06 Minor Rewards

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Subject: Roleplaying Tips Weekly Supplemental #6: Minor Rewards Ideas

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Thank you for requesting:

Roleplaying Tips Weekly Supplemental #6


"Minor Rewards Ideas"

Please find below 225+ treasure and reward ideas that you
submitted to me in response to the Subscribers' Challenge in
issue #116.

[ http://www.roleplayingtips.com/issue116.html ]

Ryan B. did an amazing job of compiling all this data, so a


big thanks from the whole Tips list goes to you Ryan!

The rewards have been divided into seven broad categories:

* Exotic Foods
* Beasts And Monsters
* Strange Materials And Misc Items
* Art, Furniture And Jewelry
* Gifts From Nobility
* Named Items
* Spells And Magic Items

A Few Caveats
=============
* Some items are not so minor. :)

* There are a lot of D&D oriented submissions. For non D&D


GMs: my apologies, as making all the entries generic proved
to be too much work. :(

Conversions and terms:


- DC = Difficulty level where 15 is hard and 30 is nigh
impossible.
- +1 = +5%, linear probability.

* 99.9% on the treasures are fantasy oriented, though I'm


hoping GMs of all genres can adapt many of the treasures
without a lot of work.

* Grammar and spelling are pretty rough. Due to the size of


the task (18,000 words!) I could not edit this beast.
Perhaps there are volunteer editors out there who'd be
willing to "adopt a section"?

* More treasure ideas are welcome! It's the ideas in this


document that are the most important to GMs and Tips
subscribers in the end, not the editing or genre. So, I'm
happy to keep adding if you're happy to keep sending ideas
in. I'll post an update in the ezine should this file grow
by more than 50 new item entries.

Enjoy.

Regards,

Johnn Four
johnn@roleplayingtips.com
http://www.roleplayingtips.com

Note on Navigation: To quickly move between topics, use your


application's Find or Search feature and search for @@@@@@.
I have purposely used six 'at signs' because they do not
appear in anyone's post and will not confuse searching.

@@@@@@

EXOTIC FOODS
============
1. A huge wheel of Parmesan cheese - The characters will
look at it skeptically but it is nutritious enough to keep
someone alive for several days with nothing else, and it
lasts forever.

2. Fine wine: An excellent wine to toast the victories of


the group. Perhaps it will even heal a point or two of
damage from the fine feeling of relaxation it imbues to mind
and body. Game Hook: The group may find it beneficial to
present a fine bottle of wine to a lord or other higher up
they are trying to get favour from. However, if you feel
like a light hearted adventure, all sorts of wine
threatening situations can come up in delivering it, like it
rolling towards the edge of high drops, being stolen by
drunken kobolds seeking more ale, being lost in a pile of
other bottles, etc.

3. Hunk'o'troll: A resealable jar with a small amount of


troll meat in it. Simply uncap, wait a couple minutes, and
slice off the regrowing portion and recap. Voila, instant
troll patty. And in case you're wondering, though I've yet
to try it myself, I'm told the taste of troll is, curiously,
not entirely unlike that of common fowl such as chickens.

4. Troll Berries: Description - Troll Berries look like


dull, black olives on the outside. The skin is thin, yet
very tough, and can only be cut with a +1 or better edged
weapon. Inside, there is a solid, red fleshy substance that
is flaky like coconut meat. There is no seed or pit. The
berries grow in clusters (4d6 berries) like grapes, limited
to 1-3 clusters per bush. The bush grows straight up into 1-
3, 7" tall palm-like stalks, with long, ugly, brown/black
fronds. One cluster of berries grow per stalk.

This plant only grows outside in an arid climate, and only


on an earthy spot where a troll's blood is spilled (must be
the last drops of a dying troll). Troll Berries are sought
and hoarded by trolls. Once picked, they dry nicely and keep
for a millennium (the berries, not the trolls). Trolls who
consume the berries actually grow stronger, tougher, and
larger- permanently! Also, for 24 hours after eating the
berries, trolls regenerate at double their usual rate!

Eaten straight, Troll Berries are extremely poisonous to


most other races (the most dangerous, ingested poison will
do, or the DM can make something up) Elves do not get a
saving throw, they die instantly after eating one berry. But
if handled carefully, they can be an interesting treasure!
One berry, crushed and steeped in a large pot of boiling
water for 5 minutes, will give up to 8 PCs regeneration for
1d4 hours. All Elves are allergic to this potion and will
fall into a coma-like state for 1-4 days.

5. Piokos (Pee-oh-koes): Chocolate birds. Like Peeps only


chocolate.

6. The Flaming Onion: A drink that was a best seller in a


tavern of the kingdom's barracks and was known throughout
the kingdom for having a one drink limit. The recipe was
carefully guarded and anyone that got it could use it to
black mail the tavern owner, or to sell it to another tavern
for big bucks. Although each one would have to have a good
story behind it. A secret recipe could tempt even the most
honest of parties.

7. The Shebbrin Cavefish: A prize which is difficult to


obtain, difficult to maintain, and difficult to sell, but it
could be well worth it. This small fish is a delicate shade
of blue, with greyish fins. They can only be found in deep,
extensive caverns, in natural pools. The meat is considered
rather unpleasant by most peoples, but, for some reason,
rock and forest gnomes love them (deep gnomes are
unimpressed - they eat them all the time.)

Unfortunately, "shebbies" die quickly when taken out of


their natural environment, and their meat starts to spoil
almost immediately, so they are difficult to transport to
most gnomish settlements. Gnomish PCs can enjoy them as a
treat on an adventure in the Underdark, or the PCs could try
to figure out how to transport them to the gnomes that love
them. Sale price might be as much as 25 gp per fish.

8. Dragon Milk: Exotic creatures, exotic properties, exotic


tastes. Requires a *living* monster as source. Milking a
dragon would truly be a challenge.

9. Troll Karies: Requires a *living* monster as source.


Killing a troll is hard, inspecting its teeth while it is
alive harder.. and feeding a troll sweets for a year and
making sure it does not brush its teeth hilarious.

10. Fresh Basilisk Droppings: Requires a *living* monster as


source. As for basilisk droppings, everybody knows they turn
to stone if exposed to sunlight for more than a few minutes,
and who knows why someone would want any, but this is what
the client ordered...so how does an adventurer go about
getting some?

11. Balaberry Plants grow only in wild thickets, and they


are usually guarded fiercely by pixies and their ilk, who
love to eat the fermented berries. Elves, however, may
sometimes bargain for enough Balaberries to make a thick,
syrupy wine that they call Ashala. A "recent" bottle of
Ashala (anything up to 100 years old) can fetch 50 gp
easily, but a truly excellent vintage that has been properly
aged (say 500 years or more) might be worth as much as 1000
gp, especially to an elven wine collector.

12. Seed of Marawa: A plant growing deep under ground only.


It is rare,sometimes used in business (communities of the
deep may value it for about 100-200 gold) and can be
processed into the finest alcohol of the Deep. Bigger than a
coconut, black, very hard shell.

@@@@@@

BEASTS AND MONSTERS


===================
1. Exotic pet - brought from over the sea at no small
expense by the King, his pride and joy, a Llama! Might be
useful, might not.

2. Strange breeds of pets. Rabbits and cats. Cabbits? Dogs


and raccoons. Dacoons? Rogs? Could be a lot of money for
wizards looking for unusual familiars.

3. Younglings. The result of an attack on a monster's lair


might be the discovery of a nest of its young. Baby animals
of rare or magical species will definitely be very valuable.
Or the character himself might want to try to raise the
animal to be a pet or companion. For example, maybe a dire
wolf cub can be trained to become the ultimate guard dog; if
a character of mine were to find a direwolf cub, I'd
certainly try it! Challenge: how do you take care of the
little ones?

4. A Willow Wisp within a Diamond: Magically contained


within a large square cut diamond (2 gnome fists) in size.
This willow wisp forever struggles to be released. Trapped
by a malevolent wizard for angering him the wisp, shrunk and
bound, struggles to escape, discharging static charges that
make the diamond shimmer. Makes for great entertainment for
the party - watch the trapped willow wisp hurl itself
against the inside of the diamond.

5. A pet - a rare breed of dog, a racehorse, or something,


um, *grander* in scale (the term "white elephant" comes to
mind). Suddenly, the PC has to take care of a dependent.

6. The Beast is the Treasure. It need not be dead or alive.


The hostiles can have special qualities, information, clout,
all sorts of things that make them interesting. So what will
the group do when ordered to capture a vampire intact? Or to
deliver the Dark Elf Matron of the Third House to a specific
place at a specific time, alive, helpless, and unharmed? Or
to provide the client a unicorn filly? Adult unicorns are
rare in the extreme, reproduction not well known, and
unicorn foals practically never seen... how about breeding
one?

@@@@@@

STRANGE MATERIALS AND MISC ITEMS


================================
1. Fine cigars: Hopefully the orcs will get you before the
tar does, but these cigars just say that you've gotten
somewhere, when you smoke one. The feeling of grandeur
should probably last awhile and leave the character with a
feeling of impunity and a bonus to save verses attacks on
the mind or attempts to control it.

2. Lead lighting: Don't take windows for granted. Most


people just use shutters. But if you can find some lead
lighting or someone who can make it (Grateful people you've
saved), it just makes your house look great! If you can get
an image of yourself and your buddies built into the glass,
it's even better!

3. Pommel Gems: Mostly for the look of it, these can be


affixed to bottom of the sword/axe handle. GMs might also
want to take this into account if the player bops someone
with said handle, later on!

4. A set of tablets containing the "true" story of how the


world was created. (this could be the fabled tablets of the
Gods or just a fake.)

5. A set of tea dishes made of a rare plant that is heat


resistant and can be shaped into objects without killing the
plant (ideal for Elves and Druids.)

6. A set of clothes that are reversible (one side is blue


the other is red.) Or alternately is like some modern cars
changes color depending on where the character stands
(usually its a group of closely related colors blue, blue-
green, green, yellow-green, and yellow for example.)

7. A hammer and anvil of extreme masterwork (the


blacksmithing equivalent of a +5 great sword).

8. Wooden Bestiary: A complete set of hand-carved miniature


beasts of all kinds (dragons, manticore, owlbears, etc). You
can place the set in one place, or scatter them to four
winds. You can even make them popular collector's items (ala
beanie babies) and everybody wants one.

9. Wolf tooth knuckles: Essentially your basic knuckles


where the rivets consist of wolves' teeth.

10. Alternatively, a wrist spike where the spike is the


tooth of a large predator such as a dragon or similar. You
could take a game card set or some very rare paintings in a
small box from a famous painter or player. In the next city
there could be someone who is really crazy about these
things. Or a group of boys who tell you to pay for being let
through or into their hiding place. And you could trade them
then.

Maybe the players get to know in the next step of the game,
that the painter got kidnapped. When you have something that
interesting from a man, you are bound to him to some extend
(you could tell them, that he could paint them some more and
only for them, because those are the most precious ones!
*grin*). So the party goes its way and tries to rescue the
guy.

