1. A leather harness bearing three short quivers (sized for quarrels, rather than arrows). The first holds a dozen red-fletched quarrels, the second a dozen green fletched quarrels, and the third has a dozen white fletched quarrels. (5gp)

2. Clear crystal pyramid-prolonged stare/concentration = glimpse at historical event/extra planar history, but causes 1d4 Int damage per event seen

3. A collection of humanoid figurines, each in unspeakable act of evil, packed in box, wrapped in lamb’s wool.

4. A merchant’s leather case containing a selection of twenty well-made daggers of varying designs. (2gp each)

5. Potion of harmless flaying: 1d4 rounds after drinking this potion target produces the illusions of his/her innards becoming outards for 1d6 minutes. The illusion is entirely intangible, but nonetheless real looking.

6. A wood chip which acts as a magnet, despite its non-metallic nature.

7. Circlet of Inconsolable weeping

8. Two disks of hardened quicksilver laying atop one another. If they are separated, a tornado springs up between them – anchored on each end to a disk.

9. A newly crafted barrel filled with iron nails. (Barrel: 2gp, nails: 3gp)

10. Bag of Ash. Acts like a jar of infinite water, except it just makes a grey, sooty ash.

11. A disk of finely polished stone. On one side, the elvish rune for death is inscribed in blackset obsidian. Upon the other, the dwarven rune for life is inscribed in the palest ivory.

12. Compass of useful items: Like a regular compass, except with multiple needles each pointing toward different useful things, such as north, the nearest source of fresh water, the strongest nearby evil aura, nearest large concentration of gold, nearest civilization (exact definition of civilization may vary by user), and nearest storm. Needles lengthen and shorten as the object gets closer or further away.

13. Box with runic markings for destroy/to be destroyed containing cursed object

14. A small, leather-bound book filled with prophecies. All of them will be found to be true, but the last of them is dated just a few weeks ago.

15. Thirty storm giant minted gold coins, each is the size of a dinner plate and weighs 17 lbs. The image stuck on the coins shows a giant hand flicking a human off a table.

16. A frost giant necklace of silver upon which are pierced 17 human-sized hands (all right hands). (Necklace: 55gp)

17. Dire bat/eagle wings

18. A golden signet ring, origin unknown.

19. Trained rat in wooden cage – sniffs out gold in exchange for treats.

20. Six giant temple candles. Each is 6’ tall, 1’ thick, and weighs 100 lbs. They are made of fine white wax, rolled in gold dust, and set with emeralds. (320 gps each)

21. Bioluminescent fluid lantern – shake well, 2d4 hours

22. A cloak of griffon feathers set on black velvet. (60gp)

23. A large tome, bound in leather and clasped with gold. A closer inspection of this volume will reveal that each page is perfectly preserved dragon scale, which has been inscribed with the black blood of a fiend. The book describes the four spirits (quicksilver, orpiment, sal ammoniac, sulfur) and seven bodies (gold, silver, iron, quicksilver, lead, tin, copper) of traditional alchemy.

24. A bandolier holding 8 silver flasks (empty (x3), brandy (x2), acid (x1), ogre blood (x1), gold dust (x1, value of gold: 12gp). (Flasks: 3gp each, bandolier: 5gp, ogre blood (to alchemist): 12gp, acid: 10gp, brandy: 5sp each

25. A large chunk of raw silver ore (roughly 25 pounds). (5gp; 8gp when smelted) Lolo

26. A 1’ x 3’ bronze plate bearing the ancient, and secret recipe for Black Mountain Stout

27. A thick leather satchel containing an adventurers’ kit: 6 wax candles, two pieces of white chalk, two pieces of red chalk, a small bag of (100) clay marbles, a whistle, four pieces of charcoal, three large sacks, six iron pitons, a hammer, a tinderbox with flint and steel, 2 empty copper vials, a chunk of coal, and three large sheets of paper. (10gp)

28. Poison drips – steadily and continuously – from the tip of a stalagmite which stands alone within a natural cavern deep beneath the surface of the earth.

29. A tome whose pages have been yellowed with age and used to press metallic leaves of gold, silver, platinum, brass, copper, and bronze.

30. A small steel shield, triangular, emblazoned with a griffon device in red on a field of gray. This battered shield is inscribed on the interior with the words: “May this shield be your protection in battle, Jallak. Honor the Galbrand name.” (7gp)

31. A set of pan pipes carved from the bones of a unicorn. When played, they do not make the slightest sound.

32. A thick copper necklace set with a small aquamarine. (7gp)

33. A rotting wheelbarrow holding 167 torches. (Torches: 1cp each)

34. Boots of Dry Land: Made for a pirate game I ran a couple of years ago. The wearer of the boots gains water-walking...With a twist. On any body of salt water, the boots generate a 30 ft. radius of dry, walkable sand beneath the wearer. Which means several party members could benefit from the effect. They functioned for an hour per day, but it didn't have to be continuous.

35. Demonic themed tarot/playing cards – extra planar repercussions based on game played; tarot tales come true

36. Bags that summon random animals

37. The Erian Tapestry. A famous (or forgotten) tapestry depicting the Fall of Erian. The figures upon the tapestry move and change, re-enacting – in an artistically abstracted form – the legendary battle over the course of half an hour.

38. Glow stones

39. A hand axe and belt sheath.

40. A collection case holding fifty spent wands – crafted by the finest craftsman and enchanted by the mightiest wizards of a bygone age, but now reduced to mere wood, bone, and glass.

41. Thunder Hammer – deafening or stunned, DC save, 40’ radius

42. An old boot filled with chunks/flakes of silver-bearing quartz ore (50 gp)

43. A dwarven holy symbol in silver; shaped into a flaming war-hammer set against an anvil-shaped backdrop. (55gp)

44. An iron torc with six small silver figurines: A hare, a horse, a spear, a wolf’s head, a simple circle, and an oak tree. (9gp)

45. An elegant carved comb of oak, engraved with the name Aethelren and decorated with twin dragons. Elsewhere, a similar comb of ash, engraved with the name Ilthorien and decorated with twin unicorns, can be found.

46. A delicately carved hope chest of polished cherry wood. The box contains nothing but a remarkably fine, gray sand drawn from some unknown locale. Beneath the new moon, this sand glows a faint blue.

47. Waterskin of inexplicable upgrading – water to wine, wine to brandy, brandy to spirits, spirits to dwarven ale, dwarven to poison, poison to water

48. A leather vest with climbing gear: 12 iron pitons, a hammer, 50’ of silk rope, a grappling hook, a set of bronze crampons, thick leather gloves, and a leather harness seat. (32gp for all)

49. A chache of ancient coins left from the elder days of the world and made by a civilization utterly alien to the values of today: They are carved from bloodstone, moonstone, and jacinth – with unknown faces and unreadable runes decorating their surface.

