Valuables, 4 (d100)

More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.

d100 Result

1

A top hat made of black glass that cleans the bearer’s hair if worn for one minute.

2

A triangular crystal pendant that causes the bearer’s hair to stop growing while worn.

3

A velvet lined wooden box containing a full set of silverware used by a king for his last meal

4

A velvet pouch with a gold colored drawstring that feels and sounds heavy with coin but, when opened, is wholly empty.

5

A warm granite wand that shouts “Truth!” whenever the creature holding it makes a factual statement.

6

A well made obsidian statuette of an emaciated child dressed in rags that cries blood at midnight.

7

A well made wig made of human hair, that is reversible from blonde-to-black.

8

A white cozy pillow filled with owlbear feathers. If slept upon there is a 25% chance it will produce 1d6 similar pillows. If this occurs anyone within a 25 foot radius will immediately become compelled to pick one up and engage in a pillow fight. This humorous rage will not end until a single pillow remains which can allow the process to function again if another creature sleeps on it.

9

A white, one-foot-square, cotton face cloth that is always clean, cool, and slightly damp

10

A wine skin that refills itself with good quality wine when interred with a dead humanoid for one night. It will not function with the same corpse more than once.

11

A child’s wooden bear toy that screams loudly when in the immediate presence of fire.

12

A wooden box that, whenever it’s opened, releases an illusionary yellow lizard, which skitters for freedom. The lizard always attempts to hide somewhere out of sight or makes a mad dash in any direction. Either way it disappears when it hides, after 12 seconds pass or if it gets more than ten feet away from the box.

13

A wooden case containing five gold coins depicting the emperor of some ancient and long forgotten empire.

14

A wooden dinner plate masterfully painted with the symbol of an overflowing cornucopia. Over the course of one uninterrupted hour, the plate will restore one rotten piece of fruit or vegetable placed on it to perfect ripeness.

15

A wooden flute that plays colors which drift up and around the musician instead of sounds

16

A wooden lyre carved with elven motifs that plays notes impossible to hear by anyone under the age of 100.

17

A wooden mask resembling the visage of an old halfling woman that, when donned, causes the bearer to glimpse the very moment of their own birth.

18

A wooden walking stick that reappears somewhere behind its owner whenever they’ve lost sight of it for more than an hour.

19

Adornment of the Vain: A pair of cheap looking earrings consisting of small pieces of asymmetric glass set into tarnished brass settings. However, when worn in pierced ears they look like pinkie fingernail sized, masterfully cut, sparkling diamonds in perfect platinum settings. This illusion will pass any kind of mundane scrutiny by even the most talented jeweler but is incredibly obvious as an illusion to any sort of magical detection. The illusion instantly ceases to function on both earrings if either one is not worn in a pierced ear.

20

An acacia wood spinning top which never topples. When spun on flat wood, it carves elegant abstract engravings into the surface.

21

An amulet bearing a small obsidian rooster which crows loudly at dawn, which is only ever heard by the bearer.

22

An ancient gold coin that has been defaced with the symbol for an evil god of greed. While the coin is in a creature’s possession, any coin he seems to acquire or find is similarly marred. If the ancient coin leaves the bearer’s possession, the other coins revert to their unmarred state.

23

An earring shaped like a demon’s ear, made of finely worked light gold and set with point-cut rubies. It fits over the curve of the wearer’s ear, changing it’s shape over time. If worn for enough time, the bearer’s ear will permanently change in shape to that of a demon’s

24

An egg shaped leather ball made of pigskin that emits the sound of large hog squealing in pain whenever its thrown.

25

An eight-piece silver dining set inscribed with images and motifs important to a forbidden cult.

26

An electrum sleeping mask shaped like the eyes and snout of a cow.

27

An empty copper tube that constantly blows warm air through one end.

28

An enchanted waterskin that can hold up to one gallon of water, while only taking up space and weighing as much as a waterskin half that size.

29

An engraved platinum latrine sponge rod.

