both on and off the battlefield by feeding it scrap metal.
  • 21-27- Full Plate +1- A suit of full plate custom built for its wearer, with no easily accessed vulnerable spots. These are the works of master smiths, but do not require wizardly involvement or unorthodox materials.
  • 28-33- Hero's Plate +2- Though bronze is not the material of choice these days due the loss of civilized trade routes between areas with tin and areas with bronze, in ancient days of elves and barbarian humans it was far more popular than iron, and as such the tarnished green bronze that survives tends to be strengthened by a proto-soul of determination and power.
  • 34-36- Ancient Dragon Plate +3- The oldest of dragons have bony spurs and scales like dinner plates that make their hides less suitable for leather, and more suitable for rigid suits akin to platemail. They are resistant to the breath weapon of the source dragon, reducing similar sources of damage to 1/2 and providing full immunity on a successful save.
  • 37-38- Svart Plate +4- produced in the magma forges of the deep earth, these exceedingly rare armors tend to be composed of strange materials like diamond, moonstuff, adamant, mithril, alloys unknown to the waking world, or most commonly, quartzite. It is functionally unbreakable, its only weakness the meat inside.
  • 39- Divine Plate +5- The pinnacle of the art of personal body armor, worn(but not necessarily made by) by the gods themselves in various celestial wars (such as the subjugation of Riikhus, or Intersolar periods). Their armor fits anything, and makes the wearer almost untouchable.
    But the component for this armor is the sternum of a dead god, and as such, perhaps it is no surprise that the gods were doomed to fall when even their armor was a memento mori.
  • 40-Darkseeker's Plate- As one leaves the light behind, conditions grow hostile to human life. This hermetically sealed suit of plate allows survival in vacuums, deep oceans, freezing wastes, burning magma tubes, and other extreme environments. It recycles water and provides darkvision out to 30' feet via an illusory viewscreen.
  • 40-44-Rose Plate- This heavy metal armor is adorned with spikes all over, inflicting 1d4 damage per round against grappling or grappled opponents and against unarmed attacks, and preventing most monsters from swallowing the wearer. It is a design common to Vint-Savoth, as they deal with huge and ravenous beasts on the regular.
  • 45-50- Shining Armor- polished so brightly that it actually shines with the pride of its wearer as a Light Spell provided the owner feels no guilt, shame, regret, etc, these suits of armor are mostly endemic to the romantic Masked Knights of Prince's Spit, who value being seen and demonstrating their honor over tactical considerations.
  • 51-55- Pumice/Coral Armor-as plate, but the former allows for walking atop liquids, and the latter, breathing seawater. Drowning is a common fear for heavily armored people and this Beast Islander innovation helps assuage such fears.
  • 56-59-Dream Plate- A dream of being invincible is valuable when told fresh to a wizard-smith, for they can forge that dream into a suit of platemail that is both subtle in appearance (matching whatever was dreamed) and excellent in function, being as light as a feather and effortless to maintain.
  • 60-63-Stymphalian Steel- This massive flight suit of metal feathers allows for quick, if noisy and slow-turning flight. The king who commissioned these suits of armor ended up losing to his aerial foes anyway, and the wearers scattered to all corners of the world.
  • 64-65-Grenadier's Suit- With multiple slots to hang burning molotovs and bombados in and a candle-lamp helmet, this overdesigned suit of heavy leather aprons and metal is extremely protective and adorned with enough pouches and pockets to allow basically unlimited 'quick access' storage of throwing weapons, manacles, and booze bottles.
  • 66- Troll/Hydraskin Leather- Bestowing the marvelous ability of regeneration to the wearer, troll suits regenerate 1hp per round while worn (and quintuple hunger for rations) whereas Hydraskin allows for quick bursts of regeneration (1d6+1 per charge expended) up to once per day per head of the hydra. Trollskin may only regenerate limbs if the armor was not lost along with the limb, and hydraskin regenerates extra limbs and heads. Lycanthrope leather functions as Hydraskin with no limit on regeneration, but induces a save vs poison to avoid contracting lycanthropy for each use and is Cursed to resist removal on top of everything else.
  • 67-68-Armordillo Plate- by curling into a fetal position, the plates of this very odd armor will allow the wearer to become a sphere of metal. They may roll down any slope that isn't a 90-degree cliff without taking damage (though those struck by the rolling fellow will not be so lucky) and while curled up, though the wearer may not fight, move, or take action beyond uncurling, they are invulnerable to most forms of attack that would have difficulty piercing a cast iron pan.
  • 69- Flesh Suit- The undead body of a giant monster, head removed and guts hollowed out so it can be worn, this unusual form of armor allows the wearer to fight as the undead creature in question, rather than their own frail self. These sinister necromantic artifacts care little for the long-term well being of their users, and typically carry the risk of disease, curse, bloodloss, or energy drain whenever entered.
  • 70-73- Dragon Slayer's Shield +1- Shields whose bearers survive dragon-breath frequently get a little prideful about this. These shields force dragons to make 'to hit' rolls with their breath weapon to strike the wearer, and completely negate damage on successful saves for both the wielder and anyone behind them.
  • 74- Oaken Greaves- As chain +3, this flexible wooden lammellar may root the wearer into the ground, preventing them from being moved and becoming as Plate +3 so long as the wearer remains rooted to the spot.
  • 75 Boomerang Buckler- This razor sharp buckler is light, springy, and able to be thrown as a richocheting death frisbee, dealing 1d6 damage again and again so long as the thrower can continually keep making successful attack rolls, at which point there is a 50/50 chance of the boomerang buckler bouncing back towards the thrower (save vs death ray to catch or take damage) or falling to the ground near the last target.
  • 76-84- Shield +1- Metal shields, as opposed to disposable wooden ones, are typically made only by expert smiths who put great care into their work, and this care manifests as an often short-lived bonus for a shield that can be sundered twice for the sake of its wielder.
  • 85-89- Shield +2-commonly used by elite knights and kings, the power of law and belief in society giving these shields their power so long as their heraldry is visible.
  • 90-93- Shield +3- Imbued with a mighty protosoul of a shield awakened by tremendous adversity, shields like these are subjects of local legends and tend to have lesser wills of their own, though typically their will is the same as the wielders and they wish only to take big hits and defend their wielder, though some may have memories of past owners.
  • 94-95- Shield +4- In ancient times, warriors were brought back atop their shields, and for some indomitable souls, their shields served as their graves and became homes to their souls, making for a shield that would furiously yearn to help others survive battles that they failed to, and to protect what they could not. A massive bronze hoplite shield is the most common form of this level of shield, though knightly kite-shields or even doors used as impromptu shields by mighty dungeon delvers are possibilities as well.
  • 96- Shield +5- These mighty bulwarks are typically created by binding a demon, ifrit, or similar mighty spirit being into them and commanding them to defend the wielders to the best of their abilities, as well as being composed of some nigh-indestructible material.
  • 97- Bullseye Shield +1- This enchanted shield with an adamant cabochon at the center draws missiles to the invulnerable center, functioning as a continual Protection From Missiles spell
  • 98-Martyr's Shield +3- the high temple of M'shesh produces these holy relics for its temple guards- The bearer of this tower shield may share their own AC to all within 5' of them (and up to 30' behind them) and enemies who can attack the defended must save vs spells or attempt to attack the Martyr regardless.