50. Trap-checking chickens… Unfortunately the chickens aren’t very good at it…

51. Collapsible rod – 1’, 10’, or 20’ – any size you need!

52. A miniature crystal – small enough to lie upon the outstretched finger of a halfling child – glows softly, and pulses whenever an object colored red is brought near.

53. Cayon torches – burn different colors for each torch

54. Bottle of Giant’s urine – repels monsters

55. A leather bag containing 6 green dragon scales (young adult). (5gp each)

56. A collection of 6 elephant tusks. (2x12gp, 4x10gp)

57. A set of 8 silver spoons. (6sp each)

58. A goblin skull that has been dipped in molten copper. (1gp)

59. A small, white jade pendant without necklace. The pendant depicts a unicorn rampant with a cracked back leg. (10gp)

60. Giant-King’s platinum necklace with crimson diamond worn by dragon

61. Within a rotten pouch found upon the body of a long dead soldier is a parchment with an unbroken seal. If the seal is broken and the message read, it warns its would-be recipient to guard against an eminent betrayal.

62. The sapling of a young tree. Within a few minutes it will have grown into a wizened oak. A few moments more and the tree slowly fades from existence as a young seedling pushes up from the ground and begins the cycle anew.

63. A decorative fountain, crafted elegantly from a single block of jade and decorated with gold leaf, in which the water flows in the wrong direction.

64. A barrel filled with broken crockery. Near the bottom is a mouse nest in which, amidst the tangled mouse fur, lays a silver ring set with a polished tigerseye. (4gp)

65. A pair of pole mounted fans made of giant raven feathers

66. The mounted head of a deer, its impossibly massive horns possessed of a thousand and one points.

67. A trolls hand mounted on a three foot rod. It will grasp objects or make a fist. Commands: Grabit, Leggo, Fist.

68. Enchanted talking toad – polymorphed noble – knowledge of multiple regions, religions & other worldly strangeness

69. Ring of a god

70. A sundial which runs backwards.

71. Crystal sword – 1 instant hit for max damage – shatters into crystal shards

72. A large arbalest/bolt thrower. It is disassembled and crated for shipping. It requires four strong men to lift. When reassembled, it hurls a 5’ bolt for 2d12 dmg. (3000 gp)

73. A silver hand mirror with mother-of-pearl backing. (28gp)

74. An age-worn ivory figurine, which, nonetheless, bears an uncanny resemblance to a young woman the characters have just met.

75. A roughly beaten golden orb, roughly 10 inches in diameter. The orb is etched with the likeness of an orcish skull with an axe embedded in it. This was used by an orcish chieftain as his “royal orb”. (72gp)

76. A purple-colored apple. (This enchanted apple has all the properties of a potion of Cure Light Wounds. 50gp)

77. Ring of Fake invisibility.

78. A rotted saddlebag with coins spilling out. The copper coins have some verdigris, and the silver coins are badly tarnished. (142 cp, 46sp, 2gp)

79. An arm chair carved entirely of a single piece of coal. Inlaid with silver runes.

80. A miniature model of a pyramid, which glows a faint blue. If a deceased creature of Diminutive or Fine size is placed beneath the pyramid, they will be reincarnated in 1d20 hours. The pyramid can manifest this ability once per lunar month.

81. A well-sealed cake box with intact cake

82. A 40’ coil of rare sea shells strung on a silken cord

83. Magical Camo Paint that provides no protection, but grants 10 to disguise. The only way it works, however, is if the wearer is wearing no clothes, and covered head to toe in the stuff. It's hilarious when a disguise check fails, and they realize they are staring at a naked Gnome.

84. A small bag containing 58 clay sling bullets. Each bullet has a 12 gp opal hidden inside.

85. A cask full of bronze caltrops (6 pounds). (3gp)

86. A complete set of bronze and carved stone weight training equipment issued to the 4th army of the Ancient Empire

87. A tiny jar of glitternight dust (a narcotic)

88. A small sack containing 32 carved ivory mice

89. Exploding gold coins (Looks legit. Should avoid contact with real gold coins for safety...)

90. Mechanical claw mountain boots

91. Crystal prism (d20 x 10 gp)

92. Brass dungeon compass, runic markings, always points to nearest exit.

93. A small cedar cask of dwarven pipe tobacco. (25gp)

94. A cursed fishing pole made of blackened ash. It will never catch a fish – although, if one attempts to use it unbaited, they will succeed in catching skeleton fish.

95. An electrum pendant shaped like a curled-up cat. (6gp)

96. Studded leather armor made from sharkskin set with iron disks. (44gp)

97. A large (18”x28”), rectangular electrum sheet with ancient writing on it. The writing, if deciphered, is a brief history of a powerful magical item known as the House of Winds, with several clues as to where the item may have been lost fourteen hundred years ago. The House of Winds is described as an ornate mithral helm of legendary power. (75gp)

98. Pouch of poisoned throwing needles (see dagger damage & dart range)

99. A large barrel of pickled eels

100. An astrologer’s chart, inscribed with the finest instruments and the greatest precision upon a vellum which is both supple and expensive. Close inspection by those with the proper knowledge, however, reveals that these charts were constructed around an entirely different night sky – and, possibly, a caledrical system and length of year unlike anything known upon this world.

101. Dagger with blood line to drain victim’s blood

102. A butter churn made of bone slats, bound with hoops of silver. A scrimshaw scene depicting a crowd of human villagers beating a Halfling with shovels and hoes wraps around it.

103. Dehydrated Homonculi

104. An obsidian figurine of a dolphin which is always wet to the touch.

105. Metal box of unidentifiable powder

106. The skeletal remains of a long-dead warrior, wearing a suit of plate armor which has long since tarnished. The name of every warrior to ever die by the last wearer’s hand has been inscribed upon the front and back of the chest plate, covering nearly every inch of its surface with chaotically written, black runes.

107. Salve of Silence – armor improving sound nullifier

108. A weapons cabinet, unlocked and immovable, containing: 12 score arrows (1gp/score), 40 javelins (1gp each), 120 crossbow bolts (1sp/each), and a short bow (30gp). (Total value: 94gp)

109. Frolees five page guide to mustaches and beards

110. ½ of fool’s gold

111. D8 springs of wolvesbane

112. A pen made from a raven’s feather. Through some magical means it writes continuously from an inexhaustible supply of golden ink upon whatever piece of parchment may be near by.

113. A pair of bear fur knee breeches

114. Dagger of slicing – ignores armor bonus

115. A wand of eye poking, four charges. It will unerringly poke out the eye of a target creature within arm’s reach.

116. An electrum drow house-medallion bearing the image of a crimson scorpion with the house name inscribed on the back in the drow tongue (House Ulrather). (20gp)

117. An abacus with counting beads made of ivory, silver, gold, and vitrified eye balls (120 gps)

118. Random monster taxidermy

119. The tiny figurine of a fertility goddess, carved from a rare, fist-sized pearl. Found deep beneath the surface of the earth, for two weeks after it is brought to the surface any woman touching the figurines will become pregnant. After the two week period has expired, the figure will never work again (or until returned to its original spot for 1d12 months).