30

An impossibly sharp pen that will always be in it’s owner’s pocket when they reach into it. It’s owner is the last creature to write their own name with it.

31

An incense burner made from a silver plated human skull.

32

An incense burner of the grim reaper sitting in a tree, holding a snake and a crystal ball. Two skeletons kneel in front of him. It is made of ceramic and set with tiny simple rose-cut diamonds and rubies.

33

An invisible, empty, hollow metal cylinder that is nine inches long and four inches in diameter. Objects stored inside of it are fully visible.

34

An ivory figurine of a ballerina that dances when blown upon.

35

A fist sized ornate clay pot that fills itself with blue sand each day.

36

An ornate music box that plays a chiming version of the favorite song of whoever opens it.

37

An ornate silver scroll case

38

An unassuming brown scroll case that can hold a single scroll. A creature holding the case can speak the command word “Secrets” which causes the containing scroll to become invisible and the case to appear empty. The scroll returns to normal if the command word is spoken again or if it is physically removed from the case.

39

An unbreakable clear glass bottle containing a lighting storm that has been shrunk down to fit inside it. The storm rages eternally, its thunder sounding out barely perceivable rumblings and its lightning creating harsh flashes of white and red.

40

An unbreakable stemmed wine glass that always looks empty, even when it’s full

41

Madman’s Blanket: A large hide blanket made from cattle that were fed beef and went insane and had to be slaughtered. Any creature who sleeps under the blanket with experience horrible, maddening nightmares. It is however comfortable and warm.

42

Portable Pocket: A deep fabric pocket that, if applied to fabric and the command word is spoken it attaches itself to the fabric and instantly matches the type of fabric as well as style and design. The pocket blends in perfectly and seems like it was meant to be there. After being used, it must be carefully removed from the item it’s attached to so it can be reapplied to different clothing.

43

Two shaped glass lenses, a piece of leather, and some cord that can be fastened to create a spyglass capable of seeing over long distances.

44

Fey Pillow: A silvery cushion which sparkles in the moonlight and always feels cool to touch. When used, the creature will hear the whispers of the fairy king while they sleep. In the morning the cushion will produce a small crystal that contains the creature’s dreams which may be watched on it’s reflective surface. There is a 5% chance that the crystal’s dreams belong to a prior owner of the cushion. The crystals the pillow produces melt into fresh dew after 24 hours.

45

A small wooden jewelry box that is locked and has no key. The lock itself has no tumblers and seems to be for decoration rather than security. If a creature holding the box says the word “Keepsake” the box will open. When closed the box automatically locks itself again. The box is empty when found.

46

A necklace bearing a small crystalline dog which barks loudly whenever the bearer is attacked or harmed.

47

Thief’s Regret: A delicate woman’s jewllery box that screams loudly whenever opened by a male creature. It remains screaming until it is closed or until one minute passes, at which point it must be closed again before it can resumes screaming.

48

Log of Restful Fire: A single small wooden log that when lit, will as bright and hot as a roaring campfire for eight hours before turning to ash. The log can be lit be touching the wood and uttering the command word and can be doused prematurely with sand, water or another command word. The full set of instructions as well as both command words are carved into the wood itself.

49

Sweet Air Pin: A steel hairpin topped with a trio of clear glass beads that emit a barely perceivable magical force. The protective aura extends in a one-foot radius centered on the pin and prevents natural smoke from entering the area. Smoke created inside the aura is not effected until it leaves the bubble, at which point it is not able to reenter the area. Creatures wearing the hairpin around their head or neck find themselves virtually unaffected from smoke irritating their eyes or burning their lungs. In areas of extremely thick smoke the bearer may still find it hard to locate breathable oxygen or see through the dense clouds.

50

A wooden spool that causes any thread wound on it to instantly match the color of any fabric that it is touched to. The spool itself retains the magical property and should the tread be used up, it can be rewound with new thread and used again.

51

A steel fishing hook that sparkles and wriggles like a worm when submerged in water, negating the need for bait.