  • 99-Mirror Shield- Though unremarkable against melee attacks, this polished crystal-and-mercury shield baffles spellwisps and gaze attacks, reflecting them back towards the aggressor if the save is made.
  • 00- Shield of Annihilation- Any attacks directed at the wielder that miss by 1(or for spells, being saved against exactly) are assumed to have struck this disc of absolute blackness and been annihilated. If a weapon was wielded, only it will be sucked into the shield, but if the attack was, say, from a dragon's claw, the entire unfortunate being will be sucked into the shield.
  1. Darkwater Jug- Can pour forth varying liquids, 7 times per day, but may not change liquids until the sun has set. Pours 2 gallons a round, and the amounts given are the amount per pouring.
    • Salt Water- 16 gallons
    • Fresh water- 8 gallons
    • Beer- 4 gallons
    • Vinegar- 2 gallons
    • wine- 1 gallon
    • Ammonia/Urine- 1 quart
    • Oil- 1 pint
    • Acid- 8 oz
    • blood- 4oz
    • milk- 1 oz
    • cyanide- 1/2 oz
  2. Tracker Token- Allows anyone who knows the secret word on this item to scry the bearer with any scrying spell, or to dream of their location. Works even if stowed in inventory. Typically something shiny and nice but not so valuable as to be sold.
  3. Closed-Eye Amulet- seals the body against external control, giving the host spirit immunity to possession and mind-altering effects. Though originally used in the Alf-Witch Queen wars, it is now prized by tomb-raiders. As a lesser known effect, it also makes the wearer imperceptible to magical attempts at locating them or gaining information about them via ESP or detection.
  4. Personal Teleportation Matrix Ring- a runed bronze hoop with 6 crystal rings sliding around the edges and magnifying the runes they are placed over. Shifts the wearer to the destination gateway in this world or another that the code corresponds to.
  5. Link Rings- anything pushed through one ring comes out the other.
    1- Finger Ring Sized
    2- Bracelet sized
    3- Crown Sized
    4- Necklace sized
    5-Belt Sized
    6- Hula Hoop Sized
  6. Apparatus of Kispiritis A giant metal barrel that can turn into a lobster-like submersible vehicle, so named for the lost Pirate God of the seas. Used for deep sea exploration.  Contains many levers, one of which may be pulled per round, making larger crews handy. They come in various sizes, typically seating 2-5 people. It has armor as Plate +3 and is remarkably sturdy, springing a leak after 100 damage is taken (closing portholes solves this) and actually having a man-sized hole opened in one side after 200 damage is taken.
    • Levers
    1.  Extend/Retract Legs/Tail
    2. Uncover/cover forward Porthole
    3.  uncover/cover side portholes
    4.  extend pincers/feelers
    5.  Snap Pincers (Attack for 2d6 damage)
    6.  Forward
    7. Backward
    8. Turn Left
    9. Turn Right
    10. Open/close "eyes" with continual light inside
    11. Rise (levitation)/Sink
    12. Open Hatch/Close Hatch
  7. Dungeon Compass- A small compass that will point to the (request one) nearest/furthest/eastmost/westmost/northmost/southmost stairs up or down, sloping passage up or down, dungeon exit or entrance, or cavern.
  8. T'liki Beans- these beans may be planted and watered to grow into various ridiculous things, mostly spawning angry monsters wearing jewelry to bait fools closer, but occassionally growing huge trees or calling forth natural disasters. If all dumped out at once they explode for 5d4 damage, save to evade.
  9. Devourer Bag- This bag weighs 40 pounds no matter what is put inside it, and has infinite carrying capacity... however, organic substances will be eaten in 1d20 rounds, and upon attempting to retrieve inorganic items there is a 5% chance that they will have been eaten.
  10. Bag of Holding- Similar to devourer bags, but with weight limits of 2d10*100 pounds and 1/10th that number cubic feet and no chance of gobbling things up. If overloaded or punctured, the bag sinks into some subspace pocket and it and the contents are lost.
  11. Mystery Box- As per a Bag of Holding, but things placed in the mystery box are soon replaced with other things of unknown provenance, but similar value- 200 coins may be replaced by a wagon, a sword replaced by an axe, magic items by another item. It has an unknown number of charges before it merely becomes a Box of Holding.
  12. Bag of Beasts- Random mammals may be pulled forth to serve the wielder, reverting to their shadows after their task concludes and returning to the bag. 10 animals per week may be pulled forth. If turned inside out, the bag becomes a single, permanent Goblin King.
    1. Mouse
    2. Sparrow
    3. Skunk
    4. Ferret
    5. Giant Rat
    6. Badger
    7. Cat
    8. Dog
    9. Ostirich
    10. Eagle
    11. Monkey
    12. Goat
    13. Horse
    14. Pig
    15. Bull
    16. Bear
    17. Lion
    18. Dolphin
    19. Elephant 
    20. Whale
  13. Keg of T'liki- this wooden keg can be tapped to dispense random potions (50%) or tasty/nasty novelty drinks (50%). If attempts to identify or store a drink instead of quaffing it immediately are made, 1 point of Wrath is incurred from the god.
  14. Bridget's Lifeboat- These odd boxes can be unfolded into small sailboats, and will assume this form if submerged in water as well. They will be sized to house all in danger of drowning nearby. These are ships that were offered to Saint Bridget and then returned to human civilization to serve as emergency aid.
  15. Book of The New Gods- This book contains tales of miracles and prayers to gods and is a massive tome requiring 2 hands to open and read. A randomly determined cleric spell may be cast as much as desired via reading and rereading a page, or the page may be flipped to find a new random cleric spell. The pages cannot be flipped back, and the book vanishes to reappear elsewhere in the world once turned to the end, and has 12+1d8 pages remaining. Each casting of a spell has a 1-in-10 chance of turning the page if cast by a cleric, and  3-in-10 chance otherwise. This automatic page turning cannot be stopped by any means. Any cleric who flips to the last page earns 1 point of wisdom and XP points halfway to the next level of experience.
  16. Yg's Spellbook- This massive spellbook is written in every language and functions identically to the Book above, but with regards to wizards and their prime stat.
  17. Illustrated Infinite Origami Pamphlet- A small, one-handed pamphlet with wood-cut images of stances and techniques, this functions as the items above but for Fighters and Fighter-techniques. 
  18. Boots of Elven Whimsy- These curl-toed, bell-adorned boots confer a 95% chance to move silently, and a 5% chance to dance wildly with much jangling and tapping for 10 rounds. They may be used to dance intentionally if desired, and the dancing is good enough to impress elves and human nobles alike.
  19. Froggy Boots-  These strange boots are thin and hip-high, though quite thin and flexible, and allow for the wearer to move their normal movement in the form of impressive leaps, or swimming.
  20. Gravity Boots- These stone shoes allow the wearer to walk on surfaces as though they were the ground, altering their personal gravity. At least one boot must be in contact at all times or they will fall normally.
  21. Horse-Shoes- These boots have horse-shoes on their bottoms, and allow the wearer to run as fast as a horse for up to 8 hours, though each hour of movement necessitates an hour of rest once the runner comes to a halt. If conditions allow for the wearer to run freely about in combat, the speed is worth +2 AC.