11. Rune Skeleton Armor: This ancient bronze banded mail is


inscribed with runes and enchantments that sustained it's
undead wearer. Though now marred, the runes still seem to
describe enchantments of otherworldly perception and
supernatural protection.

12. Atlantean Gold: Similar to common gold, though slightly


stronger. Atlantean gold has a reddish hue, making it prized
for it's beauty as well as it's rarity.

13. Guardian Naga Pot Pourri: The ultimate accessory for the
evil bathroom, the blue-green scales of the Guardian Naga,
when removed and treated, provide the "sweet smell of
flowers" for several months.

14. Dragonsfire: perhaps the most expensive aphrodisiac in


existence, with good reason: the active ingredient is mature
red dragon semen! Collecting this ingredient would make an
interesting adventure to say the least, bringing a whole new
meaning to the skill animal handling...

15. Humanoid body art: Orcs could be into tattoos in a big


way. Now imagine an orcish Michelangelo, who travels around
orc tribes spreading his work. Perhaps he could become quite
collectible and his works could be valuable when separated
from their owners (ouch!). Of course, you would have to be
careful not the damage the work when acquiring it.

16. If the treasure is found in a hoard, you might find them


preserved in unlabelled jars: Roots, Leaves, Bark, Seeds,
Blossoms, Pollen, Mushrooms and Fungi, Shellfish and other
sea creatures, and Animals and animal parts. Challenge: Many
of these "organic" treasures will be found in wilderness,
not in dungeons. Only characters with the proper knowledge
can identify and gather them, and/or know how to preserve
and transport them. Can you say, this is a job for the
ranger?

17. Blood and other body fluids. The blood and body fluids
of legendary or magical creatures may have useful magical
properties.

A quick list of fluids that might be valuable might include:


Blood, Bile, Musk, Venom, Saliva, Stomach juices, Tears.
Some fluids might grant eternal youth, or invulnerability to
metal weapons, etc. In the Niebelungenlied, the blood of
Fafner the dragon gives Siegfried the ability to understand
animal speech. Challenge: how to preserve and transport the
fluid? How to use the fluid correctly? Perhaps improper use
is fatal or dangerous - the fluid may be poisonous,
combustible, corrosive, spawn monsters (remember the movie
Clash of the Titans?), etc.

18. Eggs and Eggshells. Remember the Sinbad movie where


Sinbad has to get a roc's eggshell to make an alchemical
formula? And I'm sure anybody can find a use for the egg of
a wyvern, or a dragon... Challenge: the nest, of course, is
guarded.

19. Skullcups: A collection of (rather large) cups made of


the skulls of a variety of long dead beasts and monsters.
They have ornaments made of silver wire all over them. The
gems that were fixed to the skulls eyes, resembling the
beasts' pupils, were broken out a long time ago and only a
few have resisted all attempts to remove them. A 'must-have'
for every barbarian expecting guests!

20. Argent Horn. An old ram's horn with a large crack down
one side, covered entirely with silver (now tarnished). Has
a steel bracket attached to it, enabling it to be used as a
(wall-mounted) candle sconce.

21. Satyr's Honey. A squat, hexagonal, clay, one-pint jar of


honey stopped with a yellow painted cork. The liquid has a
deep rose tint to it and is laced with cinnamon.

22. Runic Wood: As stated this lengthy piece of timber is


intricately carved with the runes of the high dwarvish
alphabet. Appearing to be made out of the dull pinkish brown
Terus Immpyros wood it is resistant to flame and is easily
large enough to be propped up above the fireplace. The fiery
swirls of the polished grain offsetting the jagged runic
letters of the High Dwarven Alphabet.

23. Coffee.

24. Cool Mug: A mug made out of an arctic metal or remorhaz


scale and which keeps its content pleasantly cold. Great for
always drinking cold beer!

25. Phosphorescent stone: This rare type of stone absorbs


and stores light or other sources of energy and then releases
this energy as a greenish glow when in a lightless
environment. The phosphorescent stone sheds light in a 10'
radius.

26. Henyan Spices: These spices, in addition to being worth


a fortune, are so strong they confer anyone who eats them
(alone or in conjunction with a meal) a bonus against poison
for the next hour.

27. Mariam Honor Blade: An unenchanted long sword made from


tempered steel, with a gold/silver mix for the handle carved
into the shape of a lions head at the pommel, this blade was
given for a single year to the champion of the Royal
Tourney. Etched into the length of the blade in a tongue
long forgotten are mysterious looking runes, the only word
of which can be pronounced by local scholars is "Mariam"
which means "Honor". These are not magical, and merely
translate to the following poem: "Let those who are in
favour with their stars, Of public honour and proud titles
boast, Whilst I, whom fortune of such triumph bars, Unlook'd
for joy in that I honour most."

28. Fair Robe, White: A perfectly white garment made from a


silk blend from three different species of spider, this robe
will never get dirty, even if splashed with mud or tar. This
is not from enchantment, but rather a physical attribute of
the material itself. A treasure a King, or High Priest might
pull out on special occasions if he/she wishes to make a
strong impression.

29. Fair Robe, Colored: As above, except enchanted during


its weaving in order to take dye of any color. If very few
White Fair Robes were made, due to the difficulty and length
of time involved in making them, the colored versions are
even rarer. The colors will be absolutely pure, without any
mixture from other colors, so only Cyan, Magenta, Yellow,
and Black can be used. These colors will appear vibrant, and
almost seem to shimmer. After the color has taken to the
silk, the enchantment will fade, and the robe will remain
"unmagical". It will keep its color, yet still not become
dirty in any way.

30. Fair Robe, Black: Special mention should be made of the


Black Fair Robe. As opposed to shimmering, such as the other
three colored robes do, it will appear to suck in all the
light around it, reflecting nothing. Thus, it will seem to
be a worn shadow, and may assist in concealment. The only
Black Fair Robes that were made, were made by assassins to
help them hide in the shadows. Only the most powerful and
skilled assassins will ever be allowed to use it.

31. Santeel: Imagine something between sand and steel. It's


very rough but it does not crumble, it's very hard but not
plastic at all. It's dark grey in colour and is only found
in cold volcanos. It is said that it takes a dragon's
strength to break santeel, but once it is broken it's
useless, because if santeel is melted, the produced material
can be broken with bare hands.

Santeel can never be made shiny, it's always twice as rough


as sharkskin, and there is NO way to work it into a certain
form. That's why santeel weapons and armour are much more
rare than the material itself. The piece has to naturally
have the needed form (i.e., a sword blade) and you have to
be able to put a suitable handle on it.

A sword from santeel would be very tricky to handle - it


would just lack a cutting edge (except in very rare cases,
which makes the blade unique). On the other hand an armour
piece, which permanently has a filing effect on the
attacker's weapon is really interesting indeed...
32. Water silver: A metal with the properties of ordinary
gold, which has the colour of pure silver when looked at
through water: "Silvery raindrops were running down his
golden breast plate".

33. A cloak trimmed with fur from the pelt of a krenshar.


Sure, it looks stylish, but other krenshar are not gonna be
real pleased when they smell it.

34. Spider Silk Rope: This 50 foot coil of rope is made by


drow weavers. They must wear gloves woven of the same spider
silk and treated with Universal Solvent to remove the
stickiness in order to handle it properly. It maintains some
stickiness and grants a +2 material bonus to Climb and Use
Rope checks. It weighs only 8 lbs per 50 feet.

35. Mandrake Root: A bizarrely exotic herb used in the most


powerful alchemical concoctions, enormously prized by
alchemists. It can be used, in the right recipe, for
everything from mind-enhancing concoctions to killer
poisons. Usually found around basilisks.

36. Ember Flowers: Flowers known to grow on the graves of


the mighty; mystical borderlines between the living and the
dead. Often used in raising and resurrection spells.

37. Graymold: A bland-looking, bitter-tasting, flat-gray


mold, often hard to find because it blends with the coarse
granite it's known to grow on. Found only in deep, dank
caves, the stuff is a powerful healing and purifying agent,
used often for both healing flesh wounds and disease.

38. Silveroak: A spectacularly rare tree that is the silver


lining on any cloud of a deep, deadly forest. It towers like
the tallest oak and its branches are stronger than most any
other tree in the world. Any bow or wooden tool made from
the tree counts as +1 to attack and damage, on top of any
additional bonuses.

39. Platinum bar (or any other metal): A strange disease,


not readily identifiable, accompanies this metal (known in
later years as radiation poisoning). Those who carry or are
in constant close proximity to it must make a Fortitude
check each week, with a DC equal to the number of weeks of
exposure. The DC can be increased or decreased depending on
the danger desired. Those who fail the check begin taking
CON damage (NOT temporary) due to the rotting disease. Their
flesh literally begins to turn to mulch, etc.

40. Gloranthan Copper: A strange copper-like metal that is


ideal for forging armor and weapons of all sorts. Found in
bars or ancient equipment or mined, the copper is reddish
and melts at a cooler temperature than normal copper, yet is
harder still when completely cooled (comparable to iron).
It's more resilient to elements (except heat) than normal
copper.

41. Snowy white cloak woven from a Unicorn's mane.


42. Salve (no magical properties) which repels stinging
insects.

43. Sun Stones: These look somewhat like gold, but gain a
slightly more translucent and mellowed hue of yellow and
usually take the shape of palm-sized skipping stones. For
each hour they are exposed to direct sunlight, they can
produce 10 minutes of light as bright as an oil lamp,
prompted by vigorous rubbing. Each stone can hold 3D6x10
minutes worth of sunlight.

44. Paper, High Quality: The sheets in this heap of paper


are very thin, and yet as strong as any non-magical sheet.
They weigh less than 1/20 of contemporary paper.

45. Marked Money: A sizable quantity of gold coins that have


an ominous, reddish tinge to them. Each surface of the coins
has been minted / carved / marked with faces of demons,
symbols of evil rulers, words in monster cants, pictures of
vile acts etc. Each coin is also of an unusual shape. Large
denomination ones are perhaps gems with engraved metal bands
around then. Tetrahedron coins, spherical coins, triangular
ones.. options abound, and depend on the beliefs and
symbolism of the area.

This cash is Hell Gold. It is well known in the area. It is


reputed to be cursed, and using, even possessing any is very
illegal. Anyone trying to trade in it marks himself as a
villain or worse. As a result, unless the coins are
reclaimed from some truly wicked source, they are not stored
away as treasure. Some may have been thrown away as trash.
Some may have been used in religious ceremonies or ornaments
to scare people. And yet they are coins, as well as gold.
The reddish tinge (gold-copper alloy?) can be removed by a
skilled metallurgist. Some money changers may accept hell
gold, though of course at a significantly reduced rate.. and
in some circles, Hell Gold is the preferred, or even the
only accepted currency. Money can have a story of its own.
Less exotic options abound, groups that trade only or
preferably in certain kinds of currency. Money with plot
hooks.