52

A bone sewing needle that will finish sewing any seam started by a living creature on its own.

53

A ceramic chamber pot that instantly disintegrates any urine and fecal matter that enters it. The material becomes an odorless black powder that resembles ash.

54

A golden holy symbol of the God of Trade. Once per day a creature can use the symbol as a focus while earnestly praying and the Trade God will offer a whisper of excellent advice on how to run a successful business. The advice is never longer than a single sentence but it is always information has not received from the symbol before. The God will never offer advice to any creature who has purposely committed a transaction of goods or services in bad faith (Selling illegal goods, falsely advertised a product, buying items with counterfeit currency, etc.) within the past week.

55

Cup of Last Comfort: A badly-dented tin cup from an ancient military chaplain’s field kit. Any drink administered to a dying creature from this cup tastes pleasant and refreshing, dulls all pain, and causes the imbiber to vividly recall their happiest moments until the imbiber either dies, is healed or one-hour passes. Creatures who are mortally ill and dying of sickness, poison, disease or old age can also be effected by the cup’s mercy. The cup has no effect on healthy creatures.

56

A dried out animal stomach that, when food is placed inside of it, causes all creatures in a ten foot radius to become hungry

57

A glass bracelet that worn on the wrist, turns itself and the hand it’s worn on invisible. It does not turn any other worn rings, gloves or objects held in the hand invisible

58

Fiery Wand: A foot-long wand made of pepper wood that, when waved over food or liquid, causes it to taste spicy for one hour.

59

A breadbox crafted from a strange, white, pliable material, decorated with images of various grains. Foodstuffs sealed within remain fresh for two weeks longer than they normally would.

60

A preserved fish eye in a small glass cube that makes all food and drink within five feet of it taste strongly of fish.

61

A steel tankard that is capable of changing any alcoholic drink poured into another drink of similar potency (ale into stout or whisky into vodka). The drink reverts back to its original form if it spends more than one minute outside the tankard and is not consumed by that time.

62

A steel wand that explodes any food it touches. The explosions never cause any sort of damage and cannot affect living creatures but is always quite messy.

63

An iron spoon that, when used to stir a drink, makes the beverage taste as though it was piping hot. The effect is illusionary and does not actually change the temperature of the liquid. The illusion gradually fades causing the beverage to seem as though it is cooling down naturally until it finally reaches room temperature.

64

Aqua Grease: A large ceramic jar containing a pale grease that can be applied to objects or equipment to completely protect it against damage from water exposure for up to eight hours. There is enough grease to cover ten square feet of material.

65

Earrings of Color Coordination: A pair of silver earrings bearing simple glass studs. While worn, the bearer can instantly change their eye color to any shade they choose with a single thought. When the earrings are used in this way, the glass studs change to perfectly match the bearer’s current eye color. Knowledgeable PC’s will recognize this type of jewelry as once being in fashion among the noblewomen who wanted their eyes to match the rest of their various outfits and decorations.

66

Gloves of Applause: A pair of elbow length white opera gloves that never become stained or dirtied. While clapping and cheering when wearing these gloves, the sound is magnified as if ten people were clapping and cheering.

67

Magic Spice Granting (MSG) Frying Pan: A well cared for cast iron frying pan which generates a rare magical spice that flavors everything cooked within. If the ingredients are cooked with lots of oil at a high heat, the pan will greatly enhance the resulting food with a delicious savory meaty taste. Rarely, some people (About 1% of creatures, roll a percentile) are allergic to the magic spice and experience headaches, dry mouth, minor numbness and tingling of the extremities, sweating and sneezing which all wear off roughly one hour after consumption.

68

Rust Remover: A foot-long crystal wand which removes rust from objects using bursts of sound when activated by the wielder. The objects are not harmed by the process other than being completely stripped of rust. The process takes one minute per cubic foot of the object targeted.