  22. Bowl of The Midnight Sea- This bowl of Onyx and Lapis-Lazuli will summon forth a water elemental when filled with water (8HD if freshwater, 12HD if seawater, 16HD if subterranean cave water). Control of the elemental requires intense concentration by the bowl-holder and no other actions may be taken, and if this concentration is disrupted the elemental will seek to drag the bowl-holder into the bowl and drown them. If used in absolute darkness, the bowl will summon the Midnight Sea to pour in from the horizon/dungeon edges and drown everything.
  23. Wemezong Bracers- Granting from +1 to +8 AC and not stacking with shields or armor, these bracers are used to block attacks and are composed of, from least to greatest, Wood, Stone, Bone, Copper, Bronze, Gold, Mithril, Adamantium. They were used in ancient times by warrior wemezong and though only one Adamatium pair exist, each step down doubles the number that exist. The Korozong Bracers are of rusted iron and simply shackle the wearer, arms above head and levitated off the ground, and are accursed items meant for cruelty.
  24. Brazier of Hinn- This ruby and brass bowl will summon a Hinn if a fire is lit within. (stats as fire elemental.) The Hinn must obey whoever holds the brazier and concentrates, but if concentration is broken, will seek to incinerate everything nearby, starting with its would-be-master. The Hinn will be of 8HD if normal wood or oil is used, 12HD if ancient/petrified wood of the 2nd age is used, and 16HD if a sun-shard is consumed.
  25. Witch Queen Brooch- Able to absorb up to 101 damage from magic missiles before going inert, these Brooches were worn by Witch Queens and their chosen consorts to prevent Elf-Shot assassination in the Alf-Witch wars. It is a symbol of great authority and may cause obedience or jealousy among witches obsessed with the authority of the past Queens.
  26. Witch Broom- a flying broom that can carry up to 180 pounds/8 inventory slots in addition to the flier. It maybe tasked to fly alone to destinations, and will spring to its owner's hand when she speaks the command word. Large witches may prefer to fly in giant cauldrons or mortar and pestles instead. If seized by anyone but the rightful owner, such a broom will attack them as a 4hd monster with 2 attacks- a swat with the broom end that causes blindness for one round, and a bop from the bald end for 1d3 damage. It has AC as leather and 18hp.
  27. Leprechaun's Purse- this purse contains 26 coins of a random type. If emptied and left that way for a turn, the magic is lost, but if 1 or more coins are left inside, it refills at sundown. Placing acorns and leaves inside enchants them to appear as gems and coins, but this deception only lasts till sundown.
  28. Candle of Law-This candle, while burning, acts as a Protection From Darkspawn, Moonspawn, Nightmares, Undead, Alfspawn, etc for all within its light source, preventing those warded beings from entering or taking hostile action against those within the light. These candles last for 4 hours and alternate versions may be made that exclude protection from one of the above and include humans and other sunspawn.
  29. Flying Carpet- A beautiful Saresaren carpet born aloft by invisible Djinn. They come in various sizes, the smallest being 1-person capacity and moving at 5x human walking speed, with each doubling of capacity removing a speed multiplier. 1-in-6 are not carried by Djinn, but are carpets that came to life after 100 years and are independent and personable.
  30. Censer of Whirlwinds- This perforated golden vessel summons an air elemental when filled with incense that can be controlled by the wielder with intense concentration. If normal incense is used the elemental is of 8hd, if cloudstuff can be obtained, 12hd, and a piece of the sky will summon one of 16hd. The elemental will turn on its controller if concentration is broken and if foiled in its attempts, will call forth a storm on the local region.
  31. Chime of Opening- this hollow mithril tube when struck opens nearby doors, locks, valves, portculli, portals, chests, etc. After 2d4*10 uses it will crack and become useless.
  32. Chime of Lymos- this windchime once had a different function, but now all who hear it must save vs magic or ravenously devour 1 ration per round (turning to corpses and the living if no rations are to be had) until a save vs magic can be made, one being allowed every time a round is spent eating something. The chime will also always sway and point towards the accursed famine-doomed land of Lymos when rung.
  33. Exorcist Bell- one of the bells detailed here. The rest of the set is probably nearby.
  34. Mirror Cloak- This jangling mirror-shard cloak produces mirror images of the wearer, 1 per turn to a maximum of 5, which may be popped by melee attacks. 
  35. Chameleon Cloak- the small people of the Beast Islands find hiding much more efficient than fighting, but needed something to help their big and clumsy compansions follow their lead. And so, most shamans of the isles have one of these chameleon-skin cloaks on hand. These allow one to hide in foliage with a 100% chance of evading visual detection, a 90% chance in most other outdoor terrain, and a 50% chance in urban or cave environs.
  36. Cloak Of the Manta Ray- this cloak allows one to swim and breathe underwater as a manta, be mistaken as such a beast 90% of the time, and sting with a tail for 1d6 damage against rear opponents as an extra attack. 
  37. Monster-Hide Cloak- Providing +1AC per 4HD of the source monster, and stacking only with nonmagical leather armor or things like rings and bracers of protection, these cloaks are quite common in regions with heavy monster-hunting as alternate armor sources. Some may have additional powers based on the source monster.
  38. Crystal Ball- these Alvish scrying devices allow spying on people visually and (2-in-6 times) also allow for hearing, ESP, or even 2 way telepathic communication. The shadow-spirits within are extremely swift to be able to scour the world for the desired target, but are easily bored and fickle and will resent being sent out with poor information or gazing at the same thing too often, and can drive the user of such a device mad by overloading them with information and showing them things they did not wish to see(save vs insanity if time limits are exceeded). They also exist in the form of magic mirrors. Many information/communication spells can be cast via scrying, as can other specifically-bred spellwisps (which tend to be a higher level than their base variants)
    100%- Subject is well known- Family and Friends- 3 hours per day
    85%- Acquaintances personally met- 1 hour per day
    50%- Picture of subject is used as reference- 30 minutes per day
    50%- part of subject(hair, tooth, blood) is used as reference- 30 minutes per day
    25%- clothing of subject is used as reference- 20 minutes per day
    20%- secondhand knowledge of subject only- 10 minutes per day
    -25%- In another dimension
    Failure indicates the spirits could not locate that specific target this day.
  39. Cube of Isolation- Creates an immovable force cube 10' to a side that prevents anything from entering or exiting the cube for 1d6 rounds. It can operate for a maximum of 36 rounds per day.
  40. Fortress Bottle- This bottle can draw inside of it an entire fortress, ejecting living residents harmlessly, when commanded to do so by the rightful owner of the structure. The bottled fortress can later be called forth by anyone holding the bottle, provided there is enough space for it to emerge. Subterranean areas part of the fortress are an exception to the 'required space' rule and they may displace unworked earth and stone to appear along with the fortress. These items are usually the creation of mighty Ifrits.
  41. Deck of Many Things- These accursed fun items are distributed by the god T'liki to bring terror and destruction spice and excitement to the lives of mortals. People wishing to tempt fate may draw 1-4 cards from the deck, and cannot draw more unless another deck is found. Two variants exist- the kind where you draw them as cards and something happens when the deck is depleted, and the kind where cards are replaced and you can just roll 1d20s.