120. A plain mirror with a frame of pale ashwood. Whenever someone looks in the mirror, however, they perceive an elven face in place of their own.

121. Ring of Sustenance – require no food/water/rations

122. Ring of Ghosts: the wearer of the ring can see and communicate with the ghost of any intelligent being that has died in the past 24 hours within a 1 mile radius. After the 24 hours, the ghost disappears. The ghosts are only visible and audible to the wearer, but remain intangible. Also, the ghosts likely aren't very cooperative if the players killed them.

123. A broad dagger with a hilt that can be unscrewed. The space revealed is sufficient to hold up to 25 coins, and currently holds 10 gold coins and 15 silver coins. (Dagger value: 15gp)

124. A finely woven blue, wool scarf (1gp)

125. A leaf from the great tree Yggdrasil.

126. Miniature golden replica of ancient mythical temple – location map inside

127. A miniature golden chest with tiny emeralds lining the top that trace out a mage’s sigil. The chest is crafted in exquisite detail. (This is the material component of a “Secret Chest” (from the spell of the same name) for the ruthless lady-mage Aumurille, who will likely want it back....) (75gp)

128. A dagger sheath of bronze, set with a small moonstone. (10gp)

129. Dust of Coughing and Sneezing

130. Vial #2 contains speculumia, a slightly greenish opague liquid that when drunk suddenly causes a cloud of smoke and summons an exact copy of whoever drank it. The new person is completely the same as the drinker and will actually think that he is the one who drank the drink, the sudden cloud of smoke will prevent anyone witnessing the situation from being able to tell which one is the original person.

131. The Torturers Dagger. Found on the corpse of an enemy from the realm of chaos. It does 1d6 damage, then heals 1d6 damage.

132. A hand-fan of clipped, black-dyed harpy feathers bound with copper wiring. (9gp)

133. An archer’s bracer of leather and electrum. (25sp)

134. A hooded cloak with a dozen inside pockets.

135. A quart of honey.

136. Inhalation herbs & essences

137. An 8’ Golden horn

138. A delicate silver chain set with a tourmaline (28gp)

139. Crossbow bolt of chaos – 1 random affect on hit

140. A brown and red flecked egg, about the size of a loaf of bread, that gives off a rancid scent. (Troglodyte egg, worth 50gp to an interested alchemist, wizard, or university)

141. 100’ of rope

142. A copper tongue scraper

143. Knife of a god of undeath. It turned whoever owned it immediately undead.

144. Box of ‘Top Secret Battle Monkeys’

145. Block of ice with ancient holy symbol

146. A used, slightly rusted (but usable) double-bladed sword. (60gp)

147. One hundred and sixteen 3” white porcelain discs, each has a 1 ounce knob of electrum embedded in its center

148. D6 oily rags

149. A single, platinum skeleton-key on a platinum ring. The key is finely crafted, with a delicate design etched in elvish characters along the length and across the bow. (37gp)

150. A short quiver holding 3 sunrods (2gp each)

151. A leather bag containing a black silk shirt with eight silver buttons. (Bag: 1sp, shirt: 8gp)

152. Potion of purple ooze: Turns drinking player into an ooze for 1d8+1 days. You can make up stats for purple ooze creature.

153. A prismatic crystal which echoes back – in a deep, melodious voice – every word which is said around it two seconds after it has been said.

154. An elaborate, whalebone scrimshaw carving of intertwined orbs, each showing the legend of creation story of one of the seven civilized religions, roughly 10” in diameter. (45gp)

155. A large tome filled with over one hundred recipes for wild boar, goose, and venison; written by Kilan Wester, a former royal chef (retired). (95gp)

156. A lovely ivory-colored dress of silk with flowing sleeves. The dress has tiny pearls sewn at the neckline. (70gp)

157. A ceremonial short spear; ash wood with an iron point. Seven red and three blue dyed vulture feathers are attached to the head of the spear. The iron is fluted to whistle through the air, if thrown. (3gp)

158. A large crystal vase, silver trimmed, with a dozen dead roses and some stagnant water within. (14gp)

159. The neverburning torch. A jet black torch, with an inscription in gold upon its side: “Only in your hour of darkest need will I light.” All attempts – magical or otherwise – to light the torch will fail, but if the character carrying the torch ever finds himself upon the brink of death, the torch will flare to life.

160. A famous battle banner, long lost, smells badly

161. An unhafted axe head of exceptional craftsmanship. It’s faces are inlaid with a faience scene showing a crowd of human villagers throwing a Halfling down a well.

162. Troll-rubber boots for enhanced move silent

163. A pinewood totem pole of the northern barbarians, bearing six faces (from top to bottom): a hawk, a demon, an elk, a man, a fox, and a white dragon. The hawk has a silver feather on the left side of its face (8gp), the demon has a gold nose-ring (6gp), the elk has copper antlers (4gp), the man has electrum eyes (3gp each), the fox has a black onyx nose (15gp), and the dragon has ivory teeth (30 teeth worth 1gp each). The pole is fifteen feet tall and weighs 200 pounds. (4.57m, 90.7kg)

164. A set of dies and hammers for minting the kings coinage.

165. Pouch of mushrooms – Mario themed

166. A scabbard stained the dark color of rust. Any blade which is placed within the scabbard will emerge covered in a sheen of blood.

167. The silver hilt of a sword with a grip of black leather. The blade is missing, or never existed to begin with. One night per year, however, on the eve of the new year, the hilt is possessed of a ghostly blade – allowing it to perform its duties as a sword once more.

168. Screaming Arrows – intimidate/fear check

169. Potion of false bluff: drinker of the potion perceives that they are an amazing liar. They believe that every bluff, diplomacy, and intimidation check they make for the next 1d4 hours succeeds, whether it does or not.

170. A wicker basket with a pair of mink furs within. (20gp each)

171. A staff that could change into a hammer and give him extra strength while it was in that mode.

172. Witch’s Mad Sack of Bats – releases swarm of bats

173. A tiny toy soldier which marches ceaselessly back and forth – eternally vigilant and pissed off if anyone disturbs.

174. A silver ring shaped into the likeness of a bull’s head. (4gp)

175. A tiny diorama made of oak and silver, depicting a prophecy of the last days of the world in vivid detail.

176. In a worn and decaying wall of mud bricks, a single black brick – polished and perfectly preserved – stands out in stark contrast. If the brick is pried out and broken open, it will reveal a quicksilver core.

177. A dozen quality daggers in a rolled up rug

178. A ruby the size of a man’s fist which sparkles and gleams with the promise of untold wealth in the faintest of lights, but which crumbles to dust upon the lightest touch.

