Showing posts with label Alternative Treasure. Show all posts
Showing posts with label Alternative Treasure. Show all posts

Tuesday, October 28, 2014

Low-End Loot: Table VI

Low-End Loot, Table VI

  1. A ball of grotty yarn dripping with saliva. It used to belong to a very big cat.
  2. The hardened steel at the middle section of this crow-bar has been turned to lead. No refunds.
  3. Three screw-drivers in a heavy oil-stained canvas roll-up case. All of the tips are chipped, twisted and bent.
  4. Airship goggles; the left lens is cracked, the right one is missing, otherwise in fine condition.
  5. One very ugly scarf knitted in uneven stripes over thirty feet long when stretched out. It might hold as much as four hundred pounds, for a little while, before splitting apart.
  6. Jeweler's loupe packed full of reeking black mold. The mold is fairly harmless, though it is incredibly flammable.
  7. A single boot, completely waterproof and with a very good bit of tread, but no laces.
  8. This letter opener was hand-carved from Boreal Sea Beast ivory and glows a subtle shade of pink when it is exposed to most poisons. In desperation it can be used to inflict 1-2 points of damage with a base 60% chance to break and ruin the piece, if you insist.
  9. The scratched-up and tarnished frame of an antique hand-mirror. The mirror itself was removed long ago. There is dried blood on the handle.
  10. It's a unicorn horn...made from papier mache filled with 36 dried orange beetles. The beetles release a fragrant smoke when burned that has the tendency to made those exposed ravenously hungry.
  11. Spackle Knife; +1 to hit and damage versus all Gobbling Grouts. Takes on a dim green glow whenever an Attack Spackle is within 100'.
  12. Six small tar-stained burlap sacks that spontaneously unravel into a tangled mess of fibers when exposed to water, creating a nasty, sticky plug.
  13. A case of 142 medium-sized corks. One corner of the case shows signs of having been chewed by rats who quickly lost interest.
  14. Four blue-tinted wigs packed inside a partially-crushed hat box. Very much out of fashion.
  15. Zinn-plated canteen that fumes and foams over with a putrid ochre slop that reeks of rotten peaches for half an hour every time water is poured into it.
  16. A wooden bucket that holds twelve gallons of water as though it were only one.
  17. Elegant black mask. Anyone donning it must Save at -2 or be burned horribly by acid across their face. Requires a combined STR of 22 to remove the thing. For every round it remains in place, the victim must Save at -1 or lose 1 point of CHAR. Anyone losing 3+ points of CHAR to the mask becomes permanently scarred.
  18. Six pair of rubberized Line-Man's gauntlets, still bundled together by a rubber band. Grant wearer +2 to all Saves vs. Electrical/Galvanic effects.
  19. Glass-cutting tool, well-worn and inscribed with the initial P. Q. T.
  20. Top hat containing three doves, two rabbits and a deck of blood-soaked playing cards. The animals are all dead and the cards all stick together and are ruined. Examining the hat-band reveals three small yellow-green gems that might not be paste.
  21. Femur-bone flute that grants the bearer a +4 bonus to all reaction rolls with Winged Monkeys, so long as they never actually play the thing. If the proper tune is performed using this item, the flute casts Charm Winged Monkey (at 8th level) once per day, however at the expiration of the spell they incur a -4 penalty to all reaction rolls with Winged Monkeys for the next week.
  22. Beetle-Ward stamped in cheap tin on a thin red cord. Continually repels all Beetles within 30' radius. Each beetle repelled by the thing costs 1 charge, it currently has 3d10 charges.
  23. Morlock Cod-Piece. Wearer ignores first 6 points of damage from hostile spells every two hours.
  24. Black Lamp. When lit, the lamp creates a 12' diameter globe of Darkness for as long as it remains lit.
  25. Pitch-fork, +2 versus all Soft Automata, but has a cumulative 5% chance to break each time it is used in combat.
  26. (1d4) Green Pearls in a pouch crafted from translucent fish-hide. Each Pearl will remove all poison effects if it is pulverized into a fine powder and mixed with beer--never wine. Mixing the pearl dust with wine will make it into a virulent toxin that will reduce the victim to green sludge within 4 rounds.
  27. Four tiny mole-harnesses. Each one has a little brass bell attached.
  28. Small rectangular wooden case covered with brittle black velvet. Inside the case is an oblong lens of some sort of unnatural crystal that allows anyone holding it to see into walls to a depth of 2d6 inches. The visibility shifts every two minutes. It only works on walls and similar architectural structures, not on people or beasts.
  29. Brass horn. The jaunty blue tassels are worth a fair bit to a collector of militaria. Even if it is a replica; very few of these survived the demise of the Great Kapitain Thaliss and his failed attempt to take over the Privy Council nearly three hundred years ago.
  30. Ivory-inlaid planchette from a missing talking board. Anyone touching this thing is compelled to lie for so long as they remain in contact with it.