69

Seed of the Dark Druid: A dark mahogany seed the size of a fist that, if planted in soil, immediately causes all flora within 100 feet to bloom. After one hour, all flowers that blossomed due to the seed’s magic begin to rapidly wither and decay as they rot right off the otherwise healthy plants they’re attached to. After being planted, the seed itself decays and rots and is not capable of being used again.

70

Wand of Homing: A foot-long wand of glass with a pigeon feather encased inside of it. While holding the wand the wielder is imparted with the direction and distance in miles to the location where the wand was made

71

Mug of Dwarven Hate: A tough granite stein carved with images of dour looking dwarves. Any alcoholic beverage placed into the cup instantly becomes alcohol-free.

72

Wand of Rodent Domination: A foot-long wand made of braided rodent tails topped by a petrified rat brain. A creature wielding the wand can focus on one mundane rodent (Weighing five pounds or less) that they can see within 50 feet and dominate its mind. The wielder can then dictate the rodent’s every action and utterly control its movements for as long and the wielder maintains concentration. The rodent loses any trace or free will and the user is even able to force the rodent into suicidal situations such as jumping off buildings, charging into fire or attacking hungry cats. While controlling a rodent, the wielder can still speak and move but most other actions will take up too much of the user’s attention and end the effect. The wand ceases to function if the wielder’s concentration is broken, the rodent moves more than 50 feet away, the wielder is no longer able to see the rodent, the wand is released or the rodent dies.

73

Tireless Mortar and Pestle: A mortar and pestle made of polished granite. If the command word is uttered, the pair will animate and begin to crush and grind whatever material resides in the mortar. The pestle will continue to pulverize the material within until it is commanded to stop, the enchanted objects become too damaged to continue or if a living creature would be harmed by continuing. The owner can command the pestle to work in a specific manner such as heavy pounding, a figure eight pattern, fine grinding in small circles, etc. The polished granite has not been magically hardened and may be damaged if ordered to grind anything more durable than itself or if it is left active while the mortar is empty.

74

A small fan crafted to resemble a brightly colored humming bird. When the command word is spoken, the fan becomes animated and flaps its paper wings as it begins to hover around the user, creating a steady breeze of air around their face and head. When the command word is spoken again, the fan lands in a safe location and becomes inanimate until the command word is spoken again.

75

A wooden carving of a cricket that chirps softly in the dark. The cricket stops chirping if an invisible or incorporeal creature comes within ten feet of it.

76

A hemp necklace bearing an acorn that was once blessed by a druid. The object retains traces of natural magic that prevents the bearer from being hit by natural lightning.

77

Whispers of the Great Beyond: A lead figurine, depicting a striking young priestess, holding aloft a tentacled orb. From time to time, very faint muttering can be heard coming from the figurine. If placed next to a person’s ear, the tentacled orb animates, caressing the holder’s ear and enabling the muttering to be understood. When used, the figurine whispers disturbing truths that mankind was not meant to know and has a 25% chance (DM rolls in secret) that the user discerns “useful” information from the chaos. After listening to the object, the user becomes extremely suspicious of everything and everyone they meet, until they receive eight uninterrupted hours of restful sleep in a safe place. Bear in mind that the user’s paranoid delusions can make it extremely hard to find a place they consider “safe” to sleep. The figurine can be used in this manner once per day. Frequent use of this item can cause lasting side effects which typically include but are not limited too; paranoid delusions, migraines, temporary loss of vision, dry mouth, audiovisual hallucinations, frequent urination, homicidal urges and the loss of an inner monologue (causing the creature to speak all their thoughts aloud). —Note: “Useful information” is subject to the DM’s whims. For example, the user could learn how many ants are within a 100 foot radius, the direction of their closest enemy or the birth name of one of their allies. I suggest the DM use this to provide the PC’s with plot hooks or nudges in the right direction if ever needed.

78

A blank stone coin which feels five times heavier while near large amounts of gold.

79

Orphan’s Top: A child’s spinning top made of pristine white bone. A few well-placed holes have been drilled through the toy, causing it to sound like a crying child when in use. If spun, the top will continue to rotate indefinitely if the user’s birth parents are both dead. If at least one of the user’s birth parents are alive, the top stops spinning and falls normally.