46. Sword of Steel...or Steel as Sword? An item with


multiple meanings. Someone may see the Sword of Wolfgaard as
a unique relic with political significance...just the thing
to give to the ambassador of the current rulers of Wolfgaard
to seal an alliance or secure a pact, which is why the
king's agents seek to acquire it by hook or by crook.

For another, it is simply a weapon. Yet another sees in it


the odd design, which hints at the legendary swordsmith
Graedel, so the blade may have been made by one of his
apprentices, yet there is other influences to its design as
well, which may shed light to the fate of Graedel.

For someone else, the sword is a key - both a map and a key
in the literal sense - to the lost keep of Wolfgaard. It may
be seen as the sign for people of Wolfgaard that the time to
throw away the yoke of oppressors has arrived. And yet
another finds it odd that the blade is effective in battle
though the blade does not appear to be sharp. Perhaps this
is due to its enchantments.. or its material.. or the
combination of the two.. so taking it apart is necessary.
Combine any two roles for a single piece, and it becomes
much more than just a sword.

47. A polished wooden case containing silkworm eggs,


mulberry seeds, and a treatise on the production of silk.
Value: Nearly infinite to a culture which does not produce
its own silk. Risk to PCs: A culture which has a monopoly on
the silk trade will take extreme measures to protect its
monopoly.

48. The PC's who normally use block and tackle to make fire,
find it's a very uncomfortable way of making fire taking
them some minutes. Suddenly, they encounter a little box
filled with little sticks with a funny thing in one end, out
of curiosity, they rub it and it lights up!! now they
treasure a box of matches more than their dagger+5 because
it makes fire faster than they ever thought.

49. Salamander Egg Tea Cups. 8 cups that never allow the
heat to radiate out or burn the drinker. I ran a game where
the climax had the party discover a dragon's egg incubating
in lava. When the egg hatched, one of the party kept the
pieces. We never did anything with them, but anything that
can hold off lava could coat the space shuttle.

50. Lantern Stone: This material is thought to be a by-


product of volcanic eruptions, as deposits of it are often
mined from the slopes of long-dormant volcanos. It breaks
easily into rough one inch cubes. If it allowed to soak for
eight hours in a pint of lantern oil, chemicals in the stone
enhance the oil's burning property. It increases the light
output of the flame from the oil by about a third (a common
lamp will illuminate 20 ft radius, a hooded lantern will
illuminate a forty foot radius, and a bull's-eye lantern's
cone will be about 27 feet at the end and extend to 80
feet.) The oil lasts the same amount of time. Once a stone
has enhanced 10 pints of oil, the chemicals that cause the
enhancement are too diluted to do further good. It has no
discernible effect on Greek fire. One stone typically
fetches about 5 gp and weighs one pound.

51. Technology that the characters don't know how to use


(preferably harmless, unless you are a particularly mean GM
;). They players typically will say: "cool a Gatling gun,
I'll point it at the bad guys and pull the trigger". This is
a bad idea if they don't even know which way the gun is
supposed to point. "A huge terrifying racket rings out and
when the smoke clears the orcs are still charging you down,
looking behind, you notice that the wizard is lying on the
ground soaked in blood".

52. Patent notices: If the world is bureaucratic enough then


this notice could make the character very rich going around
the country and suing everyone that put a parapet on the top
of their castle walls.
53. Technology Blueprints: better ways to mix metals -better
ways to mine and refine - finding an uninhabited plane -
training.

54. What's better than stretching out before a roaring fire


on a bearskin rug? How about stretching out on a rug made
from the luxurious pelt of an owlbear? Sure they're foul-
tempered and mean, but, when their hides are properly cured
by an expert Tanner (DC 30 to get it just right), they
embody all the softness and thickness of down with the
warmth and size of bearskin. A well-made owlbear-skin rug
could fetch as much as 200gp easily, maybe 300gp if a
taxidermist stuffs the head and leaves it attached.

55. For the higher tech RPGs out there such as Shadowrun:
Ammo. Do you know how hard it is to get armor piercing ammo?
Perhaps the fence you usually use is fresh out of cash, but
he's got two clips of the best ammo known to man.

Big guns: Maybe the ghoul nest you take out (or make a deal
with) has been holding on to this heavy machine gun....oops,
where are you going to get heavy machine gun ammo?

SOTA cyberware. Great, you've just "liberated" the paydata,


and someone found a nifty sealed case on the way out.
Perhaps it has the new cranial tactical computer that'll
really give your team the edge....who's going to install it?

56. A Clock. Rare mechanical device, treasure that always


knows what time it is. Brittle.

57. An exclusive modern-day set of kitchen knives. High


quality. Limited combat use though.

58. Guardian Angel: These armors are extremely rare and are
found almost exclusive at the hands of great military
leaders or extremely rich collectors. For these armors are
truly a gift from the heaven. The metal used to create these
armors comes from the metals that have merged when meteors
have smashed the earth.

Some call it Mithrill and fancies the dwarven smiths who are
the only who can manage such metals. Nevertheless, a
Guardian Angel isn't just the hardest, most resistant armor
in the world, it's also the most beautiful, many say. In
sunlight it shines of glory and many soldiers have been
inspired by its wearer to fight glorious battles before he
dies.

One of the most extraordinary features of the Guardian


Angel, is its lightness. You could wear a full plate created
of Mithrill and it would feel like wearing a leather armor.
But due to the dwarven magic used to create such wonderful
armors, it also makes it impossible to cast spells in such
armors. It simply can't be done.

59. Druskan drinking horn. Straight from the deeper Kuri


Steppes, this drinking horn is made from the tusk of the
Drahza beast, the beast that all Druskan boys must hunt to
achieve their coming of age. The Horn itself is of a
fabulous bleached white. As it continues to taper it also
spirals around, the horn can be set on any flat surface due
to this natural spiraling of the Drazha beast. It is said
this was the drinking horn of Kudras himself, quite a
legendary figure in Druskan folklore. Its brim is fitted
with a bronze ring, which is connected to a bronze inlay
that stretches across the horn's surface in the shape of
fingers of fire. An assortment of gems is also encrusted
within the blaze. The value of this horn is at least 4000
Imperial Marks but its current owner, Marius Kohan, refuses
to sell no matter the price.

60. Axehead, stone. This head for a woodcutter's axe was


made a few thousands years ago. It is quite fragile compared
to iron or steel, made of flint as it is.

@@@@@@

ART, FURNITURE AND JEWELRY


==========================
1. Fine Art: Rare and beautiful pieces, fished out of the
dankest dungeons of the world. The awe of these rare or well
painted works can be quite miraculous. The owner of the
paintings can be considered to have one or two points higher
charisma than they really have (while being near them). This
can be interesting with the players inviting those they wish
favour from to their abode so they are wonder struck by the
art and are easier to persuade. The higher the character's
charisma the more paintings he'll need to have an affect.

2. Old Vases: Beautiful and useful for holding flowers. In


fact perhaps because of their age or method of manufacture,
these vases will keep flowers alive and well for far longer
than should be possible, perhaps for years!! This is helpful
for adventures who can't be bothered with replacing flowers
and other little things all the time. In fact after
dungeoneering for weeks, they may come back to find the
flowers still fresh. BTW, flowers help keep a house smelling
nice...important considering where adventurers and their
gear tend to go.

3. Ornamental suits of armour: Not much use as real armour


and a pain to move, but damn they look great in your home!

4. Fine furniture: It may be a pain to move. But finely


polished and made, it's great around the house. Its also
useful to have these things full of secret compartments, so
if your house gets looted your quite likely to be able to
keep some things secret!

5. A matched set of exotic jewellery--maybe a platinum


bracelet with attached finger rings, studded with
moonstones, a platinum choker, platinum circlet with a
moonstone in the center.

6. A mug/cup/stein made of a large gem like a ruby or jade,


etc. This would be a cool little item to put in a PC's
cabinet.

7. Portrait Shield: Centuries ago, a young knight named


Laynor was so enamored with his beautiful queen he had her
portrait painted upon his shield. Upon spying the shield in
combat, the king, enraged with jealousy, had the knight
executed on the spot. The queen, hearing of the knight's
bravery in combat and his devotion to her, had the knight
buried with his shield.

8. A statue made of dragon horn ivory.

9. A painting with the true will of a dead king hidden in


its frame which would give the right to rule to a distant
relative of the current king.

10. A chess board made of pure silver with miniaturized


petrified adventures as pieces.

11. A rug/carpet made of golden fibres.

12. A set of three golden paint brushes (magic brushes that


would be fought over by the best artists in the world).

13. A necklace of dire rat teeth (I would make it give the


PC a +2 to disease saves and to the toughness feat).

14. A tapestry that depicts soldiers marching across a


desert and into mountains to battle a dragon - the tapestry
is an actual map, with landmarks noticed with a knowledge
check.

15. Jewelry Box: Turquoise dolphins bordered in gold


filigree leap from a lapis lazuli seascape on the ivory
panels of this fine jewellery box. The box is two hands long
by one hand deep and one hand wide and is enchanted to block
perception (the contents can't be scried). The two side
panels feature dolphins with fish in their mouths.
Depressing the fish on both sides allows the upper and lower
halves of the box to rotate so that they can be pulled apart
into two separate boxes. The lid of the bottom box is
trapped with an obsidian razor blade on the join where one
would place a thumb to open the box.

16. Folk Art - Hukuls Houses in a neighbouring culture


feature an unusual form of painted art known as a hukul. A
length of rope one or two fingers wide is first wound into a
flat spiral. The circle of rope is held in place by running
a long, thin pin through it, so that it resembles an O with
a bar through the middle. Then the rope is treated with a
mixture of mostly secret ingredients (the sap of a local
tree is known to be part of the recipe) to ensure that the
rope stays flat.

Artists paint intricate, brightly-coloured patterns on the


spiral of rope and often on the pin. The more intricate the
design, the more valuable the piece. Hukul trends have
briefly featured two or more holding pins and portraits or
landscapes instead of patterns. Rural homes often have
several small, home-made hukuls painted with blessings or
homilies.

17. Handicrafts of a particular region famed for that craft.


Carpets from Isfahan, brocades from Mosul, Japanese
lacquerware ... we have lots of real-world examples of items
that are held to be special because they come from a
particular place. Usually this is because the item is rare
or difficult to produce, and thus in low supply, and the
item is truly beautiful.

Your world could be made richer by identifying "signature"


crafts with the different regions of the world. Sample
items: Carpets and rugs, Tapestries, Textiles, Pottery,
Metalware, Jewellery, Statuettes and Figurines, and Masks.

Challenge #1: identify the item correctly, to know its true


worth.

Challenge #2: these items are often bulky. How to transport


them? And how to keep bandits and such from taking them,
because they are quite obvious and obviously valuable?