179. A mask carved to look like the face of a man, but which has been fitted for something wholly other.

180. A carved wooden mantle, meant to be mounted above a fireplace, crafted of ash-wood and stained a medium brown. The left side is carved in images of demons and flames, the right in images of angels and air. The top is carved into an idyllic forest theme and has a moon above the left corner and a sun above the right. This piece weights just over a hundred pounds. (65gp)

181. Dead/dried up fey hanging from ceiling

182. Four half-pound bricks of compressed Black Lotus pollen

183. A two gallon stone ware jug containing hallucinogenic tree sap syrup (20 gp)

184. A cabinet containing 24 glass jars of various medicinal herbs

185. Litmus magic paper: This paper can be used as a standard action by rubbing it on an object. It either detects no magic and can be used again, or changed color and brightness to reflect the school(s) and strengths of magic on the object.

186. A bowl full of golden apples found in the midst of ruins which have long been left desolate and uninhabited. They are quite edible and unspoiled. If they are taken beyond the ruins, they will lose their golden sheen and appear – in all respects – as normal, red apples. So long as they remain within the ruins, however, they are golden, and will not age or rot.

187. Re-animation bomb

188. D3 vials of holy water

189. Concealed punching dagger-bracer (Assassin’s Creed style)

190. Cat-python

191. Apple of the God’s – gain random ability of 1 god aspect at risk of save vs death, then random forbidden fruit side effect; ability is 1 per day/50% chance success

192. Near-Empty-Ever-Full One Arrow Quiver – always only 1 arrow, will reappear after being shot.

193. Brazier of infinite imps – 1d4 imps spawn every 1d4 hours

194. A masquerade mask crafted of leather and peacock feathers. (12gp)

195. Dagger of Bleeding – DC save to avoid bleeding damage

196. A hard, roughly cut piece of basalt rock which bleeds when pressure is applies to it.

197. A foot-high bronze statuette of a pair of entwined nymphs, dancing. (8gp)

198. Jewel encrusted sarcophagus – mummy inside

199. Piece of Legendary weapon & map with possible locations for other pieces

200. Bad Coin: A coin that always comes up tails. Placing it anywhere tails side down causes it to flip itself over after 1 round. It takes 50 pounds of pressure to prevent this flip.

201. Within a wooden box carved with pastoral scenes lies a leather purse, and within the purse are a handful of seeds. If these seeds are planted, they will take root and grow into plants of unnatural shape, hue, and life unlike anything seen upon this world, and operating by utterly alien principles.

202. Utility belt of flasks

203. A peg leg inscribed with a pirate’s treasure map. The map is either false or its treasure has long since been plundered. If you wish to provide the PCs with a true map, then one may be found in the hollow compartment within the leg.

204. A scimitar with a gold and snakeskin hilt set with a citrine. (100gp)

205. Ritualistic tattooing kit

206. Scalpel capable of cutting any substance

207. A broken holy sword, inscribed with the name of a legendary Paladin.

208. Backpack of effortlessness

209. Reversible, finely crafted robes

210. Ricochet-sling – up to 4 targets (d4 for targets, attack roll each; first attack fail causes ricochet to end [unless a tie, in the case of a tie to AC the ricochet continues])

211. A 3’ square replica of a castle, in wood, complete with ramparts and miniature ballistae and toy soldiers. Scribbled in some spots are notes written in draconic that suggest a plan to assault the castle (“Kill guard here first”, “Murder holes overhead”, Fireball this area”, etc…).It weighs 120 pounds. (65gp)

212. Smugglers boots – great for hiding a concealed backup dagger or wand

213. Mechanical mice which run through the walls of an ancient keep. They have done so for longer than written record can attest. They seem to be a benign presence – lacking even the slightest pestilent qualities of their flesh-and-blood counterparts – and have become an accepted presence here. Who their creator was, how they are fueled, and what purpose they serve (if any) are mysteries which may never be solved.

214. A rapier in an ornate, electrum-trimmed steel scabbard worked in swirl-patterns. (Rapier: 20gp, Scabbard: 45gp)

215. A pound of goat jerky

216. A finely crafted figurine of a blue dragon, rampant, done in wood and painted. (6sp)

217. The Longsword of Balanced Sums. Functions exactly like a generic +2 Longsword... except when you crit miss. Then it heals the target for half its max hit points.

218. Four pairs of snow serpent fur felt stockings (20 gp)

219. Four bars of copper. (2gp each)

220. Silver pan/satyr pipes/flute

221. A reliquary containing the bones of an ancient holy man

222. A small wooden case holding four pairs of fairy wings. (4gp per pair to an alchemist, wizard, or university)

223. Ballistic Fist Hammer (Hammer with each side acting as ballistic fists from Fallout series)

224. A small cask of yellow clothiers’ dye. (8gp)

225. Amulets of inedibility. Anything wearing it cannot be seen as food.

226. A piglet

227. Gold dipped idol of several skulls

228. A large bale of rare furs

229. Lucky Coin: You must have this item with you for 24 hours for it to become attuned to you. Once attuned, you may choose the result any time it is flipped, regardless of who actually flips it. Possible commands include heads, tails, and edge.

230. A finely made silver chalice etched in arcane symbols (non-magical). (7gp)

231. A diamond of incredible beauty which slowly shifts its color from the purest white to canary to blue to black and back again.

232. The Living Lantern, it acts as a decent light source, but it hates wooden items and structures and tends to set them on fire. I haven't decided if it should take a liking to burning cloth. It has some very curious results, mostly involving villagers getting angry at their houses burning or support struts burning down resulting in some catastrophic collapse.

233. Half-full flask of nightmare ale – 1 sip = 1d4 hours fear check per hour; full measure = 1d4 hours horrifying hallucinations vs DC save for early retirement

234. A cracked mask of teak wood, colored in (chipped) blue and red paint depicting the face of a fairy (4sp)

235. Waterskin of lamb’s blood

236. A silver brooch depicting a mage’s tower. (This could be a pass for magical wards at the mage’s tower, at the DM’s discretion.) (12gp)

237. Receipt for delivery of slaves

238. A filthy bucket, bolted to the floor, ¾ full of urine, containing silver coins, rings and necklaces worth 820 gp

239. A tattered, and sadly unusable, scroll fragment, inscribed with a spell unknown to any living mage.

240. Pouch of healing potions

241. A 5’ diameter wheel of fine, aged cheese

242. A small, heart-shaped token carved out of rose-colored sandstone, holding the mad soul of a princess who was trapped there by a sorcerer many centuries ago. Her body remains in the hidden royal sepulchers of her homeland, perfectly preserved by ancient magic.