80

Spinning Totem: A child’s spinning top made of steel with a distinctive weight and feel. A creature holding the toy begins to question their environment and experiences a faint but nagging idea that their world is not real. The totem becomes bonded to a bearer when it has been on their person for the last 30 days and has not been touched by any creature other than the bearer during that time. If the bearer is bonded to the totem, that creature can instantly cause it to appear in their hand. This effect functions even if the bearer is in an unconscious state, causing the totem to appear in their dreaming world. If spun, the top will continue to rotate indefinitely if the creature is currently in a dream state (Magical, mundane or lucid), coma, stasis, vivid hallucination or other unconscious or semi-conscious state. If the bearer is fully conscious and not subject to any such conditions the top stops spinning and falls normally.

81

A small, plain wooden box containing the jaw bone and teeth of a saint. The remains rattle ominously when the bearer of the box seriously considers performing an evil act.

82

Chew Bone: A forearm sized cow bone, covered in a delicious layer of fat, salt and gristle. The marrow, bone and salty fat layer perpetually regenerate, allowing it to be gnawed on indefinitely. Most carnivorous animals, especially canines find the bone particularly appetizing and will spend hours chomping on it. Although the object provides mild amounts of salt, fat and marrow, the bone is a light snack at most and would not substitute for a meal. When chewed, the bone fills the air with the smell of delicious fresh meat, which is strong enough to mask other odors. No doubt made for travelling adventures who wanted to reward and entertain their pets and animal companions on long journeys and clam their sensitive noses when in foul smelling areas.

83

A small, unbreakable glass bottle with an undead faerie trapped inside of it. The rage filled creature, unendingly snarls and scratches at the glass as its bat-like wings flap ineffectively. If released for any reason, it will immediately fly away.

84

A full helm made of a blue patterned metal that resembles fish scales. While worn the helm allows the user the breath underwater as if it was air. This ability fails to function whenever the helm is wet.

85

Remembrall: A hollow fist sized ball of a quartz-like mineral will will with swirling red mist if the creature holding it has forgotten something important they were supposed to do within the last 24 hours.

86

The Knife of Toast: This butter knife will turn any slice of bread the knife is run across into perfect toast. The blade has no special effect on anything other than bread, grain or bakery products. A haiku about its nature is etched on the side in Draconic.

87

Gloves of Anti-Ambidexterity. A snug fitting pair of black cloth gloves. While worn, the bearer’s opposite hand becomes their main or dominant hand.

88

Fork of Poultry: A macabre eating utensil made from various cleaned sharpened chicken bones held together with sinew. Anything eaten with this fork tastes like chicken.

89

Coin of the Watched: A perfectly ordinary looking gold coin with a barely noticeable etching of a goat’s eye on it somewhere. After being in a creature’s possession for over a day, the bearer will occasionally have the feeling that something or someone is watching him. The feeling grows in frequency and intensity as well as becoming more specific as to who or what is watching the bearer. After a few days in the bearer’s possession he’ll begin to feel that an animal of some kind is watching him the majority of the time. After a few weeks of having the coin in his possession, the bearer is absolutely certain that, no matter where he is or what he is doing, a goat is somehow watching him. The feeling of being watched drops off suddenly if the coin leaves the bearer’s possession for more than 24 consecutive hours. The bearer is not aware that the feeling is caused by the coin nor does the coin emanate any kind of detectable magic. The coin usually passes out of the bearer’s possession during a simple transaction after weeks to months depending on how often he uses his gold currency. However, the sudden cessation of the watched feeling can be more disturbing than the feeling itself. —Note: Goats are funny but feel free to substitute animals native to the local area or spiritually significant ones such as wolfs, elk, doves, tigers, lions bears or other totem and spirit animals. Alternatively animals with more sinister connotations like ravens, crows, rats, cockroaches, spiders, vultures, black cats or snakes can be used. Rather than animals, magical creatures, Gods or ideas such as demons, angels, witches, mages, a family member or ancestor, a generic “Something Evil” or they could even be tokens of a religion and that God is always watching over you.