18. Icons, Relics, and other religious items. Many artworks


are made for religious purposes. They are valuable for their
beauty, but even more valuable to those of the faith that
created them. Having the PCs discover lost icons, idols,
priestly vestments and gear and the like and turning them
over to those of the proper religion could net great
rewards, fame, and friendship.

Sample Items: Icons and paintings, Statuary, Priestly


vestments, Cups and bowls used in ceremonies, Sacrificial
knives, Bells, Masks.

Challenge: find out the story behind the item, which may
lead to more adventures; decide how to dispose of the item -
sell it, restore it to the local temple or flock, turn it
over to the authorities (if the religion or the icon is
somehow banned), etc.?

19. Lost Masterpieces. Famous artists from the past may have
left behind works which are now lost. Collectors will pay
enormous sums to acquire such lost masterpieces - provided
you can guarantee their authenticity.

Challenge: identify the work and its creator correctly, to


know its true value; find out who to sell it to.

20. Three Pieces by Gwyndallion: On an old scroll of purple


papyrus there are three songs written down in golden letters
by the famous bard himself! Not only that this manuscript
alone must be worth a fortune, two of the three songs are
not known to the ears of others yet (one of them is rather
bad though...)!

21. Draconic chess set: This sets' board is made of the


leather scales of dragons, the black squares from a Black
dragon, and the white squares from a white dragon. The
pieces are carved from the appropriate dragon's teeth. (Can
also be used for other games like checkers.)

22. Gilt Spectacles - Stylish (if perhaps outdated)


spectacles formed of a mithril-gold alloy. If found with
intact lenses, worth 300 gp. If found with broken or missing
lenses, worth 200 gp. In any event, the spectacles are
suitable as the material for crafting any appropriate magic
item.

23. Ducal Chandelier - Formed of crystal, silver, and brass,


this chandelier is lovely but huge and heavy. (It's five
feet in diameter and weighs 700 pounds.) It's worth 2500 gp.
It has sconces for many heavy candles (adding another 150
pounds to the weight when full), but is more commonly used
in magical worlds with continual flame spells and a black
velvet drop-cloth (for dimming).

24. Unicorn harp. This harp's strings are made of hair from
the mane of a unicorn.

25. Silver Die: A roughly fist sized solid silver 6 sided


dice with golden dotted indents. Surely a reward for any
follower of good luck or the dice.

26. An antique tome bound in the hide of a dragon,


handwritten with fine calligraphy and beautiful paintings.
This is the original version of famous theatre-plays written
over 500 years ago by the great playwrite Salidan
Quintellus. The plays where commissioned for Queen Arianha
III.

27. A small box filled with seeds of a rare tree, that will
produce some of the sweetest fruits imaginable, if one can
cultivate it properly. When the tree blooms, it will be
totally covered in sweet-smelling white flowers.

28. Seven Stars of the Rainbow: These are a matching set of


seven large gemstones, about the size of a soccer ball, cut
into the shape of a starburst, or "Spiky Ball"... resembling
a three dimensional compass rose ("*"). The gems were
selected by color, each being a different one- Red, Orange,
Yellow, Green, Blue, Indigo, Violet. A full or partial set
is worth significantly more than the sum of each gem's
individual worth.

29. Unicorn Painting Set: A compact roll of quality leather


with several interior pockets that house a set of paint
brushes. Each brush has a finely smoothed handle, crafted
from ivory and contains the insignia of a unicorn head. A
small gem is embedded on each side, representing the
Unicorn's eyes. Each brush head contains very soft bristles
of a pretty white color. The brushes have a slight odor
of.... horse? These sets are said to be illegal in some
parts of the land.

30. Scarab Flasks: A copper container fashioned into the


likeness of a horned beetle, roughly the size of a man's
hand. The scarab's head can be twisted off with some applied
force. Rumors say that these flasks were used long ago by
priests to store healing liquids.

31. Long-Stemmed Metal Rose: Leaves and stem are made from a
green-ish metal (electrum?) and the petals of the rose are
comprised of dragon scales (your choice in color). Great for
selling, or disassembling for use as spell components, but
beware of angry artists if destroyed! ("You took it apart
and used it for WHAT??")

32. Dragon Heart Wine: The bottle was so old the label was
dirty to the point of unrecognition, plus the fact that it
came from a couple of continents away. Its stopper was made
of platinum and the glass was dark maroon. A clinking could
be heard inside, which was from the 200gp bloodstone
(bloodstones are relatively cheap, and this one is quite
large, and meticulously shaped into a perfect sphere (if
they were to break the bottle and get it). Worth 110,000gp.

33. No Wheel: The party discovers something that may be


difficult or impossible to transfer, but shows ingenious
design. Such as non-magical ways to provide running water,
central heating, insulation, concrete. Realize the value,
duplicate elsewhere => someone gets rich.

34. Personal items: Not like clothes or the like, but one of
my characters (female) let the guys in the party take the
gold and gems and she raided the dressing room of the
sorceress they had killed. Things like perfume/cologne,
fancy clothing (I know I said not clothing), makeup/hair
things, shoes- someone's luggage can be just as fun as
someone's safe.

35. An amateurishly rendered oil portrait of an unknown


wizard: On closer inspection, the scroll the wizard is
holding in the portrait actually contains a complete spell
(DM's choice, choose to suit campaign concept and party
levels). Apparent Value: 50 gold. Actual Value: 1,000-15,000
gold (varies per spell).

36. A small velvet bag containing a crystal sextant: Of


magical manufacture, but has no magical properties except
accurate craftsmanship. Possible positive DM to navigation
attempts. Value: 4,000 gold.

37. Dolls of the PCs: In FFIX, you could collect action


figures of characters in the game itself. Like there was a
Queen Brahne, and later on you could actually get an item
called the "Mini-Brahne" which was an action figure of her.
If the PCs are famous enough, wouldn't it please them to see
that action figures, or at least dolls of them have been
made and hoarded as "treasure?" Or used as voodoo dolls...

38. Magazines: In FFVIII, you could collect a set of


magazines in the game and actually read snippets from them.
How about including campaign newsletters as part of the
treasure, like a limited edition magazine or newspaper? It
would certainly be rare, almost as rare as most books and
tomes of those time, and it would be something that the PCs
can interact with.

39. Games: It's common to find gold or platinum chess sets,


but how about finding a set of small papers with numbers on
them, a board featuring several nearby locations, several
crafted figurines and a bunch of "chance" cards? That's
right, a Monopoly set! Granted, they may not have had those
in ancient times, but the PCs could find such a set and
popularise it in their campaign world.

40. Cards: In FFVIII (all right, my sources of inspiration


are quite limited) there was a card game where you could
collect rare cards from defeating bosses or defeating
opponents, much like Magic: The Gathering. There was also a
card game in the Might & Magic series, but you couldn't
collect the cards there. How about letting the PCs find
valuable cards in a treasure trove? Maybe it's a game only
mages play, and other mages would even kill to obtain those
cards...

41. Porn: As distasteful as it may sound, it would be quite


hilarious to have the PCs come upon the villains' stash of
porn, wouldn't it? And on the black market, who knows how
much it could fetch?

42. Dice: A set of valuable dice in the villains' horde?


Maybe the villain was a compulsive gambler, or maybe the
dice are cursed. Nevertheless, just scooping the dice off
the table and presenting it to the PCs as their treasure
will certainly shock them for a little while.

43. Musical scores: Like in the article mentioned, musical


scores certainly fetched a lot of money. And magical tunes
would fetch even more... like perhaps the score of a siren's
song? The score of a satyr's pipe tunes? A bard would
certainly prize these.

44. The Green Robin Headboard: Giant birds are not


particularly common, so it is an incredible thing to see an
eagle sized Green Robin. This beady eyed terror to all worm
kind, this magnificent beast was brought down by magic and
has been preserved by dark magic. Affixed to a large wooden
headboard etched with worms and scenes of grass, the giant
Green Robin sits making an interesting (if somewhat macabre)
conversation piece.

45. Bejeweled Dwarven Tavern Signs: Dwarves the great miners


of the earth hold precious metals as somewhat more common
than other races, as such to see signs etched with gold or
silver and gems inlaid on them can be occasionally found on
the most important and expensive places in some of the great
dwarven cities. Of course these signs would be worth a good
sum outside the caverns of the dwarves and as such it would
be a truly great prize to have a bejeweled Tavern Sign
covered in large dwarven script hung over your mantle piece.
However finding, let alone stealing something so obvious
would be difficult, but the reward is more than reflected in
the prestige a thief would get by owning something like
this.
46. A well detailed tapestry map. More value can be added if
there are areas or objects on the map not otherwise
documented.

47. Portrait of a Famous Deceased Adventurer, as painted by


a lesser artist of the day, painted on canvas and mounted in
a broad oaken frame.. As a piece of art, it's worth maybe
200 gp at most. It becomes a lot more valuable if you take
it out of its broad oak frame and discover that, on the
bottom, the Adventurer is holding a map. This map may be
copied and does, in fact, lead to a dungeon.

48. A pair of matched drinking mugs: These are made out of


hardwood, covered in leather made from a wild boar's skin,
and the handles are made of his tusks. Each would be worth
about 20 gp, but as a matched pair, they might go for 50gp
total.

49. A tapestry depicting a famous local battle. It may be


worth only 50 gp in terms of materials, but its historical
value may make it worth as much as 250 gp to a collector of
such items, or a historian.

50. 3' tall statue of artillian red marble. It is a


miniature version of the 30' high cult statues that inhabit
the temples and shrines throughout ancient Artillia. The
statue is a representation of the ancient goddess Melira,
the goddess of sacrifice, love, and compassion.

It is a finely detailed wrap-around sculpture (meaning it is


interesting to look at from all angles and not just the
front, sorry I forgot the technical term) of a beautiful
woman, with a sad face and tears running down her round
cheeks. She is garbed in the tattered mantle and cassock of
her priestesses.

The cassock is fitted with a simple bronze buckle, the only


adornment that intrudes upon the lush red marble. Though it
is not fancily adorned, its use (as a head-piece to a
shrine) and its materials make it worth at least 10000
Imperial marks.

It is said that if one has one of these sculptures in their


house, facing the door, it will bring blessings from the
Lady of Compassion.

@@@@@@

GIFTS FROM NOBILITY


===================
1. A useless title. - You have just been named Keeper of the
Rose of Florin with all the rights and privileges hereto
attached. Could be made up by the king on the spot.

2. A slave boy/girl - might be really tricky if the players


are supposed to not be into that sort of thing. How do you
not become a slaver and not offend the local king?
3. A sculpture made from relatively cheap material (brass,
wood, clay) but commemorating the PCs victory over a certain
beast or completion of a great service.

4. Music box: This music box releases butterflies once/day


(perfect gift for a princess).

5. The banner of victory A banner/flag/standard that is


always stretched out evenly, no matter how much wind is
present.