243. Underworld Currency – lead coins; purple rocks/crystals, fairy dust, dragon scales, dna globules (rocks/capsules with runic understanding of specific creatures), tally bones, soul traps/crystals

244. Ash of phoenix in necklace chocker – instant revive to wearer (takes 10 rounds/1 minute)

245. A set of five small silver statuettes (each about 2” tall) consisting of a cat, an owl, a falcon, a horse and a griffon. (5gp each)

246. A one-gallon cask of Demon’s Vale Wine; a fiery red wine known to be made from hot peppers. (10gp)

247. Gold plated idols – possession = death penalty

248. RPG javelin – 5x range, normal range 5x dmg, 2xs range = 4xs dmg, 3xs range = 3xs dmg, etc… - explodes & destroyed after use except at 5xs or 4xs range

249. A large copper shield, embossed with a (copper) dragon’s head. “Elvalynte” is inscribed on the interior in a flowing script. (34gp)

250. A large snow globe, with a study base of polished oak, depicting a small farmhouse in the midst of a forest clearing. Shaking the globe causes the snow to gently fall, and as it does miniature figures exit the house and begin performing chores about the farmyard. The figures return to the house as the last flake falls.

251. A small ball of white marble – roughly three inches across – which hovers in the air until it is touched or disturbed, at which point it falls to the floor and ceases to exhibit any supernatural properties.

252. Wind attacking melee weapon – 10’ wind attack with slice

253. "Phoenix Egg" from a peddler in the City of Brass. After consulting with a few scholars, he later found that (at least in my world lore) Phoenixes are born of primal energy and not hatched, and that he had in fact purchased a very large jar of Alchemist's Fire.

254. A string of 8 beaver pelts. (4sp each)

255. A long, narrow wooden box containing forty, ½ lb rolls of quality smoking leaf.

256. A detailed rose, with petals and thorns, constructed of silver and electrum. (40gp)

257. Spork of positive reinforcement - that says encouraging things like "Everything's GREAT!" and "Your body temperature is squarely within normal human range!"

258. A small, crystal vial of a clear, viscous liquid that smells strongly of honeysuckle. (Vial: 4gp, Perfume: 3gp)

259. A stone table in the midst of the wilderness which is, nevertheless, always filled with a fresh meal whenever travelers come across it.

260. Shrunken head with command word – 1 ray spell per hour

261. Self-guided grappling hook - +10 to range attack roll for aiming

262. Rocks stuffed with lava

263. Neverfull Waterskin (It's always half empty.)

264. A straw broom

265. A thin malachite bracelet with a silver clasp. (6gp)

266. A 35 lb keg of iron nails

267. An elegant puppet theater. Although its wood is brightly polished and the red of its satin curtains is bright and fresh, the hand-painted sign upon its front (reading “The Wondrous Show of Punch and Judy” in carnival lettering) is chipped and faded. If the curtains are opened (using a set of finely woven pulley ropes which lie inside the theater), the puppets – stored in a concealed compartment “backstage” – will come to life and perform elaborate shows of their own volition.

268. Pie bombs

269. Smart 50’ rope – obeys simple commands, animated like snake

270. A high quality sharpening stone

271. Potion 3: Phoenix Restorative. The next time the drinker is reduced to 0 hit points, they deal area fire damage, and return to full health, only happens once. The player has no special knowledge this is true, but the flavor of the draught burns their throat but leaves them feeling oddly optimistic. Fire damage dealt should be based on circumstance, but if you can get away with lots, it'd be the most fun.

272. A pickle

273. A life-sized copper and silver statuette of a cockatrice. (17gp)

274. Helm – cherubic infant embellishment, emits confusion spell at will

275. Knife vest – holds 1d12 knives!

276. ½ of jerked meat

277. A blood-soaked book; a partially written history about a long-lost keep on the borderlands. The last written page is done in a different hand, and is scrawled with “The rules have changed!” in large, bold letters. Roughly a third of the book (of 100 pages) has been used. (5gp)

278. Giant spider silk rope – sticks to most surfaces (including oiled gloves)

279. A set of wooden wind chimes which plays a different tune depending upon the direction of the wind which disturbs it.

280. A life sized copper statue of a fat cat with amber eyes. Purrs if stroked, does not detect as magic.

281. A bestiary!

282. A bright red hooded cape sized for a child, spattered with dried blood. (1gp)

283. The skeletal remains of a long-dead warrior, wearing a suit of plate armor which still glistens as if it had been polished yesterday. The name of every warrior to ever don the armor has been inscribed upon the front and back of the chest plate, covering nearly every inch of its surface with precisely written, black runes. A carful inspection of the armor will reveal that there remains room for one last name.

284. A large, boxed chess set. All the pieces are small, dead pixies somehow sealed within glass.

285. Bound Armor of the Demon/Fey/Lich/Whatever - Gives insane buffs, will eventually turn you into one of whatever it's namesake is.

286. An iron flask holding a viscous liquid of intense, emerald-green that smells faintly of citrus fruit. The liquid is a concentrated, magical dye for clothing and the like, equal to four full barrels of normal dye. If consumed, it turns the drinker green for a full month. (65gp)

287. Self-incinerating pellets – extra planar/dimensional transport/escape to pocket dimension with scrying/teleportation stone/orb

288. The remnants of a massive door of stone which has been smashed into rubble. A magic mouth which had once adorned the door remains intact. As the PCs draw near it will issue its warning: “Disturb not this chamber, lest the world suffer.” Whatever the mouth was set to guard is gone – the chamber beyond the broken door is empty.

289. A 6’ stack of 1” x 8” x 12’ planks of rare, scented jewel wood

290. A large, wrought-iron sign crafted to read: “Beware of Wyvern” in a bold script. The sign weighs 80 pounds. (70gp)

291. Uncut jewel – size of a dwarf’s fist or other incredible size

292. A tablet of pure gold, inscribed with the core rites and beliefs of a vernerable religion. Carful study of this tablet, however, will reveal subtle – but important – differences between these ancient practices and the current practices of the religion in question.

293. An oboe-like musical instrument made from a troll’s femur

294. A child’s cloth doll with a small silver brooch pinned to it in the shape of a butterfly. (Brooch: 4gp)

295. A 5 ft. tall bookstand in maple-wood, the front of which is carved into the likeness of three intertwined foxes. (6gp)

296. "The Box of Do Want" which made anyone looking into the box desire whatever it was that I put inside of it. A rock? The shopkeeper wants it so badly they're willing to pay their entire fortune. A spoon? The tavern keeper is willing to give you his daughter.

297. Wand Chamber – fashioned to look like a scroll case, it contains 1d12 slots to hold wands – think of it as a circular bandolier for your everyday wizard

298. A hollow glass sphere of surprising proportions – nearly three meters across. If it is broken those nearby will catch the barest scent of alien perfumes, hinting at strange lands belonging to the ancient time when the sphere was first forged and air trapped within it.

299. A crown of severed, mummified fingers. Each finger bears three jeweled rings (2200 gp)

300. A large sword with jewels that sequentially lit up after activation. After the last jewel was lit, the sword would explode!

301. A sword of truly mammoth proportions. Resting within a chamber more than thirty meters long, the sword stretches from one end to the other. Whatever creature was meant to wield this mighty weapon would truly stagger the imagination of a dragon.