Monday, October 27, 2014

Index: Low-End Loot

Low-End Loot: An Index to the Series

Scavengers and Foragers dare the dangers of the Burned Over District, sifting through wreckage and crawling about in ruins in search of forgotten or buried stockpiles of food or medicines, caches of useful things left-over from before the last war...but those sorts of finds are increasingly more difficult to uncover or discover. A lot of what they find tends to be so much Trinkets and Trash or Low-End Loot...




Wednesday, October 3, 2012

Little Green Bag (Random Table, Any System)

Little Green Bag (I)
You find a little green bag. In it there might be...
  1. (3d4) severed human hands. All of them extremely well-preserved, pliant and slightly warm to the touch. They have all but healed at the point where they were removed from their original bodies. One of the hands is wearing a milky jade ring carved into the likeness of three vigorously entwined serpents.
  2. A partridge mounted on a deftly trimmed section of a branch lovingly cut from a pear tree. There are (1d4) pears dangling from the section of branch. Each of them cure 3d4 damage if eaten within an hour of being plucked from the branch. When the last pear is removed, the taxidermied bird emits a faint squawk of indignation and flies off stiffly.
  3. Six used scalpels (as knives: very short reach, -1 to hit, X2 damage), a crumpled and blood-soaked map of some large metropolitan area with (2d6) spots marked-out with a black grease pencil, and someone's kidney wrapped-up in a cheap silk scarf.
  4. Eighteen pounds of dead, dried-out cockroaches.
  5. (3d4) assorted batteries of various types. Some of them are leaking various caustic substances.
  6. A cracked faux-malachite bowling ball encrusted with something Squick and/or Ickorous.
  7. A Gronk sword that won't fit back into the bag once it is removed.
  8. A really, really angry squirrel.
  9. Eight yellowed and curiously stained 3"x4" index cards detailing Eight Magical Weapons, alas there is no information provided as to where these items might be found.
  10. Five cans of off-brand 10w30 motor oil.
  11. All the raw components necessary for a Jaladari to craft a few dozen minor wards or charms. There might be a reward for the return of this stuff...if you can find the right charm-peddler.
  12. The journal of Aloysius Hemlock. Each entry is written backwards in a recursive magical-cypher requiring it to be read in a mirror in moonlight. There may be (1d4) odd, reversed variant spells interspersed through the text as well as a few vague references that sound quite portentous but lack all context. At the moment.
  13. A well-carved bit of blue-green ivory that is half-way to becoming a very elegant wand. Too bad whomever was working on it was interrupted. There's a base 30% chance that there are some well-used carving tools in the bag as well.
  14. A sleeping squid sealed within a large, heavy glass jar. Now that you've woken it up, it stares expectantly at you.
  15. (2d4) Bruthem toe-nails.
  16. Buried beneath hundreds of small teeth is a hand-written Gothic manuscript of decidedly grotesque character. It gives off the scent of patchouli and storax. There are cat teeth mixed in with the rest, but this isn't noticeable until after the manuscript has been removed.
  17. Four dozen tiny blue ferns, each one with its roots individually wrapped tightly in a burlap ball that has been treated with a solution of some sort that preserves them until they are removed, after which they begin to rot if not planted or potted in 1d6 hours.
  18. (6d6) exotic tulip bulbs.
  19. This bag is empty, however it also suffers from having been imprinted with a form of the Triple Shadow spell, making it slightly conspicuous, depending on the company you keep.
  20. Sixty-three tin whistles and one kazoo. All of them covered in spit and reeking of cheap beer.
  21. A crudely-drawn diagram sketched-out on a tattered piece of badly-frayed sail-cloth showing the proper way to butcher a Giant Albino Penguin.
  22. Four hundred glass marbles in six different sizes, all of exceptional quality.
  23. Several disparate pieces of silverware and three napkin-rings of carved soapstone that may or may not be blasphemous but are certainly obscene.
  24. Three bundles of unused postcards depicting a variety of clowns from Little Carcosa and a dog-eared copy of The Mundy Guide to the City: A Comprehensive Guide to the Five Baronies of the Metropolis. Too bad the majority of the pages are stuck together by blood and some tarry substance that may still be moving if you look closely enough at it for long enough. Someone has sketched out a rough map on the inside of a book of matches that purportedly shows the way to a derelict barber shop. The matches have been ruined by exposure to the black stuff.
  25. A small actinic torch sans batteries and a pair of Doctor Bronson's patented Wermpliers.
  26. (1d4) random non-powered hand-tools.
  27. The complete rigging of a schooner, including every line, rope or piece of sail, all expertly rolled-up, tightly folded, and packed neatly into the bag in such a way that simply boggles the mind.
  28. Two gallons of wort from a long-lost brewery sloshing about in a pair of matching hermetically-sealed containers. To someone with a good knowledge of Zymurgy, this stuff is worth its weight in gold, or better.
  29. Six pounds of raw Cacao, a dozen seed-pods and (1d4) pounds of 'cocoa powder.'
  30. A nicely sculpted figurine cast in black bronze of a Grobbly-Bonk that can either be used to summon, bind or ward-off one of the nasty things depending upon how well you know your Aklo...
You might also find some use for the Questionable Trinkets & Trash Tables or some of our other Alternative Treasure tables.