6. A Lady's Favor: A silk scarf, handkerchief, or something


more intimate scented with a lady's perfume and given as a
sign of her affection and gratitude. "This scarf was a gift
to me from the Queen of America!"

7. Titles with catches: Imagine the player's joy at getting


this new title. Now imagine when the learn the catch - they
have a border to protect, or are expected to marry a certain
person, or the land was made barren by a curse.

8. "Karai-Natatak". That's a title, given by the town's folk


of certain cities to the person who has proven to have
travelled a really, Really, REALLY long distance away from
the city in question. It's very respectable, too. And you
loose it if you stay in the city for more than 24 hours.
"Sleep on it" gets a new meaning here.

9. Treasure-quest switcheroo: A relatively simple quest


brings the party great glory. As a result, the party leader
is given a lesser noble title and expected to marry the
daughter of the aristocrat employer. The marriage is the
real mission. Maybe the marriage is the daughter's idea; she
took a fancy for the noble hero and asked her father to set
up a marriage.

Or the quest is a test, and the idea is to get her out of


the way of an assassination (or at least get her a good
protector). Or there are other, less obvious reasons why the
employer wants to set up a marriage between the hero and his
child, like preventing her from marrying someone else, to
hide an embarrassing pregnancy (I wonder what the father of
the child will do?)... or she may be a hellion and her
father has just had it with her, ending up in harsh words
and "I'll marry you off to the next available man who walks
through that door!"

10. The Dungeon is the Treasure: Brought down by treachery,


deceit, and a brief siege, the Castle of Highwatch was
captured almost intact by barbarian king Kovach some fifty
years ago. A zealot on a mission, he set fire to the central
keep and continued his crusade. The damage done by the fire
was mainly cosmetic, however. The castle yet stands, and is
almost intact. Supplies and a few months of work would make
it defensible, and in two years it could be made nearly
impregnable, a stronghold watching over the unruly lands, a
haven along the King Road.

Its current monstrous (or brigandic?) inhabitants have made


some preparations to enhance the defenses but lack the
sophistication, resources, and manpower to do a proper job..
which gives the PCs an opportunity. The party is sent to
eliminate the monsters / brigands.. but nothing was said
about the castle, which is the employers' (lesser noble?
merchant guild? thieves guild?) main objective.

If the castle is cleared and left unoccupied, the employer's


agents, a "trade caravan", will soon move in to secure it
and in months it will be highly defensible once more. Will
the party see the greatest treasure available for what it
is? (of course the dungeons can be such also in a more
classic sense. Any defensible spot with enough room and a
good location is prime real estate, or promotion in rank, or
some days off duty or a room of one's own.

11. Doll Set of (nobles or princesses name here): This


dollset can be found in a nobles house or perhaps in a
thieves possession or lair. These little cute dolls act
somewhat like ioun stones accept they dance and walk and
play following the player on the ground and sometimes flying
through the air. They imbue the personality of the player
with a +2 charisma and the dolls seem irresistible for
little girls to hold. The dolls also give the player a once
a week charm person spell. This item can be used for a few
different plot hooks. If given to a not so charismatic evil
character who likes to hide his alignment, a doll could be
snatched up by a little girl and his alignment may prove to
be shown after he reacts.

12. Isle of Koraas: The Isle of Koraas is a small island


fiefdom located only a few miles offshore. The island itself
once held a small thorp, but humanoid invaders took it over
several years ago and wiped out the villagers. They now
occupy the small keep on the island. A noble can grant title
to the land to a PC, which means that the PCs can have a
base of operations from which to work. But before the PCs
can use the land, they, of course, must clear it of the
invaders first, thus saving the noble from having to do it
himself.

13. Hereditary Title "Esteemed Benefactor" of city. This


title grants no specific privileges but adds the
character(s)' name to the list of pillars of the town. It
may occasionally win a free ale or discounted armor.

14. Promissory note from the Earl of Highsbury. This


document promises the payment of 100 gold pieces on the
presentation of it to the Earl of Highsbury.

15. Ownership documents to a bridge, with a licence to


collect tolls if held intact and if Kings messengers etc can
pass for free. The bridge itself may be ruined.

16. Seal of an unimportant office. If offered for sale, it


will attract many suspicious individuals claiming to be
collectors and offering large sums of gold.

17. The right to pay only half the taxes if working in some
strange profession,or performing some ridiculous ritual
regularly.Rich people may pay handsomely for this, but it
may earn some enemies among the Kings Collectors.

18. Crest of Richard the Just (medallion, non-magical). The


Crest of Richard the Just is an oval medallion on a long
silver chain. It is forged in an unknow, blue metal with the
crest in relief-gold.

The Crest is unique. It is also legendary in the realm of


Richard the Just. Citizens of Wellendorn will recognize it
on sight and will treat the bearer as they would the King
himself. They have been known to carve it's likeness into
anything that needed adornment, doors, barn walls, table
tops, shields, lids of jars, glass windows...just about
anything. Many proud villagers have the Crest tattooed onto
their chest or arm as a vow of loyalty to the House of
Mortenvale, the ruling family of Wellendorn and the honor
guard of the ruling family has it branded into their chests
when they become part of the elite guard.

The bearer of the Crest is honored in Wellendorn and treated


with respect and generosity. Many warriors have possessed
the Crest and all have been welcomed into the halls of
Bellemont Castle as honored guests. The Crest has called the
King to action to defend unknown foreign lands with his army
at the mere suggestion of the bearer.

Anyone carrying the Crest in the realm of Wellendorn can


expect food, cloths, shelter, supplies, and even help from
the royal family.

The Crest of Richard the Just has been missing for a


generation and it's location is unknown.

@@@@@@

NAMED ITEMS
===========
1. Garamos' Skin of Evil: This is a suit of armor that when
worn by any evil creature, gives it the access to a single
"wish" spell, but when worn by good, it does 1d4 damage each
round worn.

2. Garamos' Helm of Summoning: This was worn in many of


Garamos's battles, and is probably the most well known of
his items. It summons the spirits and ghosts of any
creatures who died in that area and takes control of them.

3. Skull of Garamos: This is just as it sounds. Garamos's


skull. Although many think it is merely more than a skull, a
magic-user can clearly see that it radiates negative energy
and can be used to call upon Garamos himself's spirit if a
command word is spoken.

4. Grishnak's Thousand Keys: Grishnak, being a borderline


OCD (obsessive-compulsive disorder) orc, loved to collect
keys. The walls of his cave are covered in dozens of key
rings, all full of keys of all sorts and sizes. Have a good
laugh at your player's expression as you describe the orc's
strange treasure trove. So many keys, so little time.

5. Kepenepta's Log: On the outside an unassuming, usually


unadorned book, one would never guess the treasure hidden
inside. The book always opens in the center, it is
completely and utterly impossible to open closer to the
front or back. You could turn the pages forever and never
reach the end of the book. And if you seek something you
know to be written in the book, you can simply turn the page
and it will be there. If you have never seen this particular
book before, you always start on the first written page and
turn pages in the order they were written. Magical spells
scribed into this book lose their potency, so it is useless
as a spell book.

6. Brodrick's Armor: After Lord Brodrick slew the dragon he


was wise enough to try to save everything that might be of
value. This was a bit of a nuisance for the servants brought
along to pack the goods out, but such is a servants life.
Amongst the items brought out was a large jar filled with
the dragons blood. Brodrick gave this blood and a very fine
suit of armor to an artist of some renown. Using the
extremely acidic blood like paint, the artist painted a
beautiful scene depicting the slaying of the dragon on the
breast plate of the armor. The greaves were decorated with
pictures of the gods, and the helm with the Heraldic Shield
of the city. The acid of the blood destroyed a prodigious
amount of paintbrushes, but by the time he was done the
armor was some of the most beautiful in the lands. In time,
the blood began to fade and come off. This, however, was not
a problem, as the acid had etched the scene into the armor.
Now, hundreds of years later, none of the blood remains
visible, but the scene looks as newly etched as though done
yesterday by a master. One minor side effect of wearing the
armor... the wearer of the armor wields a scaled down
version of the Dragon Panic. Brodrick's Armor disappeared
100 years after it's creation, when his weak grandson's keep
was sacked in the succession wars. It's location remains
unknown.

7. Luth-Ax Passed down the Luth family line, this masterwork


great-ax was used by fighters and paladins to fend off the
hordes and demons. It is of ancient design, combining a
nearly 3-foot curved blade offset by a spike. The bottom of
the shaft includes a wedge of metal designed as a weapon
breaker. The ash handle is wrapped with criss-crossing wire
allowing for a light, strong weapon.

8. Mirander Mocha Koffee deBaen's Coffee Book: The eccentric


wildmage Mirander 'the Mochamaker' deBaen penned this book
while trying to stop Judas deKaf from percolating Jesus (hey
Zeus!). It contains all of his precious coffee recipes.

9. The masks of Uru: A set of different-colored masks that


grant the bearer different kinds of sight such as
darkvision/infravision/detect invisibility and such. Collect
them all to construct a mask that gives you eternal True
sight!
10. Corison's Map - This item is actually 5 different
leather items - belt, boots, gloves, great sword scabbard,
and backpack - which should be found separately. Each is
formed of tanned demon hide, beautifully worked, and covered
in engraved symbols. There is an obvious thematic connection
between the items, as the leather, the craftsmanship, and
the symbology is all consistent. The script on the separate
items cannot be deciphered, but if the items' symbols are
somehow joined (such as by taking rubbings of each item and
working the "puzzle" thus created), they can be deciphered
(Decipher Script (DC 25)) as a textual map to a treasure
hoard. (Of course, the hoard is guarded by an imprisoned
demon.) Each separate item is worth between 15-20 gp - as a
set they'll fetch 200 gp, if the PCs can find a buyer who
clues in on the map. Corison, by the way, was a famous
demon-hunting ranger from the previous century.

11. Bugbear morning star. The morning star of a bugbear


tribe leader has the history of the clan and its relative
power etched on it in their bloodthirsty tongue. Possession
of this item can lead to prestige in the community, and also
to being the object of a vengeful attack by the clan
remnants...

12. Tapestry of Mergoathia: Large (4m across, 8m down) non


magic tapestries hand stitched by 6 elven maidens using only
the finest threads to depict a massive battle between two
human kingdoms. The weave so fine that almost every drop of
blood spilt on the battlefield is depicted. The tapestries
are woven with a story, each tapestry containing a scene of
the battle at the beginning (2), middle (2) and end (2).
There is a total of 6 tapestries and all are enigmatic as to
who won until the final tapestry. Hung in order they would
make a most impressive set.

13. Baltheza's Befuddled Rug of Ensnaring: Created by the


would be Mage Baltheza, this rug is his first attempt to
create a magic item. Procuring a large (2m x 4m) rug, with
rich red, gold and silver weaving for his spell, he
attempted to ensorcell this rug to catch intruders. However
during the process of creation he spilt a drop of water from
the river Styx on the rug which he then attempted to clean
off with a potion of healing that he had confused with a
vial of holy water. He enspelled the rug thinking his
mistake had been repaired and had his apprentice Iyrons test
it. The rug did nothing. Enraged by his failure to create a
useful rug he had his apprentice throw the rug out. Little
did he know that the rug was sold by Iyrons to a wealthy
adventurer who thought the rug looked good.