90

Choker of the Friendless: A close fitting choker type necklace of braided skunk tails. The object emits a foul odor in a ten-foot radius when worn that causes creatures with a sense of smell other than the bearer (Who is unable to notice the smell) to be physically nauseated. The odor is not perceivable past the ten-foot radius and the smell does not linger in a trail if the bearer happens to be moving. The stench is as powerful and distracting as a skunk’s spray but not strong enough affect a creature’s ability to act, speak, fight, cast spells etc.

91

A glass thermometer filled with seawater affixed to a wooden plaque inlaid with mother of pearl depicting an ocean scene. The thermometer is completely indifferent to the local temperature and is actually tracks the local tide. The seawater line in the glass coincides with relative height of the tide to the nearest shoreline. A knowledgeable creature can also determine if the tide is going in or out and use the thermometer as a clock to judge what time the tide will reach certain peaks and when it will turn.

92

An iron flask holding a viscous liquid of intense emerald-green that smells faintly of citrus fruit. The liquid is a concentrated, magical dye for clothing and is equal to four full barrels of normal dye. If consumed, it enters the drinker’s system and turns the creature green for a full month.

93

Feather Rope: A 50 foot long rope made of large white down feathers braided together. The rope is extremely soft and although it only weighs an ounce, it’s as strong and durable as braided silk rope. The feather braiding is extremely combustible and fire ignites and spreads along it as if it was covered in oil which burns the entire length to ash in a matter of seconds.

94

A petrified gecko on a length of chain. While worn, the bearer is able to speak to and understand geckos as if they shared a common language. However, every gecko the bearer speaks to attempts to sell him insurance. No gecko will help, give advice or deal with the bearer in any way until the user buys some form of insurance which takes 15 minutes or more. If the bearer already has some type of insurance, the lizard is quick to point out that they could save a bunch of money by switching to gecko.

95

Mirror of Recent Past: An ornate hand mirror set in silver with the symbol of an hourglass engraved in the backing. When looked upon, the mirror displays the face of the last person (Other than the creature currently reflected by it) to have gazed into the mirror.

96

A silver chain headdress set with small onyx stones

97

An elegant pen made from a raven’s feather with a gold tipped nib. If dictated to, the quill writes by itself in the flawless calligraphy of a master scribe. The pen writes in an inexhaustible supply of gold colored ink but can only be made to write upon parchment, canvas or vellum.

98

Bellowing Bullhorn: A hollowed out horn of a large bull with a brass handle fastened to it. The pointed tip of the horn has been removed and trimmed in brass to provide a mouthpiece. The horn doubles volume of any creature that speaks or yells into it.

99

Dreamcatcher, Pure: A small wooden loop with intricate geometric designs woven from sinew within the circle. Dozens of white beads are nestled at what seem to be focal points in the designs. More sinew strings hang down from the loop entwined with a handful of bright colorful feathers of various birds. If the Dreamcatcher is placed in a near a creature’s head, that creature will not suffer from bad dreams. When the creature would have a nightmare, the dream instead goes into one of the white beads turning it black. Each time this happens some of the bright coloring of the feathers will be leached away (Slowly turning them grey) and become good dreams for the creature.

100

Dreamcatcher, Corrupted: A small wooden loop with intricate geometric designs woven from sinew within the circle. Dozens of black beads are nestled at what seem to be focal points in the designs. More sinew strings hang down from the loop entwined with a handful of limp feathers of various birds in drab shades of grey and black. If the Dreamcatcher is placed in a near a creature’s head, that creature will not experience good dreams. When the creature would have a pleasant dream, the dream instead goes into one of the black beads turning it white. Each time this happens some of the grey coloring of the feathers will be leached away (Slowly turning them brightly colored) and become bad dreams for the creature.