    1. The Fool- Lose something important to  you, you must draw again.
    2. The Ifrit- Gain 1 fair wish, 2 unfair wishes, or 3 monkeys paw wishes, or 4 wishes to your worst enemy.
    3. The Sage- Gain the answer to your next dilemma when it comes...
    4. The Dragon- Your choice of 20 jewelry or 50 gems rain down upon you. They are taken from nearby.
    5. The Crown- You are granted charisma 18 as a divinely chosen king and the deed to a nearby town, fortress, kingdom, etc.
    6. The Devil- Gain the attention of a powerful spirit being who may wish you to be their prophet, or their plaything.
    7. Lovers- Two people who seem suitable partners declare their love for you (the player can pick from likely NPCs or detail a few traits they find attractive for the creation of new ones). They are insanely jealous of the other even before you make a choice, and whichever one is spurned(or both if you choose neither/both) will take it extremely personally and work to sabotage you and any lovers you may have.
    8. The Race- You and your worst enemy and a few other rivals are given treasure maps to the same location. If drawn in a high-conflict situation, instead a giant and horrible monster appears and chases everyone present until escaped or only one person remains.
    9. The Knight- 4th level fighter/4HD monster swears allegiance to you.
    10. Hourglass- Undo a single thing, once.
    11. Comedy/Tragedy- You are given a locket with the face of your one true love within, and take -3 to all saving throws.
    12. The Void- Your characters soul is imprisoned by the kind whose name is written in black upon the night at the end of the world, though the extent of your characters ability to function without it is up to the player. NPCs collapse comatose and soulless unless replacement souls are found.
    13. Death- A psychopomp reaper shows up to collect your soul. They have AC as plate +3 and strike first everyround for an automatically hitting 2d8 damage, so brute force is unlikely to save you, especially as anyone attempting to help you fight it will get a Death as well, but you might be able to challenge it to a riddle game or a lawful judgement of your life or something.
    14. Hubris- Choose one- lose all magic items, lose all money, material possession & property,  become level 1
    15. Dagger- One of your retainers, friends, etc is actually an enemy, and possibly always has been, though you don't know which one. Secret 1-in-6 chance of this being a lie.
    16. Star- Declare a goal you have but haven't been able to accomplish due to reasons outside your control(so 'wash my socks' only counts if your socks are held prisoner by the wicked Duke Dumandred or something). Gain a level if you accomplish it.
    17. Moon- Summons a Moon immediately, unless it is day in which case it will wait until night to arrive, and if underground it will simply summon a Moonspawn.
    18. Sun- Gain random magic item and 50,000xp.
    19. Jester- Gain random treasure OR two more draws from the deck
    20. Creation-  You as the player may contribute something to the setting provided it passes veto from the rest of the group. Your character is made aware of this change, while everyone else believes it always to have been there.
  42. Drums of Neuph-drumming upon these creates not noise, but silence, deafening and silencing those who could hear the drums.
  43. Floodskin- A screw-on cap allows for this leather bag to pour forth endless water at the rate of a trickle (1 gallon per round) a stream (5 gallons per round) a geyser (30 gallons per round, causing significant knockback) or a flood (an unstoppable by human hands flow of water that will create lakes and rivers if abandoned).
  44. Thunder Drums-  these drums sound like an army marching in a thunderstorm and will cause most beings to flee in panic for 1 turn if a failed save is made, and to continue fleeing until a save is made at the end of each turn. If an opposing side has a leader type and musical encouragement of their own, they are immune, but if either the music or leader falls, saves must be made as normal.
  45. Ifrit Lamp- lighting it releases the Ifrit within. On a 1-in-10 the being within is not bound to serve and will furiously attack, on a 10 it is a mighty and gracious Ifrit who will grant 3 wishes, and otherwise it is bound to serve the opener normally, carrying heavy things, turning into animals, and throwing fireballs at enemies. Snuffing the lamp before the Ifrit is commanded to return within will free it to act as it pleases, a fact known to most Saresarens and Fassulians. Once the Ifrit is gone, these lamps produce endless smoke instead.
  46. Eye of Hypnosis- this eye of pastel spirals Charms humans who meet its gaze should they fail a save, as per the Charm Person spell. The eye is typically placed within an empty socket, but could be socketed as a gem in jewelry and so on. These are either gemstones from the Dream Realm or Coatl eyes, depending on who you ask.
  47. Astronomer's Eye- This eye allows magnification of objects as though they were 100 times closer, and is said to be the eye of Abdul Alhrazed, which seems unlikely as there are at least 3 of things known to exist in the great observatories of Saresare, Mercia, and Heleologos.
  48. Jeweler's Eye- These gemstones are plucked from the heads of corrupted Deep Dwarves, and allow exmination of things as per a microscope, allowing easy appraisal of gemstones and discovery of secret doors and so on by finding minute cracks in the walls.
  49. Medusa Head- The living head of an immortal medusa retains her powers of petrification, though one must treat her quite nicely to avoid both her wrath and the wrath of Yg, meaning one must have had nothing to do with said beheading or subsequent theft at a bare minimum and a fair attempt to get the medusa reincarnated via snake-miracles must be promised.
  50. Wondrous Chess Pieces- These tiny figurines may be grown to full size and animation by placing them on a square, and take the following forms. All have 5HD, AC as Plate and deal 1d8 damage unless otherwise stated and have golem immunities, but pretend to be defeated by mundane damage things out of 'sportsmanship' and return to their inactive forms for a week if defeated. They are typically found one at a time save for pawns.
    • Pawns- short but wide-hipped and broad-shouldered, with face-concealing helmets, Pawns have 1HD and are servile and courteous, but have keen minds for the long term and about half reveal themselves to be smug poor-winners if they get the upper hand over 'superior' foes. They may develop into other forms if they reach the bottom of dungeons or similar, but the transformation only lasts until the end of the adventure. They are found in groups of 1d8, and the full set of pawns is usually nearby. They are slow walkers, and take a full round to change their facing.
    • Knights- Reckless and touchy about their honor and in tormented delight over courtly dilemmas of love and obligation, they appear as horse-styled armored knights who leap about past shield walls and through other walls to menace from surprising angles- they have 5hd and deal double damage from behind.
    • Bishops- Tall and thin, with even taller stone hats. While (slightly)less personally romantic than the other pieces, Bishops rabidly attempt to matchmake all they encounter so they may officiate over weddings, and have hidden forbidden loves that they cannot resist, but cannot admit. They move at double speed compared to a human and their allies gain an extra attack when standing adjacent to one.
    • Rook- Stoic and cool, but prone to grudges, rooks are straight-backed and square-shouldered, though often invisible behind their shields(+1AC). They are slow to open up to people, but their friendship is unyielding once earned. They are the loneliest chess pieces, but share a special bond with their Kings. They protect those they stand next to with their own AC and inflict a free attack if someone attacks the protected instead of the rook.
    • Queen- Terrible, beautiful, and nearly unstoppable, the Queen has 10HD, double movement, and may cleave all targets adjacent to themselves. The Queen and King have strained relations, but will never abandon each other (permanently) no matter how sordid court romance gets.
    • King- Slow but deep of thought, alternately indecisive or terribly final. Half speed. May grant an extra attack to all his allies, provided no enemies are in melee/have a clear line of fire to him.

      Different sets may have slightly different personalities- the white and gold set being obsessed with truth, the red set with passion and conflict, the black set with subtlety and discretion.