The warrior and his adventuring party used the rug as a


totem until, during a fight with a chaos beast, the standard
was dropped by the party bard as he fell in combat and was
accidentally drooled on by the chaos beast. The magical
spittle combined with the water of the Styx and the potion
of healing, and the unactivated magic triggered the rug to
awareness. The semi-sentient rug proceeded to engulf the
chaos beast and crush it to death with a malevolent fury but
instead healed the beast before accidentally letting it go.

The adventuring party finally slew the chaos beast and


dragged the now slumbering rug back to town where they sold
it to an eccentric man. The rug was then lost but has
periodically turned up in pub tales about insane rugs who
erratically chomped on people, healing them in the process.
The owners of the rug always sell it because of how
sporadically the rug would terrorize guests by chomping on
them. Such a rug would make for an interesting conversation
piece for not many people have insane malevolent rugs who
heal people through attempts to kill them.

14. Blademaster's Ben-Wa Balls of Concentration: For that


casual, oh-so-professional look desired by aspiring sword-
swingers and would-be masters of the blade. These are two
small round silver and steel composite balls that make a
pleasant vibration and a soft sound when held and massaged
in one hand. They can be taken out and held/ rolled just
about anywhere. Eliminates tense arm muscles that can ruin
reflexes (but a REAL blademaster should NEVER be tense,
right?). This translates into: maybe a small reaction check
bonus, or a bonus to surprise checks (an appropriate
situation would be in a tavern, not walking through a cave
littered with monsters), and a lessening of penalties to
attack for fatigue.

15. Jhonen's Meadow: The deed to four acres of rolling,


grassy meadow surrounded by a forest of birch, printed
carefully on a yellowed one-foot square card with a shiny
royal seal. It smells faintly of orange tea and has
obviously been folded and re-folded a number of times. The
reverse side is decorated with a complex geometrical design
in faded blue ink.

16. Moireach Ni'Angualha's Harp: A very beautiful harp made


out of dark wood, with inlays of gold. The strings itself
are made out of silver. The harp belonged to a beautiful
elven bard(ess). The only magical quality it has is that it
is always perfectly tuned.

17. Thunder Child: A mithril plated warhammer that once


belonged to a long forgotten dwarven lord. Three times a day
the wielder may call out the weapons name "Thunder Child!"
and thunder (sonic blast) booms out in a cone of sound
causing all in its range to take damage.

18. Sari's Fire Glass: A chalice carved out from a single


large ruby, making it translucent red in color. Made by an
artisan generations ago as a wedding present to a foreign
princess coming to marry the local prince of the age, this
treasure was stolen by looters when the palace burned down,
and then subsequently stolen by a red dragon for his hoard.

19. Korva's Sphere: It's original purpose unclear, this is a


rather damaged glass sphere with a powerful curse on it.
Discovered by the wizard Korva, anything except ice that
touches it will fall into profoundly disastrous
circumstances (actual game effect: DM will be mercilessly
cruel to target. For example, you could cause the ocean to
flood the city the characters are in, and have a fire break
out so that the escape route is blocked. If it helps,
imagine that the target has just broken up with your
sister).

20. Korva's Curse: This spell was devised by Korva soon


after discovering the Sphere (see above). With it, he was
able to have the effects of the Sphere be applied to a
target of his choosing, merely by placing the ball between
himself and the target, gesturing and chanting the
appropriate words. This spell was recorded on a single
scroll, made from the skin of a badger (fur still intact).
Of course, placing the ball so that its effects don't touch
the caster may be difficult.

21. Elemental daggers: A set of four daggers with an


elemental theme. Windcutter, Seatamer, Flamequencher and
Stonebreaker. Each one does triple damage against one
element. The trick is to only give your players one or two,
but in a case or display built for four. You bet they'll
always be searching for the others (and the people who have
the others will be searching for the ones the PC's have).

22. Epaphos's Tubes: Hollowed tubes made out of a dark


purple wood, varying is size from toe length to finger
length. Most contain corked tops, unless the tops were lost
to time. Made by anonymous wizard Epaphos, who carried
precious powders and spices inside the tubes for spells and
cooking. Perhaps some mysterious powder is even remaining in
some of the tubes?

23. Dust of Terreus: Oilskin pouch, with tightly sewn seams,


contains dust from the plateaus of Terreus. Dust is
comprised of soft pale blue granules and prickly black
specks. If wetted, a swarm of gnats, which were hibernating
in the dust, emerge to the irritation of the dust's carrier.

24. Gift of Krudge: This a 3" gold and jewel encrusted disk
with evil orc images will normally be found in a tomb in the
dead hand of an Orc leader. <Magic - . If picked up by a
Good or Neutral character, they will take 2d6 fire damage
and every orc and half-orc within 1 mile will have a mental
image of the character in their minds. If picked up by an
evil character, item will stay in the palm of the hand. -1
to any DEX based skill and -1 to attacks w/ two handed
weapons, gives +4 bonus to diplomacy, reaction, and
leadership checks with Orcs and Half-orcs.>

25. The Three Hornets: A curious collection of 3 light


throwing knives with an unusual power that isn't obvious.
When one of these knives is thrown it inflicts damage as per
a standard throwing knife, but as soon as it hits a solid
object the remaining two knives attempt to follow and strike
the same target. A skilled user, who knows the secret of the
Three Hornets, will toss the first two into the air (no roll
necessary under normal circumstances) before throwing the
3rd knife (make standard ranged weapon roll). The remaining
knives strike the same object as the first one, whether it
hit it's intended target or not. If one knife is thrown
while the other two are held, or stored somewhere the
thrower may get a nasty surprise. If held in the thrower's
hand, it will feel as though something has pulled the knives
from the hand (make dexterity roll not to drop them) and
they may be wounded. If in a belt or backpack, for example,
the knives may cut their way through, although they will
then simply fall to the ground having already encountered a
solid object.

26. Grays Song: A song in the PC's honor composed by the


most famous bard in the land.

27. Walking stick carved out of the thigh bone of a giant.


(carvings match the type of giant: fire giant = flames,
cloud giant = clouds & wind, etc.)

28. Acorn of the Great Oak: This is an acorn from the Great
Oak, jealously guarded by the Druidic orders of the West.
This particular acorn must have been captured from them by
evil forces. If it still has potency, it can be used in the
New Planting Ceremony to lessen the chances of the protected
forests seeing disasters such as fire or clearing by humans.

29. "The Value of Amaranth" Oil Painting: A tremendously


large oil painting of mostly 1:2 scale winged men and women,
with both bird wings and bat wings, in pitched battle
amongst the clouds, with an earthly city depicted below,
with everyday people going about their lives. The canvas is
roughly 46'x16' (yes, more than four stories along one
side), with a gilded wooden frame. This frame is also
exquisitely carved with depictions of angels and demons, in
addition to animals such as goats, eagles, lions, and
scorpions, and the occasional mortal man, all interacting
with each other. The centerpeice of the frame is at the
bottom, and appears as a beautiful flower, opening to the
sun. For its sheer immensity and detail over such a large
area, it is sought after by kings who wish to make a
statement of their own power.

30. "Ascension of the High Paladin": This painting is 3 by 4


yards. It depicts the ascension ceremony of High Paladin
Lord Adragan Zaldrun II, and shows in minute detail the
faces of all senior paladins and priests who attended the
ceremony. It is said to contain the answer to where Lord
Zaldrun hid the Holy Breastplate before the Coming of the
Second Darkness. The painting was made by the famed half-elf
painter Kerrigar Feltenspar.

31. Erasmus's Bolts of Force: The magelord Erasmus the


Learned often overcame his lack of metamagic feats by
crafting new versions of older spells. Erasmus's Bolts of
Force is a Wiz 3/Sor 3 version of Magic Missile that can be
cast with no components, effectively as if the Silent Spell
and Still Spell feats had been applied to it. In all other
ways, it functions identically to Magic Missile.

32. Ethran Blades: Ethran Blades appear as masterwork


weapons that were made many centuries ago. They hold a dim
magical aura which can be awakened by meditation in a Place
of Power (holy site for a particular religion, crossing
point of ley lines, whatever the DM imagines).

To activate a new power from an Ethran Blade, the owner must


spend a dayin meditation and a 1000gp in rare incenses for
every 1000gp of market value that is the difference between
its previous magical quality rating and its new magical
quality rating. (i.e. To first activate an Ethran Blade to a
+1 enchantment, the market value for a magical weapon
increases 2000 gp. So the owner must spend 2 days and 2000gp
in incense, while meditating in a Place of Power, to make
the item a +1 weapon.)

The enchanted blade only functions for the current owner. In


the hands of others, the Ethran Blade only functions as a
masterwork weapon. A Place of Power can only be used once to
open a new ability for an owner of a particular Ethran
Blade. A new ability of each blade can only be opened once
per experience level gained by the owner, and the order of
powers is usually determined by the DM.

For example: The Axe of Moritus is an Ethran Blade created


for a vile and evil blackguard centuries ago. The
progression of abilities for the Axe of Moritus is: (+1) +1
enhancement bonus; (+2) +2 enhancement bonus; (+3) keen
magical ability; (+4 and +5, big jump to activate the next
power here) unholy magical ability; (+6) frost magical
ability; (+7) +3 enhancement bonus; (+8) +1 icy burst
magical ability; (+9) +4 enhancement bonus; (+10) +5
enhancement bonus. For color, the DM may require the
character to meditate in places of war, bloodshed, and
sacrifice in order to grant these abilities to the weapon.
(Inspired by the Samurai ancestral daisho ability, but given
to the weapon instead of a class.)

33. "This note entitles the bearer to one wish (signed)


Boddle": This note, which appeared valuable or just a
scribble on a piece of paper, sent the characters halfway
across the country side, finding out who Boddle was and
where he could be found. Fortunately, he was a powerful
wizard and did grant the wish that was promised on the
paper.

34. Sulamein's Boots of Travel: These boots appear simple


and well made. When worn they protect the wearer's feet from
the elements keeping them warm (or cool) and dry regardless
of the environment that the wearer is walking through. They
automatically adjust to fit perfectly and will clean
themselves overnight.

35. Isengeld, The Shining Spear, Giantsbane. This is a


magically enchanted spear. It glows a light blue in the dark
and is cold to touch. It is enchanted with cold and has been
specifically designed to slay all kinds of Giant.

36. Kendor's Pipe: The pipe is made of dark wood and doesn't
look special in any way. It was made for Kendor, a priest
who liked smoking while reading. When used, a continual
light appears about 1 foot over the head of the pipe.