And then there is Porky's excellent 100 Items Lost or Found on the Rogue Spacer table, which we highly recommend.

Tuesday, March 13, 2012

Questionable Trinkets & Trash (VI)

Questionable Trinkets & Trash (VI)
  1. A well-worn and seriously notched old squeeze-box that will drive-off Ungezeifer and Cacozombies when played with both hands. The effect is equivalent to a sphere or Circle of Protection for as long as the Squeeze-Box is played. It ends when the music stops.
  2. A silver spoon that will cause 1d20 damage to anyone under the influence of the White Powder, just on contact. If the spoon is used to stir White Powder, it ruins it, converting it into a useless gray ash.
  3. A small locket that wards off Macroceum.
  4. Six marbles that will purify any liquid into drinkable water, no matter how toxic, acidic or good the vintage might be. Certain unscrupulous tavern-owners are known to use these things to sabotage their rivals.
  5. A small charm that will allow the wearer to paralyze Gore Worms for 1d4 hours with just a single touch.
  6. A simple tavern dart that will point to the nearest Weak Point when tossed casually in the air.
  7. A gold pinky-ring that will cause all Midwives to charge the wearer triple the going rate for the least service. Once worn, the ring won't come off, not without the help of a Midwife.
  8. A humble cloth sack with a shoulder strap. Any vegetables placed within the bag will remain fresh for 1d4 weeks on a case-by-case basis.
  9. A pair of heavy wool socks that will grant the wearer a +1 bonus to all Saves versus cold.
  10. A glossy black walking stick that will cause anyone using it to walk with a pronounced limp, move at half normal rate, and gain the chance to re-roll either their INT, WIS or CHAR, counting all 1's rolled as 6's. Any attempt to use the walking stick a second time will reduce the re-rolled attribute by 1d4. The effect only becomes permanent after carrying the walking stick around in one of the character's hands steadily for 2d4 months, at the end of which time the thing disappears.

Questionable Trinkets & Trash (V)

Questionable Trinkets & Trash (V)
  1. A box containing (2d4) wigs. One wig will grant a +1 bonus to CHAR for 1d4 hours. The rest just make you look like a dork.
  2. Three brass monkeys nailed to a board. Placing this on your table will get you free drinks for 1d4 hours. The effect works for the entire table, but someone, chosen randomly from among those indulging under the auspices of the monkeys will be comatose for 1d4 days afterwards.
  3. A clam-shell smeared with blood and gristle. It inflicts 1d4 damage and drains 1 point of WIS from both the wielder and the victim with every failed SAVE on either's part.
  4. A complete heavy-duty Mechanic's Ratchet Set in a box the size of a packet of Low Lander cigarettes. It still weighs the same, though. Unless you're a certified Mechanic.
  5. A tin ecto-trap that will still work for about 2d4 hours. Expose it to sunlight to clear it.
  6. A magnifying glass that allows the user to peer 1d4 planar layers deep without being spotted by whatever is on the other-side. It only has a range of 1d4x10' at any given moment, but it has proven handy to several investigators, all of whom are now sadly deceased.
  7. A gritty, smelly sack of dirt and wriggling worms. If the worms are withdrawn with the left hand and slapped against the owner's thigh, the worm will transform into an arrow. Each arrow will revert to a worm after 1d4 minutes. If it is still lodged in a target, it will burrow into their body, inflicting an additional 2d4 damage and requiring a worm pliers or surgery to extract them.
  8. A gourd filled with a tarry purplish ichor that will indelibly frost glass and cause 3d6 damage to any Jelly or Grout it comes into contact with. Those amorphous monsters killed in this manner curdle-up and leave behind more of the purplish ichor. The smell of this stuff attracts Jellies in particular and unlicensed use by non-professionals is discouraged because it can sometimes cause Jellies to go berzerk and double in size/HD, unless the user knows exactly how to use the ichor.
  9. A necklace of (2d6) black beads. Each bead removed from the necklace will allow the wearer to skip one wandering monster check.
  10. A full-length mirror that allows anyone looking into it to heal all damage or cure any affliction, so long as they can get their reflection to fail a Save.