  51.  Gauntlets of Dextrous Steel-these steel gauntlets, haunted by a master thief, allow for improved thiefly abilities (+10%) and the use of said abilities while wearing metal armor.
  52. Gauntlets of Ogrishness- these bulky gauntlets provide 18 Str while worn, but reduce dexterity to 3.
  53. Stellar Helm-this ancient crystal helm holds glowing gems that provide light as candle-light by default, but can be removed and placed as a light spell, or expended to flash and blind those facing and in front of the wearer. A given helm has 1d20+20 gems within. A variant known as the Solar Helm exists glows as a torch, has but 1d4+1 gems, and hurls the gems as fireballs instead, but if the wearer fails a save against a fire-based attack the helm will detonate all remaining gems at once.
  54. Gem of Soulsight-Things viewed through this gem appear as their souls, rather than their physical vessels. In addition to aesthetics, this reveals illusions, secrets, invisible, interdimensionally phased,  and transformated things for what they really are. Use of the gem has a 1/20 chance of the user mistaking something real for something unreal, or hallucinating what they want to see.
  55. Jewelry of Sexchange- these pieces of jewelry (belts and crowns alters the wearers physical body to that of a different sex while worn. Some instead provide androgyny, and some hermaphroditism. All are valued at x5 the base jewelry price to the right people.
  56. Girdle of Giant Strength- these skin belts only function so long as the giant they are from lives, and are oft hunted by the giant whose strength was stolen. Damage dealt and rocks hurled are as the monster, and most human-sized obstacles are doomed if this strength is applied to them.
  57. Turban Of Sagacity- This wrapping of silk, an opal, and a feather allows the wearer to read all alphabets, and undersand all speech, due to the spirits of many ancient scholars making their afterlife within.
  58. Helm Of Opposition- the powerful spellwisp inside this helm will assume the opposite beliefs and personality of whomsoever wears it and become an inverted spiritual double that kicks out the original soul and inhabits the body. Thereafter the helm is nonmagical, though the new-beingmay have nostalgia for it. These items were Alvish tools used to 'correct' rebellious humans and few remain due to general suspicion of their use.
  59. Crown Of Telepathy- this headgear allows for hearing the thoughts of anyone the wearer gazes at for 10 minutes. If the targets name is known, one may speak telepathically to the targets, and if the wearer concentrates, they may attempt to implant thoughts into the target to encouraged suggested courses of action and so on, though this is fairly unlikely to work (5% chance per point of intelligence higher than the targets.)
  60. Bubble Helmet- this bubble helmet (actually a small earring-like clamp) allows its wearer to breathe underwater and walk and run normally, for it produces a bubble of air around them. If given to an aquatic creature, it produces a bubble of the appropriate liquid around them, allowing them to swim and breathe on land.
  61. Horn of Horrible Honking- Produced from the beak of an accursed goose, this horn forces two saves vs magic from those caught in the cone of sound it emits when blown- those failing one save are stunned for one round and deafened for 2, and those failing 2  saves are stunned for 2 rounds and deafened for 4, as well as taking 1d10 damage. This blast will blow down most doors and gates, small cottages, etc and cause heavy structural damage and ceiling collapse in the area of effect (and perhaps beyond), damage being about 5d4 per 10' ceiling height and possibly pinning those caught in the collapse in place. Subsequent uses of the Horn per day cause a cumulative 1-in-10 chance for it to explode and deal 5d10 damage to the hornblower.
  62. Horn of the Ningen- produced from fabulus horned sea-beasts, thos horn can be blown once per day by humanish things and thrice per day by ningen and may have the following effects
    1. Calming rough waters (including dispelling water elementals and similar)
    2. Summoning sea critters sich as hippocampi, sharks, seals, etc which arrive under their own power but are friendly and helpful
    3. Causing animal-like sea creatures to flee in panic
  63. Skeleton Horn- this horn summons skeleton warriors from the eternal Skeleton War in the depths of the earth to fight for the sounder. They are only safe to blow once per week, as the skeletons will good-naturedly drag the sounder to war if sounded too often.
    • Brass- 2d4+2 2HD soldiers
    • Bronze-2d4+1 3HD warriors
    • Iron- 2d4 4th level knights
    • Bone- 1d4+1 5th level berserkers
  64. Horseshoes Of The Wind- allows a horse to travel at double speed, and run (horizontally or downwards only) across thin air! This is commonly made for kings who want a pegasus but can't find any.
  65. https://goblinpunch.blogspot.com/2015/01/d100-minor-magical-items.html
  66. Bardic Instruments- These items cast spells when certain songs are played upon them, and may contain multiple spells for multiple songs. They are extremely picky about who plays them and may spurn insufficiently skilled or renowned owners, much like intelligent weapons.
  67. Master Beast Bottle- in the beast islands, beasts are captured in bottles and used to fight proxy battles. This dull iron flask bears the mark of a Master Beast Battler and no doubt contains a beast uncontrollable by any but its true owner... or (50%) it is empty and could be used to capture a monster within, provided it fails a save vs spell.
  68. Fulgurite Javelin- Lightning that misses its target may stay captured in trees, sand, and other substances. IT may then be recovered and turned into mortal weaponry. They deal a flat 20 lightning damage, striking all along the line of a javelin throw, and are found in bunches of 1d4+1 typically, with 5 being the maximum that have ever been made from a single bolt.
  69. Carbuncle's Gem- This accursed item makes all discovered gems Exceptional, but whispers evil words into the ears of all the party encounters, causing the worst possible reaction rolls and aggrieved pursuit. Once it upgrades 100 gems, it become a worthless stone, but cannot be discarded without showing up in the accursed's inventory again.
  70. Mokkhite Golem Manual- these most secret of texts of the now defunct Church of the Stone Sun describe how to create golems, both of the 'piloted by a ghost' variety and the 'piloted by an elemental bound to written instructions' variety. Each manual details a different variety, though the most common are Clay (1 month construction, 65,000coins) Iron (4 month construction, 100,000 coins) and Stone (3 month construction, 80,000c cost).
    Flesh golems take 2 months and 50,000c but the details for their construction are more commonly found in necromancer or M'shesh works.
  71. Lumar Mirror- This blessed mirror allows unrestricted access to and from the Mirror Realm and is basically a man-sized interdimensional portal. It may also function as a crystal ball, and the user may ask their reflection fro the answers to a question once per week.
  72. Hangman's Net- A net woven from nooses used to kill people, this net has the terrible weight of death upon it and it can neither be broken nor escaped by living creatures those caught within it.
  73. Hespieriades Paints- Not to be confused with the brush, which draws specific things in thin air, the paints can draw still lifes on a 2 dimensional surface and make it a reality. Only inaniamte objects can be drawn- a statue but not a golem, a corpse but not a person, etc. Items of value like gems and jewelry will turn out to be painted lead and glass and so on.
  74. Mummy Wrapping- intended to keep a corpse (undead or otherwise) safe from the elemental wrath of decay and infestation of disease, those items that have not been profaned by unnatural hungers from beyond the grave work just as well on humans... but those which are cursed rot away the wearer with Mummy Rot and conceal the damage being dealt.
  75. Silk Savior Scarf- made of Saresaren or Kumokumo silk, this fine scarf can serve as 10 feet of rope in a pinch, but more importantly, it stabilizes dying people by acting as a bandage and if necessary tourquinet, preventing death from blood-loss related Death and Dismemberment rolls.