37. Kendor's Helm: A massive helm, made of black metal in


the form of a bear head, the opening for the face is through
the wide-open mouth of the bear. The eyes of the bear are
closed but the delicate lids can be opened. When opened in
darkness the eyes (two beautiful yellow gems) begin to glow
and create enough light to see 20'.

38. Kendor's Cloak: A dwarven-sized cloak made from the pelt


of a winter-wolf. It protects the wearer not only from
'normal' cold but from cold-based attacks as well and makes
him more difficult to spot in snowy terrain.

39. Sledge of the Mountain: This heavy mace of orcish


crafting is one of its kind. It's one of the magical weapons
the orcs and the dark elves (the drow) created. With metals
from the inner core of Mount Orc (occupied by, yes, orcs)
and enchanted with magics long forgotten by the higher dark
elven wizards, the mace truly is a destructive weapon.

The mace itself is quite unpleasant and heavy to hold, since the
orcs really doesn't care about things like comfort (they
care only for the power of their items), and it isn't very
pretty either. But its wearer wouldn't care about such
things. When worn, the mace gives its wearer the strength of
thousand orcs and after some time, a frightful appearance.
It's said that one of the dark elven wizards failed so that
the weapon became lethal to its wearer. It actually starts
the rot process that normally starts when someone dies.
After a year or two, the wearer will look like a zombie or a
rotten corpse, and a terrible smell will emanate from him. But
some don't care for these things and use the mace until
their death.

One of its wearers is said to have been the greatest


orc king that has ever lived, Orgnark. He found its former
holder in the depths of Underdark. After a long battle, his
soldiers defeated the undead (or so they believed it was)
who they thought was a demigod of some kind. But when Orgnak
understood that he had found the legendary Sledge of the
mountain, he slew all the soldiers who was with him. Once
back on his throne, he started the most offensive and
expansive campaign ever done. He conquered half of the known
world before he was assassinated by his own sons. They all
wanted the power of the mace, and in the battle that
followed, it was once again lost. No one knows now where it
is, but it is certain that when it's found, the great armies
of the orcs will do anything to get it back.

40. Octavious (wooden bat, magical). Octavious, was a weapon


carried by the legendary Dellaron the Wise, a monk of great
power. Dellaron was forbidden from carrying edged weapons by
his sovereign and so set about gathering the spells, woods,
gems, and experience he needed to fabricate and enchant a
powerful weapon he could wield in combat. Octavious is
crafted from wood that is deep yellow (unknown species),
with a smooth iron band around the bludgeoning end. The
handle is inset with 14 various gems that carry the
permanent enchantments, but are unseen under a wrap of hide-
like leather that always remains tactile and soft.

Octavious' powers are:

*Indestructible (the very physical substance of the bat


resists fire, cutting, splintering, and shattering. Whether
that is a natural attribute of the wood or is an enchantment
is unknown).

* Thunderbolt. Any creature struck by the weapon must roll


vs. electrical damage from the discharge made by the bat.
(No set damage level, you decide based on your campaign.
Even a low damage would still make this weapon very valuable
if it could happen every time it was used.)

* Line Drive. Any small (baseball size to marble size)


projectile tossed up and struck by the bat has 90% chance of
striking the intended target. The projectile travels at
twice the speed of a slingshot and does twice the normal
damage for the projectile-type. Maximum distance is the
wielders Strength times 100 feet (STR: 12 X 100 = 1200 feet
or 3 football fields). Anything larger than a softball will
most likely trip the Thunderbolt and destroy the object
entirely.

* Considered a +3 weapon.

* Does double damage against lawful evil and undead of any


type.

@@@@@@

SPELLS AND MAGIC ITEMS


======================
1. Maiden of Illusion: An enchanted copper disk. When
activated it creates a beautiful female dancer (Perhaps a
belly dancer or other type that suits the region). Some of
the more powerful of these devices can project the image
anywhere in the room, making this woman seem very life-like.
This can impress visitors, who may think the woman is real.
It's also just nice to watch, the woman being somewhat like
a moving painting.

2. Ice maker: Actually, this item is probably fairly


powerful, given that in real history ice was such a luxury
that is was sometimes mined from mountains and carried miles
for kings. This magic device slowly produces ice cubes until
it fills its decanter (Draws the water from the air). Also
helpful for soothing wounds.

3. Enchanted knife of +3 square meals per day: Not intended


for combat at all. It's presumed mages who prefer to keep
their head in their books rather than their hands in the
kitchen, created these. The knife can magically animate
itself and if provided with food stuff, create basic meals
(Like sandwiches, etc). It also cleans itself! Only 9.95
plus postage and mishandling of the goblin who owned it
previously!
4. Glow stone (Magic): Handy for places where you don't have
a fireplace or space for a fire. When activated these stones
warm up and glow with heat. Though unpleasant to hold for a
long time, the rock cannot scald (Can't boil water either).
Some people wrap them up in material and sleep next to them
to keep them warm during the night. If you own several you
can warm a house with them. Some of these stones produce
more light than heat, and can be used for lighting purposes
(Handy if you don't like going to bed at sunset and don't
want oil or firewood costs).

5. Bedroll/Sleeping bag of anti scorpions and snakes: Think


about it! :)

6. Everburning Tinder: A small pile of twigs and small


sticks which, when lit on fire, will continue to burn until
doused, never being eaten by the flame. When doused, they
are dry and cool to the touch.

7. A crystal skull that lights up on command, producing


light equivalent to a candle - designed to be an evil
cleric's desk lamp.

8. A cloak and/or boots that resist dirt - they never get


dirty. No real game application, but a character
embellishment to be sure.

9. The Glowing Pen: This quill pen, made from the feather of
some unidentifiable creature, always writes smoothly and
with just the right amount of a black ink. It never runs out
of ink. The ink dries immediately and cannot be smudged, but
most amazing about this pen is that anything it writes gains
a soft glow, not nearly enough to provide a light source but
it allows the text to be read in the dark and provides a
dazzling effect even in the light.

10. Soup Bowl of heating.

11. A magic dancing doll (it dances!.... WOW!).

12. A sewing stick (that creates seams).

13. A magic compass.

14. Box of magic fireworks.

15. Cursed Crown: Seen on display, this crown resembles a


black-lipped mouth filled with long, thin, yellow-gold
teeth. The band of the crown is made of black metal with a
bulge in the middle, as if its creator had formed the band
around a rope. The tines are made of an unusual yellow
metal, softer and more yellow than gold and faintly "greasy"
to the touch. When worn, the crown confers or increases
powers of command and causes fear in enemies, even those who
dare not oppose the wearer openly.

16. The living painting: A painting of a landscape in which


you can see the grass blowing in the wind, hear the birds
chirping and so on.

17. A magic staff that fills the one who touches it with
bare skin with a desire for a certain item, idea or action
(e.g. drinking water, freedom for his or her home country,
possession of a special gem, etc.). The person is obsessed
by that want until his or her need is fulfilled. The want
must be a desire that the person already has, it is then
turned into an obsession by the wand. The staff is made of a
dark wood and is nearly indestructible. It is said that it
was created by a mischievous god.

18. The bottomless bag: This is a bag that contains a 'mini-


dimension'. Virtually everything can be stuffed into it, so
that the person carrying it will never have any problems
with transporting too many and/or too heavy things! It is a
brown bag of unknown fabric. It does not look too fancy. It
is unknown where it comes from!

19. The Ruby Heart: A large glowing ruby in a heart shape.


Apart from being quite valuable it is also magical. It
should be noted that the Ruby Heart is a religious symbol
for a goddess of love in our campaign. The gem, when touched
(as found out by embarrassing experimentation), greatly
enhanced the libido and fertility of the person touching it,
to the point where a couple of the characters got carried
away, and now are expecting a child. The prize was worth far
more than it's monetary or magical value due to it's
significance as a religious relic. Donating it to the
appropriate religion gained us a great deal of prestige and
goodwill. The point of this example is that often mundane or
magical items can be seen as priceless by certain people
(and worthless by others). To see modern day examples, think
of the Shroud of Turin, or even the Mummies in Egypt.

20. Secure backpack: A backpack of holding with several


pockets on the outside. The pockets have items in them, but
each requires a different command word to open. This lets
the characters run around to find the treasure they already
have.

21. Frost bottle: Keeps everything cool and icy.

22. Horn of assassination: Resembles a rhino's horn or that


of another creature with horn(s). This horn looks like any
other. It's wide at the bottom and ends with a pointy top.
It's hollow, so that it can contain liquid and be useful to
drink from (or be killed. more on that later). But at the
tip it has a secret, tiny room that can contain anything of
tiny size. This item is used mostly by assassins and thieves
who need to smuggle tiny things (poisonous powder, tiny
bottles of acid, etc) into well guarded areas.

It's also very handy when it comes to assassination since it


has a mix-function that pours the poisonous powder or the
acid into the liquid, making it lethal. This mix-function is
triggered by a small button at the tip of the horn (barely
noticeable).
These Horns are created by skilled craftsmen, usually
working for Assassins or evil wizards, since it is quite
hard to craft correctly. The mix-mechanism, for example,
often fails if the horn isn't crafted right, and won't pour
when the user wants it to or pours when the user drinks of
it himself. As said, Horn of assassination is a dangerous
item.

23. Fool's Blade: This mighty weapon, consisting of a


pommel, a grip and a guard, is in short words - a sword's
handle. Once a noble man, a maniac at arms and armour,
received this weapon "with an invisible blade" as a birthday
present from his brother, a thief in his toes. On the other
day they dueled... and nobility changed hands. It may be
funny, but the Fool's Blade has a magical property besides
the story: the one who grips it has a great urge to thrust
someone with it. Well, it's a crazy world...

24. Costner's Tin Cups: A half-dozen small, plain, drinking


vessels. When grasped firmly in one hand, the user may speak
directly into the cup and the speech will be heard through
the remainder of the cups, up to a range of 100 yds/level of
the creator. Any liquid in the cups may be drunk normally,
but communication coming through will sound, well, gargled.

25. Ever-Filling Mug: Popular (very popular) with the


Knights of the Mug, this ornate vessel, when banged on a
hard surface, will refill with a good ale every ten minutes.
Leads to a lot of banging at the monthly meetings. Won't
keep the party alive in a desert forever, but they'll die
happy. Do not operate heavy war horses after use. Owners
will fight to the death to keep possession ("Your
'Precious'? I'll show you something 'Precious'!").

26. Soul Beads: According to rumors, these strange beads are


said to provide a good nights rest, even if one does not
have a full night in which to rest. Usually the beads are
about the size of a pea and colored a silver white. Often
they're mistaken for pearls, until one looks closer. If the
rumors are to be believed, one must place a bead beneath
their bed to gain the benefits of a restful slumber.