302. Bone crushing mace – critical renders limb useless; two handed by any smaller than large

303. Rabbit-fur mittens and hat sized for a child. (1gp)

304. Eldritch flint & steel – 10’ reach – blinding/minor burns

305. Water damaged ledger – hidden location

306. A brass chamber pot in which has been hidden 3 pieces of rosy quartz. (Chamber pot: 3sp, rosy quartz: 4gp, 7gp, 12gp)

307. A sack of prized flower bulbs

308. D8 buds of garlic

309. The potions are a polymorphed group of famous heroes transformed into oozes. Anyone with the ability to communicate telepathically are able to speak with them (and probably help them get back to normal).

310. A pair of blue enameled steel spiked gauntlets. The palms of both gauntlets are designed to display the Cambersome family crest, a stylized ‘C’ shaped into the likeness of a coiled serpent. (90gp)

311. Ancient gold cube – quite encumbering

312. Refillable curved poison dagger

313. A dirty canvas back containing twenty pounds of an aphrodisiac root (1000 gp)

314. Charm that tells 1 truth about a creature killed in the area

315. Fossilized skull of lich-arcane power source

316. Potpourri with demon blood – invigorating & entrancing

317. Headless helm – invisibility helm, “headless horseman style”

318. Animated pet rock – capable of killing people!

319. Tactical defense stick…

320. A leather ball stuffed with chicken feathers and a plain electrum ring. (Ring: 35sp)

321. Grog_of_Susbtantial_Whimsy_(3.5e_Equipment) - http://www.dandwiki.com/wiki/Grog_of_Susbtantial_Whimsy_%283.5e_Equipment%29

322. Silver hand sized harp

323. A grandfather’s broadsword, plain but quality. An unknown script runs along the inner side of the scabbard.

324. A ring of Luck, +1 on all saves

325. An ancient mummy which was given full burial rites and laid within a stately sarcophagus. Arranged on five pedestals around the sarcophagus are the canopic jars in which the mummy’s vital organs were placed. Although the mummy is not of the undead, opening these jars will reveal that its organs continue to function: The heart beats, the lungs fill with air and empty again, and so forth.

326. Armor of barbarian raging

327. Dinosaur bacon

328. Troll calling horn

329. A magic kazoo of intimidation

330. A large pile of coal. Two small, rough diamonds are hidden near the bottom. (20gp, 25gp)

331. Monster presence detecting weapon (Hobbit – Sting, Orcs/Goblins)

332. Key chain with multiple types of ‘skeleton keys’

333. Collection of documents with traces of royal bloodlines

334. A telescope of jade and banded with bloodstone. A character looking through the telescope sees not the world around them, but a strange, alien panorama which – nonetheless – follows the motions of the telescope.

335. A cow

336. A 'God-Helmet' that explained the universe when you put it on. It usually just fried your brain though, small chance of enlightenment or instant death.

337. The holy symbol of a god long thought dead and gone.

338. A large signet ring of gold, worked with a unicorn crest. Any commoner who dons the ring will suddenly discover its metal heated to unbearable levels – causing one hit point of damage per round. However, anyone with noble blood (however slight), or destined to become a noble at some point in the future, who does the same will suffer only a momentary flash of pain (with an accompanying 1 hp of damage). They will find that the unicorn crest has reshaped itself to their own heraldry, which has also been branded in miniature form upon the back of the finger. From this point forward, they can put on or remove the ring at will without any further ill effects.

339. Object of secret door detection/lay out visualization

340. Two six-fingered gloves, along with a matching seven-fingered glove. The set is made of supple black leather, and stitched with fine, silver thread.

341. A human skeleton in rotted priest’s robes wearing a ring and necklace. (Electrum ring: 4gp Silver necklace: 3gp)

342. Debt of a Soul – contract of soul ownership

343. A plain, unadorned black obelisk. If brought above ground and into the open, the obelisk will draw down a near-constant barrage of lightning to itself – even if the sky is clear.

344. A horn fashioned from the translucent bone of a storm giant. Those who put their ear to the horn hear it whisper the sounds of an unknown village square. Whether the village which they hear is – or was – a real place is a mystery which may never be solved. (Twin horn in village square allows communication between the two).

345. Whale ivory leg prosthetic

346. A finely crafted compass of gold and silver, decorated and labelled with ornate, dwarven and draconic runes. Once every 1d4 hours it randomly changes the cardinal direction to which its arrow points.

347. Blindfold – allows comprehension of ancient written languages

348. A quiver of golden arrows, They are devoid of supernatural properties, but despite their unusual composition will perform as normal arrows would.

349. A small, brown glass jar, sealed with wax, with a gray dust inside. A white label is affixed to the jar, and reads: “Zombie Dust” in a shaky script. (It is zombie dust. Value: 3gp)

350. A small bag of saffron. (22gp)

351. A five gallon cask of usk brandy.

352. Pulsating organ of leviathan (is sack/cloth)

353. Nigh-indestructible scroll case – leviathan ivory, jewel encrusted, demon paintings on side – scraps of scroll inside

354. Triple ‘barreled’ crossbow

355. Huge unbreakable leaf from Tree of Adamant

356. A gear-driven ships navigational calculator enclosed in a jewelwood box (5000 gp)

357. Semi-reliable Blindfold of Trap Awareness, sends shivers down the wearer’s spine when traps are near – or at random times.

358. A clairseach harp in the style of the northern barbarians, but crafted with an elegance which suggests the decadence of a great civilization. Its strings are almost too fine to be perceived with the naked eye, and when they are played they resonate with the force of a full orchestra.

359. With an elegant hinged case of black onyx, the characters find a set of masterwork gaming darts. Although useless for combat, the darts will give a +2 skill check bonus to anyone using them to play a game of darts (due to their superb balance and construction).

360. A scroll detailing the bound service of two men-at-arms sworn to six months of service.

361. Magic F**k You fireworks

362. The curse of the gauntlets was that no magic would ever help you, beneficial or baneful and anything you were in contact with would lose its magical properties while you're touching it. found out the contact one when visiting flying mages tower. I was no longer welcome there, but with certain classes the gloves are pretty sweet even considering the downside.

i. Oh also the curse had a very specific trigger, the gauntlets could only be removed if you cast remove curse on them and then had a chaotic neutral halfling pull them off of you with the intention of stealing them. even if you hacked your arms off and then had regeneration cast on you your hands would grow back with the gauntlets on them.

363. ½ of raisins

364. A stuffed falcon, tattered with age, with black onyx eyes. (Onyx value: 5gp each)

365. A blood-stained dress which, despite being found in ruins which have lain undisturbed for centuries, is still a vibrant, stunning blue.

366. A token/key designed to deactivate all traps within the dungeon, requires activation at security box in secret depths of deepest part of dungeon

367. An owlbear costume.

368. A life-size basalt statue of a raven. (25gp)

369. Globe of Invulnerability (It's a snowglobe. Not even the gods themselves can destroy it.)

370. A charm of twisted black obsidian. Touching the charm unleashes strange, ghostly visions from a strange and alien world – utterly different in every particular, but eerily similar to our own world in its broad scope and form.