  76. Pipes Of The Ratcatcher- These pipes may summon 1d6X10 giant rats and/or 3d6x10 regular rats to do ones bidding if they are within 40 feet, though these rats must arrive under their own power and be nearby, and they will leave if the piper stops playing, and grow increasingly likely to turn on the piper if constantly summoned and unsummoned. Wererats and rat-folk will find the pipes pleasing to the ear and may enjoy the music, but this is a matter of taste, not magical compulsion.
  77. Portable Hole- the solid form of a hole (as opposed to the liquid potion form) the portable hole creates a 10' hole in whatever it is placed upon, and may be picked up from either side of the hole. Rather than making a pocket for things to be stored in, items left 'inside' the hole will be buried inside the object the hole was created in if the hole is moved without the item being retrieved.
  78. Fairy Godmother Charm- A general purpose kit of items given to charming kids by bored Alvish sorcerers to help them get to grandmother's house or whatever. Witches create similar things, but with a more kindly goal rather than boredom and mild annoyance. Each token can be used once
    • Delicious Cake- Any even remotely hungry being will have to stop and eat it (assuming they are not being threatened by anything)
    • Raccoon/Seagull Griffon- A small monster that would nonetheless fight God for half a bagel, this tiny but fierce creature will drive off flying monsters
    • Anchor- will keep any ship moored for 1 day, or upon release by the user.
    • Folding Fan- May blow a strong breeze capable of moving a ship, among other things. Falls apart after 8 hours.
    • Swan Boat- A fanciful boat made of feathers in the shape of a swan. Falls apart after a day.
    • Cotton Fluff- grows a giant cottonwood tree 60 feet high, 4 feet trunk diameter, 40 branch diameter
    • Comb- grows into a bramble bush that serves as a web spell for those caught within.
    • Whip-as a dancing weapon that will keep predators at bay, whip steeds to greater speeds (though at the cost of morale), retrieve far things, etc. It will function for 6 rounds/attacks and then vanish.
  79. Robe of Wizardry-this mighty item makes the wearer's spells irresistable- no saving throw is allowed against them. However, the magical potency risks the wearer as well- they cannot pass saving throws against spellwisps either. If Cursed, it reverses its effects and makes the wielder both unable to cast spells and to be directly affected or even targeted by them
  80. Robe of Pockets- These robes contain one-use Pockets of Holding that can produce (twice each) a dagger, lit lantern, large mirror, 10 foot pole, 50' of roope, or a large sack, and has 4d4 mystery pockets that contain one of the following
    • 01-08- 100c purse
    • 9-15- foot-long chest with 500 low-denomination coins inside (50c value)
    • 16-22- iron door that will attach itself to appropriate locations
    • 23-30- Ten 100c value gems
    • 31-44- Ladder, 24 feet long
    • 45-51- Mule, with saddlebags
    • 52-59- ten foot pit to be placed immediately
    • 60-68- Potion of Healing 3d8+3, cures poisons, paralysis, etc
    • 69-75- 12' long rowboat
    • 76-83- scroll of random spell
    • 84-90- pair of war dogs
    • 91-96- 2x4 window that can replace up to 5 feet of wall when placed
    • 97-00- Roll twice
    They are created from salvaging an exploded bag of holding/devouring
  81. Buddy Rope- a rope haunted by the ghost of a thief, it can move like a snake, tie and untie itself, and climb sheer surfaces to affix itself for others to climb it. If annoyed, it may attempt to tie people up and or dangle them until apologized too, and if threatened it may defend itself by attempting to choke or (given appropriate scenery) hang people. It may communicate by twisting itself into cursive shapes.
  82. Adamant Saw- This giant, two-man wood saw composed of adamantium can saw through 2 feet of basically anything per 10 minutes, though given its shape it is mostly useful for cutting through upright cylinders like trees, bars, and pillars.
  83. Adamant Shovel- This indestructible shovel can dig through 5 foot cubes of earth in one round, and stone in ten minutes, though the user must rest for 1 hour for each hour of digging and cannot clear snow without first attempting to order offspring to do so.
  84. Jet Scarab of Solipsism- this dark necklace gives a 1-in-20 chance to disbelieve anything that would harm the wielder. Anything disbelieved becomes an illusion.
  85. Sphere of Annihilation- Also known as a dark star or midnight moon, these spheres of absolute black from the deep darkness suck whatever they touch into them, utterly destroying them. They are voids, not objects, and as such cannot be affected by anything save for effects that warp space itself, which may cause them to collapse. The suction is sufficient to pull wagon-sized objects into them in a single round, but heavier things like stone walls may instead have holes bored through them as the sphere moves.
    One may attempt to move these spheres with mental concentration- every person concentrating on the orb and doing nothing else may move it 1d20 feet in a round, opposing directions cancelling each other out. Certain spells or items may be developed to aid this, and Void Monks add their level to the roll and need not spend the whole round concentrating to move the orb.
    These spheres are 1d6(exploding on a 6) feet in diameter.
  86. Earth Heart-this unremarkable appearing head-sized stone animates earth and stones it touches as earth elementals, which may be controlled so long as absolute concentration is maintained, but will turn on the summoner if they are distracted. Loose materials like mud, earth, sand, etc create an 8HD elemental, mixed materials a 12HD elemental, and monoliths of at least 1000 cubic feet, 16hd.
  87. Idol of Greed- This roughly humanoid stone weighs 100 pounds and due to its 'arms' can be worn like a piggybacking child. It makes random treasure rolls have a 10% advantage in terms of determining whether treasure is found, how much is found, etc etc. It is Cursed and will crawl back onto the back of any who use it if discarded, unless 10% of treasure is tithed to it.
  88. Black Veto- This mysterious letter, found in envelopes with wax seals with the initials K.A.N., if signed by a character run by each player present, declare the accused (to be written in a blank space) to be banished from the campaign and cast out of reality. The only power capable of returning an entity so banished is GM fiat and the approval of all players who signed the document.
  89. Tome of Dominion- this tome details ways to organize and inspire people with gift-giving and personal investment in their lives, and if the advice within is followed, allows a character to gain followers as detailed in 9th level domain play regardless of experience, funding, or having a base of operations. It also removes charisma based retainer limits.
  90. Anthropomorphic Press Mold- Two large obsidian plates that open and close like a book, with a humanoid indentation on the 'interior.' Anything squashed between them will be transformed into a humanoid version of itself- ie, a wolf becomes a wolf man, a slime a slime person, a sword a sword-person, etc etc. Reaction is rerolled as the newfound creature marvels at its highly altered state of existence.
  91. Wand of The Alvish Champions- this colorful pink beribboned rod will, when the command phrase is spoken, turn the user into an avatar of beauty, justice, and compassion. All attacks made by the wielder become magical, non-lethal, and family friendly, and the wearer is immune to corruption, insanity, mutation, death, and dismemberment while transformed, and will merely drop unconscious if reduced to 0hp or killed. Enemies defeated must retreat and then save or rethink their ways, and if that save is failed, must save vs being charmed.
    Wands of different colors exist.

    Whether this object is a glimpse of a better possible world, or a cynical propaganda tool used by the High Elves to quell dissent is up to the individual to decide.