27. Nunchaku of the Dragon: This pair of nunchaku are made


of finely polished dragon bones and dyed black. Each stick
is stylishly engraved with a different color dragon that
winds around it-red, green, silver, and gold. Their
enchantment prevents the colors from fading or chipping.
Both weapons are enchanted to be +3 to hit and damage, but
when they are wielded at the same time they bestow the
wielder with the Ambidexterity and Two-Weapon Fighting
feats. These feats are only effective while using the
weapons during combat. This effect allows one extra attack
per round but all attacks during the round suffer a -2
penalty. The penalty lasts until the next round, so any
attacks of opportunity made before the next round also
suffer the penalty. The weapons can be used individually as
regular +3 nunchaku. The weapons radiate moderate evocation
magic and moderate transmutation magic. Dam: 1d6+3,
Critical: x2, Weight: 2 lb. each, Type: Bludgeoning, Caster
Level: 15, Market Price: 50,000 gp

28. Pen and Inkwell of the Peace Maker: This is the golden
pin and inkwell set used by the human Lord Tinyoth to create
the first peace treaty between the elves and dwarves in this
region. The treaty started the longest period of peace the
two groups in the last 2000 years. Regrettably this peace
lasted only 87 years. It was ended after an unfortunate
incident involving a new dwarven mine near the surface and a
sacred elven tree. Could be found in a Wizards room or
anywhere writing implements would normally be stored. The
local elven and dwarven communities will be very interested
in knowing how the PCs got this. <Magic - If used by a
paladen or cleric of a good deity to write a document for a
specific diplomatic situation, it adds +2 to diplomacy roll.
Neutral characters will gain no benifit, and Evil characters
will suffer a -2>

29. Infinite Quiver: A leather quiver banded with red-etched


runes, this container never runs out of arrows so long as
someone is not scrutinizing it (in other words, if someone
pulls out arrows carefully to see how it works, it will
disappointingly run out until refilled).

30. Ravage Knife: A blood-red knife especially attuned to


human flesh. It gains a +3 bonus to attack and damage, but
any time it misses, it strikes its wearer. If attacking a
nonhuman foe, it gains a -3 bonus to attack and no bonus to
damage, with the same user-attacking properties above.

31. Dwarf Horn: This ivory horn has a unique and highly
distinctive note. Anyone that blows this horn on Tuesday
becomes physically incapable of knowingly directing any harm
(melee, missile, magic) against any dwarf for the rest of
the day.

32. Griffon Wishbone: The wishbone of a griffon has certain


special magical properties. If it is carefully removed
intact from the carcass and cleaned of all flesh, it can be
used to store spells. A given wishbone can store a number of
spell levels equal to the creature's hit dice. Spells stored
in a wishbone are cast like Sorcery, and can be cast by any
magic-user touching the bone that has the ability to cast
spells of that class and level.

33. Arrows of Piercing: Seven green-glowing magical arrows


are quite a treasure to be found; they are nearly impossible
to destroy, and are suitable for a short bow (composite or
normal) only. These arrows ignore all armor, shielding,
magical protection, etc. that adds to AC. The only AC
bonuses a target gets against the Arrows of Piercing are
from Dex and Size.

34. Monster Chess: A chessboard where the pieces animate


whenever used. Much fun to play, voice or thought operated.
Alas, the pieces tend to rip each other to pieces and feast
on one another; dead pieces only leave a pedestal, and there
are no replacements in the box under the chessboard (full
set of pieces in the beginning though.. except that there
are no rules). Also, the three armies appear to be vastly
unmatched - one group consists primarily of lesser fiends,
one of orcs and goblins, the third and most powerful one of
elven archers, a mage, and a mounted knight. Further, each
piece is unique in its features. Real people? Or not? Can
they be rescued? Can it be done to the enemies of the party?

35. Force Piton: This small metal pin has a loop at one end,
while the other end is threaded very coarsely. The entire
thing is 8 inches long. The tip of the threaded end is
covered with a wood or plastic cap. When the cap is removed,
the tip can be seen to glow deep orange.

Effect: When the bare, threaded tip is pressed to stone,


ice, or any other non-living surface, it sinks in until only
the looped end is exposed. After waiting 15 seconds for it
to "cure", the piton can not be removed without taking out
all the material around it. These serve as handy anchor
points for climbing ropes or anything else you need to hang
from any surface. Can only be planted once, not removable.

36. Web strand-in-a-can: This small can measures the size of


a very-large permanent marker. The application tip is white
and fuzzy. Effect: This dispenser holds up to 200 feet of
disposable webbing, which acts as giant spider silk (can
hold up to 500 lbs). It can be used as sticky cordage.

37. Underwear of cleanliness +1 protection (who thinks to


take someone's underwear?): This very underwear never
dirties on even the biggest ogres business end. It refits
itself to any wearers size, and as soon as you and you alone
touch it, it resizes to what would fit you best, the color
and fabric can be changed by a wizard willing to do so who
puts a little effort into figuring out its magics (Identify
to find out the ingredients required). This change can be
quite useful if a shifty warlord likes his/her dream
woman/guy to be wearing one kind of color, after all, even
the ignorant general has a favorite color.

38. Enchanted Boot laces: I don't quite remember what item


it was that could extend to long lengths but I'm sure it was
a rope and that that rope could hold many pounds. This item
can be easily disguised or packaged. It can carry a heavy
load, more so than silk rope. This item can be very useful
for tieing up any large creature not knowing the command
words or gestures to make it change size... and it could be
interesting if they messed up such words and cut circulation
to said held appendages.

39. Calendar of Dates (this will have to coincide with DM's


calendar if he keeps one): This small glass plate calendar
has the ability to set up the players character with a
cumulative blind date every week. The first week of holding
onto the calendar it will show this month and/or next if
needed, also it will set up the player with a random blind
date of the characters race or somewhat close to thereof
(elf could date a human, dwarf or half-orc...). This first
date should be set up to make the player want to return.
Every week there's a new blind date set up for the
character, so the second week he'll have two dates, whether
on the same or different day. After a while you will notice
that every day will be filled up and later on there will be
multiple dates for every day (make a max amount to be safe).
If the player skips a date, then the next date will be of
'less quality' than his/her last. And if a PC keeps skipping
dates, the single blind dates in the neighborhood will
definitely start looking for him/her if they miss it,
leading to some bad excuses after a while, and soon, mobs of
angry people chasing after the lovebird hero.

This calendar seems to have a hard time of getting lost. If


thrown away or left somewhere the calendar will simply pop
up in a place where the character will see it at eye level.
The calendar can't be stolen so a jealous lover of one of
the blind dates or a thief with high hopes could get quite
angry. Luckily the calendar can be read by anyone of any
race or intelligence.

Set up a quest or some other way to remove the curse for


those characters who might find it annoying after a while.

40. Glove of Mutual Understanding: It's best a PC not know


what this does after an identify has been made. When this
glove is donned on the hand of a hapless PC, it reads the
surface thoughts and feelings of the wearer and shows them
in motions of the hand, dragging the body to the place where
it would be best shown if need be (never causing physical
damage in hp's).

A character can make a Wisdom check if they know what the


glove does and they're trying to suppress the action to be
taken by 'not' thinking about it. Examples of actions being
taken could be a snotty noble is being their usual self and
the character strolls over to them and slaps them in the
face. A drunken warrior comes up to the table and starts
hitting on the character, so the PC draws a blade and holds
it up to the person's throat quick as lightning. The greedy
PC has the slightest moment of pity on the beggar at the
side of the road with a broken leg and one eye so he throws
his bag of gold at the beggars feet, leading to a tug of war
between the two if needed. An evil type character is sitting
in on a church sermon so as to spy on a wealthy prospect so
the glove flips the priest the bird while the PC is sitting
quietly in their seat.

41. Ogre Sock: This piece of cloth which looks like the year
old gym sock of a large humanoid was invented by an annoyed
human mage. She didn't much like the sound of a homely bard
who pestered her daily outside the tower window so she got
creative. When put in the mouth this tasty morsel makes
words come out in a mumble of sorts, but tastes like a kings
feast enveloping the character with a pallet of many flavors
that almost none could resist. It has no nutritional value
so any character who tries to replace their food with this
will find themselves hungry by the end of the day. This
treat cannot be swallowed and it emits a fairly decent scent
in about a 5 foot radius leaving the hungry nearby wanting a
bit for themselves.

42. Figurine similar to Wondrous item: When peeled from it's


wooden base and set on the ground before the user, the item
becomes a full sized variant of that animal/person/thing.
Generally the device is under a dweomer that forces it to be
'friendly with' or 'follow one order of' the person who
peeled the figure from it's base. I have used this in
various forms... An elephant with saddle, A 3rd level human
fighter who fights one battle then wanders off to find his
home... a 10'x10'x1' stone wall...this was used to block a
passageway as the players retreated from a sticky situation,
A small fire with fuel for 1 hour, a pile of snakes. The
possibilities are endless....

43. +1 axe: This blade has an engraving scratched on its


blade it looks like a cross followed by a straight vertical
line.

44. Mugs of Neverspilling: The base of these mugs has a


sticky rubber-like substance extracted from a Maple tree,
that once placed cannot be removed unless twisted in a
certain fashion.

45. Bludgeon sheath: A sheath that fits any sword and acts
as a bashing weapon 1d4.

46. Paper of Magical Correspondence (sheets of paper,


magical). Paper of Correspondence looks like normal, linen
paper of fine quality. When a sheet is used for a personal
letter from one person to another, addressed to the
recipient ("Joel Durnhurst of Jefegurn Springs"), and then
lit on fire it will burn quickly and not light anything else
in it's vicinity and magically UNBURN in the immediate area
of the addressed recipient! That's not all...The recipient
can then write a reply on the back of the paper and light it
on fire and it UNBURNS in the area of the originator.

This paper is highly sought after by people who cannot


afford to keep pigeons for important messages, like
battlefield commanders and adventurers.

47. Crown of Horns. The Crown, made entirely of the spiked


horns of humanoid demons, once sat upon the head of Lucia
Matak, otherwise known as the Queen of the Damned. Legend
has it that Lucia was once a sorceress, learning in our very
own Tower of Destinies when she summoned a dozen Zukrai
demons (those are the demons that resemble Satrys with a
single, slightly curving horn sticking from the top of their
head like a unicorn) and offered them a deal they could not
refuse. She proposed that if any of them could defeat her in
a contest of spell and wit then they could have her soul and
the souls of all in her school, but if she won then she
could have their power.

The story tells us that they came on her at once but she,
only a maiden of 16 at the time, bested them all and then,
one by one, drew the horns from their heads with her bare
hands. She then became the most powerful sorceress in the
known realms. She left the school and began calling an army
of the dead, with the addition of the tribes of goblins who
came to worship her as a goddess, and the minions of the
demons that she had slain. The Crown has an unbelievable
value of 1,000,000 for those who believe in its power to
call forth the undead, or 15,000 for those who do not.

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I hope this document has given you a few ideas for your own
campaign. If you have minor rewards ideas, opinions or
comments, please send them to:

johnn@roleplayingtips.com

End of Supplemental #6

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