371. 4 ceramic canopic jars, holding the stomach, intestines, lungs, and liver of a long-ago monarch. Each has a golden lid with a likeness of a paunchy, hook-nosed man with pale skin and a squint. (20gp each)

372. Satchel of gold painted lead coins

373. A life sized ivory carving of a chicken

374. Seven lengths of extremely thick, 30’ long, hemp rope, such as that used for catapults. (5gp each)

375. Unspeakable recipes

376. Extra dimensional flask – holds 1 gallon

377. A jar containing six eyeballs (2 human, 1 goblin, 1 ogre, 1 worg, and 1 hawk) in a clear liquid. (2gp for all)

378. A weatherworn wooden board, inscribed with patterns which make it clear that it was once used for a game whose rules have long since been lost to time.

379. Exploding rations – breathe weapon 1d6 hours for 1 use of color theme type

380. A Companion Cube

i. It was created by a wizard who had stuck himself in a tower to show complete dedication to his studies. However, after several decades he became so lonely that he chose to make a friend... literally. Using what little non-component materials he had laying around his tower, he created a small cube and gave it sentiency. It was able to communicate telepathically with anyone who made a link with the cube.

ii. Unfortunately, the wizard eventually died and the cube became lonely. Unable to travel and find a new friend, the cube simply sat there and waited for anyone to come along.

iii. Anyone seeing the cube would be compulsed to be with the cube and have it in their possession. Upon holding the cube, they would feel the need to keep it with them at all times, and protect it as if it were their own child. Little by little, the connection between the cube and it's possessor would grow, until the two would be inseparable.

381. Electric weapon

382. A stoppered behir horn containing 300 gp worth of powdered electrum

383. A mithril-headed branding-iron bearing the sigil of the Manticora Trading House. (100gp)

384. A dozen chicken eggs; hollowed out and filled with white flour. (5cp each)

385. A Weather-worn jade statue depicting a desert beast known only to the people of the far south.

386. A statuette of a dragon, forged from the finest mithril, which responds to yes or no questions which are posed to it in draconic. The answers given may appear prophetic or oracular, but are actually random.

387. A copper necklace set with a small amulet shaped into a symbol representing the sun. (2gp)

388. Bag of angel feathers – aura of good; razor sharp; stronger than steel (can be used as weapon like dagger)

389. Headband/Headdress of enslavement

390. A large (36” diameter) bronze bell. (10gp)

391. Package of d6 sausages

392. "Gloves of Slapping" Gloves that improve a skill but randomly force the Player to slap an ally/NPC during conversations.

393. A silver-tipped quill with an elaborate white feather. (7sp)

394. Father’s old round shield, beneath the boss is the sigil of ______, valiant conduct by the bearer may draw the eye of the God.

395. A delicate brass dragon egg; hollowed out and painted into a seascape, resting on a wooden stand. (35gp)

396. A 3’ diameter sealed glass sphere containing water and a live ornamental fish

397. A large bronze wardrobe, banded in steel, which contains Violet Fungi (hp 15) and a human body with rotting noble’s clothing, a rusty dagger, and a thin platinum bracelet set with a moonstone. (75gp)

398. A very large scroll tube containing the plans for many of the ancient war engines of Armentarious

399. A 1 quart jar of rare purple snail dye

400. A small colored-glass window depicting the crowning of the first king. (10gp)

401. A scroll that when signed with blood would enter the participant into an assassin ranking system. Upon the scroll was also an arrow that always pointed to the assassin that was a rank above you. The goal is to reach rank 1 for a single wish however the only way to gain a rank is to kill the assassin above you. The Rank is infamous and well paid for their trade so strong assassins are always waiting for a rank opening.

402. A large, ornate field tent such as a lord would have, room for 12 persons

403. Scroll of Cursed Gibberish – DC save of can only speak gibberish

404. Torches infused with fragrance

405. Rope-fruit

406. A pair of steel flasks, sealed with wax bearing the symbol of St. Cuthbert. (Holy water, 25gp each)

407. A six foot long smoking pipe made of ivory, possibly a narwal horn, carved to look like a twisting serpent.

408. 2 oz bottle of mineral oil

409. An ornately carved quarterstaff of teakwood. The end is carved into the likeness of a dragon’s head, with (painted red) flame issuing from its mouth and the butt end carved into an entwining serpent-like tail. (5gp)

410. A leather string holding 11 silver shuriken. (2gp each)

411. A wooden leg, carved to appear as a standing leopard with green agate eyes. (Agates: 4gp each; the whole leg, with eyes: 10gp)

412. A tower shield of bronze, cast into the likeness of a chimera’s heads and enameled to provide the appropriate colors. (85gp)

413. Dragon balm – reduced heat damage

414. An ancient deck of cards with five suits – clovers, swords, clubs, hearts, and dragons.

415. A large tome bound in thick bison-hide that is a common-orcish language primer, as well as a primer on orcish culture. The author of the primer, Darius Woodherd, seems to have added a lot of information on orcish heraldry and politics, as well. Darius spent almost twenty years amongst the orcs of the north, and eventually married an orc before being killed a score of years ago in a rival tribe’s ambush. Access to this book allows a +2 circumstance check on speaking orcish, knowledge of orcish history and heraldry, and on diplomacy checks when dealing with orcs. (90gp)

416. A silver-headed heavy mace, the head of which is shaped into the likeness of a ram’s head. (90gp)

417. A finely made 10’ x 12’ wool floor rug. The center of the rug depicts a scene of siege warfare. A Halfling is being flung over a city wall by a trebuchet.

418. A battle pennant, triangular in shape, of a black dragon on red silk. The staff is a silver-tipped lance. (Pennant: 30gp, Lance: 25gp)

419. A lucky rabbit’s foot which hangs from a golden chain. Although separated from the rest of the rabbit, the foot magically lives on: It will respond to touch, bleed if injured, and so forth.

420. Rust-dust Bomb – metallic eating dust

421. Throwing Axe of Appendage Severing – critical = appendage severed

422. A cane of the purest white ivory, decorated with ruins unknown to modern scholars, and topped with a handle of polished amber. Trapped within the amber is a strange creature unlike any the PCs have ever seen before.

423. A bearer-order allowing the possessor to take ownership of a dozen slaves from Zoealage the flesh-monger

424. D3 springs of mistletoe

425. An ornate box containing corked vials of different diseases

426. Edible Greatsword (Works like a normal greatsword. Great tasting and low in calories! Regenerates 6 inches per day.)

427. Coiling Rope: This rope coils itself after 10 rounds of being uncoiled, regardless of what is happening to it. It will undue all knots and will wind itself up around one end (always the same end). This process always takes 1 round.