  92. Hand of Glory- this candle made from a human hand makes light sources it holds to be invisible to those outside the light radius, allowing for excellent stealth by its wielder. The hand is best at gripping candles, but torches and lanterns are not out of the question.
  93. Seven League Boots- these boots allow the wielder to travel a league (about 2 miles) in one step, seven times per day. 
  94. Spoon Of Munching And Crunching-  this spoon allows its wielder to eat anything, one mouthful at a time, and gain nutrition from it. Eating monsters and magical items allows one to gain their powers, but only until next mealtime.
  95. Gem of Dreams- These jewels of at least 10,000c value contain pocket dimensions that were carefully crafted from dreams. They allow casting of the Spell Borehole (which allows one to enter the mind and dreams of a physical entity) at will, both to enter the dreams of others, and to enter the pocket-dream of the gem itself.
  96.  Clockwork Engine- A perpetual motion machine of tremendous power. It can fuel a dungeon's worth of traps and elevators, make a carriage or ship move at quintuple speed, and enable all manner of wonders.
  97.  http://www.bastionland.com/2009/07/100-interesting-magic-items-first-half.html
  98. https://www.seventhsanctum.com/generate.php?Genname=magicitem
  99. Nightmare Contingency- upon death, the user wakes up and realizes today's events were only a nightmare, and the item is gone.
  100. Moonlets- these tiny moons orbit around living beings and provide minor benefits to those they orbit. They are often found in craters after moon/sun battles or more esoteric celestial conflicts. They are very hard to hit, but can be grabbed or shot out of orbit. They may provide the effects of other random items (50% chance) or as below. Their light has sinister effects on reality, but provide constant illumination as candle... if exposed to sunlight there is a 1% chance that the sun will smite the wielder with a 20d6 crackling lightningbolt or solar flare.
    • Spring- causes vegetation to grow flowers, birds to become more dinosaur like, and insects and plants to grow poisonous, maneating, carnivorous, and acidic in hallucinatory ways. The effects are gradual at first but rapidly spiral out of control
    • Autumn- causes vegetation to grow larger, thorny and metallic, birds and bugs to become tough metallivores, and fruits and nuts to grow larger and larger.
    • Winter- freezes liquids, causes hypothermia or spontaneous hair growth and development into dire ice age versions of oneself.
    • Feather- gravity at 1/10th normal within light
    • Carnage- Melee attacks always hit and hit for max damage within light
    • Pink- violence impossible within light
    • Skull- human remains reanimated as murderous undead. Power grows with light exposure.
    • Rabbit- Campaign physical laws jankily converted to Fate Core or Accelerated
    • Bites-the-Sun- unarmed melee attacks heal self for damage dealt against targets with blood
    • Lumar, Moon Of Day- triggers Lycanthropy, prevents sun-smiting.
    • Deep Shade- shadows cast by the light become pits
    • Biblion Aleph- Things in its light are composed of words that can be taken apart and recombined, not physical substance.
Artifacts- Dreadful items beyond understanding, fueled by the ghosts of dead gods or even less comprehensible things, these rare artifacts will likely warp campaigns far outside their original scope if kept around for long. All of them are mostly invincible and can only be destroyed in one way.
  • Doomswords
  • Stonefast Axe- this dwarvern artifact grants a limited omniscience and telepathy to the wielder, allowing them to sense what is happening within a structure they rightfully rule, from an invader opening a door to thoughts of rebellion from a servant. It allows mass telepathic messages to be sent to all within the structure, and the blade strikes as a weapon of sharpness +3, while the blunt side may be thrown as a hammer of returning. +3. It grants all the racial abilities of a dwarf to its wielder, and if the wielder already be a dwarf, doubles their efficacy.
    It bears an obvious "curse" in that the wielder will become more dwarflike with continued use until they become a dwarf for good, and a less obvious curse that may or may not be real- one that draws greater and greater threats to menace the occupied stronghold until nothing can save the home or its people.
  • Baba Yaga's Hut- Though the witch queen in question is long gone (or, so one would assume) her dancing chicken-legged hut haunts the moonlands, tempting those who discover it to enter and steal the treasures within or even seize control of it... but the interior is a large and dangerous nightmare realm the size of a large palace that will not easily accept a new mistress. Stat wise, the hut combines the best qualities of a stone tower warded by magics, and a tyrannosaurus, and so long as the nightmare magics remain intact, it regenerates from all damage.
  • Crystal of Flame's Desire-  the flame dancing within this hand-sized crystal may hypnotize all who see it with visions of what they most wish to see- a save vs spells allows one to resist, but otherwise, those who see it will stare until their eyeballs dry and shrivel, and become undead to continue watching... though simply breaking visual contact will break the entrancement

    The possessor of the crystal may draw out these desires for their own enjoyment, and these manifested desires are the purest promise of a bribe possible for the individual they were drawn from, making it quite likely they will serve the crystal wielder, in hopes that they will be granted their wishes.

    It is said the holder of the crystal may only steal the dreams of others and will never achieve their own true desires until the crystal is tossed aside... but perhaps this trade is worth it?
  • Necronomicon- A tome bound in human flesh, filled with the secrets of the most powerful necromancers of every solar age. It will grant even the most frustrated and ill-informed necromancer power to create and control undead of all varieties, and raise powerful allies from beyond death to further inform their powers. It contains every standard spell in existence, and quite a few others besides, as well as maps to places of power, recipes for potions, and the means to become an immortal Lich. Though originally a work of healing and good intentions, the Necronomicon is now a vile and corrupt thing that will draw undead and sorcerers to itself to either serve its master, or slay them and take their place as a superior one.
  • Pipe Organ Of  Mana Yood Sushai||Azathoth- This relic of the unknown First Solar Age is a massive organ the size of a cathedral designed to keep a certain creature lulled to sleep with pleasing music and the reality-warping effects of that music. Playing different tunes (the player is encouraged to sing, whistle, etc a song) upon the crumbling instrument may have all manner of effects upon the world appropriate to the song lyrics, title, or mood, but the decaying instrument may squeak out sour notes or fail to play notes, causing even good performances to have reversed or unexpected effects. It is best not to think too deeply on what the ruined and abandoned state of the organ implies...
  • Clockwork Chronosphere-Simply put, this device is a wind-up time machine that can seat a half-dozen people. Time travel was long deemed impossible by archmages, gods, and other authorities on the matter, but the maker of this device clearly thought little of such objections and made it anyway.
  • The Golden Cage- this uncomfortable golden suit of armor makes the wearer impervious to physical harm- so long as every piece is worn, all attacks against the wearer miss, all damage taken is reduced to zero, all saving throws are passed. The wearer will not drown, nor starve, nor suffocate. There is no way to kill someone while they wear the armor, and as such it is sought after by all manner of people.

    But this benefit ends when the armor is taken off, and make no mistake, there are many fools wishing to to take the armor. But one wonders at the worth of a life spent never enjoying eat nor sleep nor drink nor touch nor comfort, watching the world that cannot hurt you only from behind a cage of metal.
  • Crown Of Nightmare-This writhing and thorned crown has room for three candles to be placed upon it and lit- One slot is that of Release, which causes a nightmare entity to emerge from the shadows cast, one slot is that of Command, which bids the monster to do the bidding of the wearer, and the last is that of Return- though it will not function until the nightmare entity has killed at least once. It is impossible to identify which slot is which, and indeed, they may change.

    In addition to this, anyone making mental contact with or using magic to learn about or detect the wearer must save or die of fright as they see the deepest pits of nightmare, and are 90% likely to draw the attention of a nightmare monster to stalk them.

    This item is said to be the crown made for the final Lord of Nightmare who will emerge into the waking world at the end of days.
  • Iron Crown of Oroboro- This artifact of the cosmopolitan and wild city by the sea has but one power of its own- to restrict the 8 magical gemstones associated with it to function only if the wearer of the crown is the rightful king. The gemstones each may function independently if held, or after being socketed into the Crown. All Ritual effects take one week of preparation and concentration and drain a level when used, and of the active effects, only one of the possible effects can be cast per week, not one each.
    • Ruby-  born in the heart of Mantlehearth, the symbol of either the halfling's island realm, or of the ancient dragon Anyash Surtor, depending who you ask.
      Passive Effect- as Ring of Fire resistance.
      Active Effects- 1/week- Summon Fire Elemental, Fireball, or Wall of Fire.
      Ritual Effect- Summon a volcano.
      Combo Effect-With Pearl- Cauterize- Reducing someone to 0HP with fire cures them of poison, disease, curse, etc. It does not necessarily save them from burning to death.
    • Pearl- An ancient treasure of the city of Bells and their pure but now forgotten faith.
      Passive Effect-Wielder immune to external mutation, disease, poison, etc. Can give additional saves to banish such things in others until such point as they are cured, once per day per person.
      Active Effects-1/week  Raise Dead, Regeneration, or Restoration.
      Ritual Effect-The Pearl can also be used in a week-long ritual to capture instances of plague and so on within itself, though the wielder will feel increasingly burdened by this. (So if he were to say, capture all Lycanthropy inside the pearl, he would suffer one negative level, and so on for every captured scourge)
    •  Opal- Said to be the map of all realms, it allows travel to anywhere, It was purchased at great expense from a forgotten land across the sea.
      Passive Effect- prevents being lost, informs wielder how to reach any destination to within 1000feet of accuracy
      Active Effects- 1/week Plane Shift, Teleport Without Error
      Ritual Effect- Lose a level to establish a permanent gateway between realms.
      Combo with Black Diamond- Allows entering dreams and nightmares.
    •  Topaz- It was taken from the brow of a gigantic monster in the early days of the first Lord of Oroboro's reign.
      Passive Effect- instead of rolling on the death and dismemberment table at 0hp, roll on mutation tables.
      Active Effect- 5 /day- Mass Cure Light Wounds but also Save vs Mutation
      Ritual Effect- Grant the same mutation to an entire group of people based on blood relation/sworn togetherness/etc
      Combo effect with Pearl- Mutations are always positive
    • Emerald- Once the property of the Asp-Queen of the Emerald Desert, taken when the Emerald City was forced to bow to Oroboro, and it seems it has found its way back to the asp-queen's descendant.
      Passive Effect- May transmute the material of inanimate objects- rope to gold, sand to jewels, and the appearance of living beings, so long as the wielder keeps touching them. Allows for tunnelling at a rate of 5'
      Active Effect- 1/day Polymorph Any Object
      Ritual Effect- Mass Polymorph EVERY Object
      Combo with Topaz- May mutate inanimate objects
    • Sapphire- Stolen twice from the Ningen.
      Passive- allows waterbreathing and free action underwater for up to 200 followers, or airbreathing and bubbles of water for se acreatures. resist cold temperatures, damage, and weather.
      Active- 1/day Raise/Lower water, waterwalking, summon water elemental.
      Ritual- Summons the sea to drown a coastal hex, or parts the sea to turn a sea hex into a land hex.
      Combo with Emerald- May freeze water to walk over it
    • Garnet- granted to Oroboro by the north elves as a symbol of goodwill
      Passive- ESP, immunity to undesired mental effects
      Active- 1/week charm monster, confusion, mass fear
      Ritual- Permanent Antipathy/Sympathy
      Combo with Opal- Hallucinatory Terrain
      Combo with Black Diamond- Phantasmal Killer
      Combo WIth Pearl- Cure Insanity
    • Black Diamond- Found beyond the Gate. Refracts light into darkness.
      Passive- User Hasted
      Active- 1/day Slow, Hold Monster,
      Ritual- Time Stop- no week required, just level loss.
  • Celexicon of Babel- This first age dictionary, adorned witha  beutiful depiction of an unknown night sky, contains the True Language that all things understand and obey but none may remember, in which every word spoken is a Power Word. It takes 1d10 rounds to flip through this huge book to find the desired word, though the book may be kept open to the appropriate page for future use. The only thing that may resist these words are Moons.
  • Toy Mold- these stone molds,when filled with molten gold, can create new spirit creatures ranging from little cherubs to new gods, though the stone molds of the latter size require roughly one million gold pieces to fill. The gods are loathe to let existence of these items be known and will dispatch fanatics to silence all who learn of them. 
  • Dragon Orbs- fragments of the undersun, these orbs have an endless hunger for power and seek to earn that power by controlling dragons whose souls match their own. The Orbs are as follows-Ivory and Silver, Ruby And Gold, Emerald And Brass, Jet And Copper, Sapphire and Bronze. They Charm dragons of the appropriate level of degenerated light and must be satiated with regular sacrifices of treasure(1000c per week), lest the orb turn against its wielder. Seizing one Orb inevitably leads to a quest to collect all five, for all dragons band against those who would use them, and other wielders of the orbs will inevitably be brought into conflict with each other.
  • Shadow Of the Throne of the Gods Behind the Gods- Del'Narithian legends speak of two forgotten Ur-Gods, known simply as Yes and No, who created the world for their amusement. These thrones are said to stand in the black desert near Saresare at the end of the world, but are so much more real than the rest of reality that even their shadows that they cast across the world are thrones themselves. Though they are identical, those who sit in them may force the answer to questions posed to them to become Yes or No, one way or another. The True Thrones are the size of mountains, but the Shadow Thrones are of a much more manageable size.
  • The Black Tongue- related to the Orb, this artifact allows one to speak through anything- even the internal narration of other beings. It is perhaps the ultimate tool of deception, but comes at a cost- one must replace one's tongue with it, and lose the ability to speak as oneself. The tongue is wilful and capricious, and may speak of its own accord, though it has no mind-concept comprehensible to puny diegetic conciousnessess.
  • The Nothing Sword- This artifact cuts not this reality, but something beyond. The wielder may attack character sheets, monster manuals, etc and campaign notes with available knives, scissors, etc. In the event of an online game, they may delete permissions and erase things from characters sheets as the sword carves away reality at the basest level.

    And finally...
  • The Orb of Omnipotence- The High Elves created this artifact out of pure darkness, and immediately were ontologically corrupted into things feyer and stranger. It was the catalyst for the worldwide empire falling apart, and the followup human user, Sarkomand the Omnipotent, fared only slightly better, his empire falling into ruin and nightmare. The Orb is alive, after a fashion, and when left in one place for a long time, grows fleshy tendrils into the earth like the nerves of an eye, rooting itself in place. The Orb grants omnipotence, but bears a heavy burden- the burden of becoming the DM while it is held, a weight no player no mortal wishes to bear indefinitely.