428. An ivory and copper smoking pipe with stale tobacco inside. (4gp)

429. A pouch filled with 13 silver sling bullets. Each bullet is engraved with the holy symbol of Pelor. (1sp each)

430. Hero Dolls: These start getting made after the party does something particularly heroic. Little cloth dolls that look like party members, when squeezed, the caster spouts illusionary flames, the cleric spouts prayers "Praise Avandra!", the fighter has kung-fu action where he swings his sword.

431. A small wooden shield bound in human skin bearing a (full-shield) tattoo that appears to be some sort of map. The skin is held in place with a rim of beaten copper. (7gp)

432. A complete barding for a war horse made of bullette horn plates

433. A dozen glow wasps in a round wire cage with handle. Equal to a torch light at night. Require food and water daily.

434. Seventy-three clay vials of oil (1 pint each). (1sp each)

435. Bone Stylus - Dagger (s) - Write the name of your antagonist in your flesh and he will leave you be. Causes one hit point of damage for every letter inscribed in the bearer's flesh. Lasts until the damage is healed.

436. Back to the Beginning Ring - Take off this ring and it transports you to where you first put it on and disappears.

437. Fire Blanket - Heavy rug unrolls to reveal a fire, roll it up and the fire disappears.

438. Bloody Burden - Each day this blade draws no blood it becomes heavier to bear.

439. A plain quartz gem that cannot be lost or sold. It always returns to the cursed person's pocket or is in their hand when they wake up every day. Inside the gem lives a diminutive fiend disguised as a grump fey creature that claims you have destroyed his home or stolen something from him. He threatens the cursed person with ambiguous retribution then flips a coin telling the person to call it in the air. The coin always lands as the player calls it, and the fiend says "hmm, you're safe for now."

440. The bard’s token - The wearer gains proficiency in vocal performance and they gain the knowledge of songs from our world. If they sing a song related to what they are doing (both in character and OOC), they get a bonus to it at the discretion of the DM. For example, if the Ranger sings "Shot to the heart/And you're to blame/You gave love/A bad name," I would rule that he gets an auto-crit if he hits. The only catch is that the player can't use the same song twice between long rests. Feel free to modify it to your hearts content. I usually describe it as a hexagonal piece of wood hanging from a necklace with a music note carved out of it, faintly glowing with blue or golden magical energy.

441. Magic beans - Over 7000 effects.

442. The Never-spill Mug - Nothing inside of the mug will ever spill out. No matter how much jostling, turning, throwing, or tantrums ensue.

Does not come equipped with a straw.

443. The Barber's Brooch - Every morning, the wearer gets a clean shave and a short haircut.

444. Beeping Boots - Any sound the wearer's body makes that might annoy, offend or sicken another creature, like swearing, farting, belching, etc. gets instead turned into a single beep sound. Great for when you need to shush the vulgar party member around kids.

445. Offensive Bracelets - These outstanding ornaments of onslaught feel light and sturdy. When wearing them, one can feel an energy around their hands, as though there was something just out of reach. If one grasps, the feel of solid, polished wood stimulates the tips of your fingers. A strong grip, a taut string; a bow. Pulling the bow string back, you can almost feel an arrow coalesce in your fingers. It's aim will be true. Upon release of the arrow, the radius bone of the user's straight arm shatters, and a long thin shard fires through their arm, splitting through their wrist and knuckles toward the target with deadly force, causing a great deal of (nonlethal) pain to the user.

446. Arrow of transfer - When something is hit with this arrow, archer and target swap places.

447. Claws of the phoenix - Aspergillum with a large phoenix imprinted on the back. When the user is about to die he can make a "phoenix punch" as a full round action. The punch is always a hit and does strength modifier d4 force damage and wisdom modifier d2 fire damage. The user then is caught flat footed and has a minus 2 on all saves in till his next turn.

448. Dollos vortex shield - a shield which diverts all missiles within 50 feet towards the user at 5 feet closer for every 5 feet traveled until the missile either gets in front of the user or passes the user.

449. A key that explodes when put into a lock.

450. A compass that, once per week, turns all living creatures due north within a 50 foot radius.

451. A pill that, when swallowed, permanently makes the user see everything in photo negative.

452. A cubic foot of human blood that, when melted, reveals a chalice which is will instantly freeze any blood put into it.

453. Homeward Bind It's a golden ring, with four gems.

The Homeward Bind has four different functions.

Know Direction at Will

Move half your movement as a swift action at Will

Mark Location 1/week and Find Marked Location 3/day.

True Strike 1/day

454. Ascending Rings of the Scale

These rings are used by the Ascendant Order of the Scale (aka. Cult of the Dragon) as training aids for initiates. During their training, each initiate chooses a dragon they share an affinity with. The ring adds a new bond mimicking the personality of the dragon. An initiate becomes eligible for leadership in the Order when they fulfill their bond. Once put on, this ring cannot be removed until the player successfully role-plays its bond. When an opportunity to fulfill the bond occurs, the character must make a CHA save (DC 10) or be compelled to fulfill the bond.

Gemstone Dragon Bond

Ruby Red Someone challenged my authority. I must break their spirit.

Pearl White Someone crossed me. I must kill them.

Onyx Black Someone wronged me. I must make them suffer.

Sapphire Blue Someone insulted me. They must fall in my shadow.

Emerald Green Someone interfered with my plans. I must manipulate them to break their ideals

455. Thief's Tankard

A stout metal tankard usually found hanging from a traveler's pack, it looks like it has survived at least a few generations of bar fights and abuse.

Place this tankard upon a table or flat surface and it will fill itself with the most valuable wine, ale, beer or other drink it can find within 3 miles. Any amount the owner drinks is removed from the barrel/cup/container where the liquid originally resided

456. Fafhrd's Cruel Bolt

This solid steel crossbow bolt is covered in razor-sharp barbs, made to look and act like fletching.

This bolt, because it has no safe surfaces to handle it from, must be treated as if it were poisoned - there is a 5% chance the user slashes themselves with the bolt.

As Fafhrd loads the bolt into his crossbow, he casts Heat Metal on it - and the razored fletching means that when it strikes a target, it cannot be removed without a DC 15 Heal check.

An enemy who takes damage from the Heat Metal spell must make a Will save to avoid panicking and flailing madly at the bolt - if their hands are unprotected they take 1d6 slashing damage and temporarily lose half that damage in Dexterity.

457. Stargazer's Potion

This potion was originally used by astrologers in my campaign, but it quickly found favor among night watchmen for obvious reasons.

Upon a player drinking the potion, their eyes dilate until almost their entire eye is black pupil. They become extremely sensitive to light, and anything brighter than a candle causes them to be painfully blinded. Unless they are in absolute blackness, the player can see as easily as daylight.

The focal range of their eyes locks to infinity, and their vision becomes telescopic. They gain +20 to vision-based Perception checks at distances greater than 100 yards, but this modifier becomes -20 at any distance closer. When modifying the DC of a Perception check for distance, this character's range increment is treated as 40 feet instead of 10 feet. For the purposes of melee range, the character is treated as if they were blind.