Questionable Trinkets and Trash (IV)

Questionable Trinkets & Trash (IV)
  1. An oil painting in a slightly bent frame. It depicts a forest. Anyone hanging this painting over their sleeping place will have weird dreams, but heal at double the normal rate and their hair will grow out like an unruly hay-stack.
  2. (1d4) slightly used Koponu-cages. One has a cryptic message scratched into the bottom that can only be read in the light of the second moon.
  3. A rug made out of the rags cast-off from a worm-monger. The seller attests vociferously that the thing will repel all worms from any room graced by this fine example of Low Lander craftsmanship.
  4. Three shin bones tightly wrapped with gut-cordage and daubed with crumbling blue pigment that smells sulfurous. In the hands of a Medium, this thing serves as a +1 mace versus ectoplasmic entities/spirits, in addition to the +1 to hit/Triple damage it does against cannibals.
  5. A brass-fitted Morlock skull that will belch forth 4d6 orange-speckled toads whenever it is given a sip of wine. Apparently the better the vintage, the more toads pour forth.
  6. A beautifully-carved black-alloy ring that will go on smoothly and wear like a charm, until, after 10 minutes, when it will sever the wearer's finger, causing 1d6 damage. Save or suffer a -1 penalty to DEX.
  7. A heavy trench-fighter's cloak that keeps everything within it wet and raw, no matter how dry or hot it might be outside. The inside hem seems to have a peculiar reddish fungal growth along the seam that smells strongly of cinnamon and cheap rum. Dogs and related beasts will seek to avoid the wearer of this thing.
  8. A much-used copper fat-rendering pan. The handle is inset with bits of human bone.
  9. A sieve that will not let a single worm pass through it no matter how much you press.
  10. (1d6) rolls of pinkish, leathery bandages that will practically wrap themselves on bloody wounds, instantly healing 1d6 damage and preventing infection. The bandages will seal off the wound, stop the bleeding and then slither off to go gestate before spawning 1d4 Gore Worms.

Questionable Trinkets & Trash (III)

Questionable Trinkets & Trash (III)
  1. A smooth green whetstone that will grant all blades sharpened on it a +1 bonus to their damage for the first 10 attacks that hit.
  2. A tin whistle that will drive off Miasmas to a distance of 10' for every 1 hit point the user allows the thing to take.
  3. A crusty old inkwell that was once part of a general's campaign kit. If filled with fresh blood, the inkwell will provide waterproof black ink that can only be read by those identified in the document, at least without extreme tampering.
  4. (2d4) tiny toad harnesses delicately studded with tiny carbunkles and dim yellow cabochons.
  5. An old horse shoe.
  6. An umbrella fashioned from the preserved hide of a large octopoid. The handle is imprinted with the imprimatur of a long-gone airship line. The metal framework is a little rusty, but otherwise works fine. A hidden trigger in the handle causes the central pointy-bit at the top to shoot 20' with sufficient force to inflict 2d4 damage. The springs inside the shaft are shot though, so it cannot be reloaded.
  7. A gauntlet set with moonstones. The leather is completely eaten away, three rivets need to be replaced and two of the stones are missing. If it is properly restored, the gauntlet will allow the wearer to collect moonlight for use in spells. The seller mumbles something about certain others having other uses for it, but won't elaborate for fear of being overheard by some Outlaw Oneirist.
  8. A silver-studded crow collar. It grants the crow a +2 bonus to all Saves, which it does not have to share with the owner. If fastened around the neck of a crow in moonlight, the collar will grant the bird speech in the language of the one who caught it. The collar does nothing to make the crow behave or cooperate.
  9. A large-sized raw silk tunic. If worn under the clothes or armor, it causes all damage done by missile weapons such as arrows, darts, thrown knives, etc. to not count any 1's or 2's rolled for damage. It also prevents the wearer from bleeding for as long as the shirt is kept in-place.
  10. A saddle with a lot of straps and lines, jammed into a heavy burlap sack that also contains three sets of worm-bridles and two pair of blinders.

Questionable Trinkets & Trash (II)

Questionable Trinkets & Trash (II)
  1. (1d6) warped and bent brass trumpets caked in hardened mud, recently recovered from an old battle-site.
  2. A mushroom-leather wine-skin that converts all alcoholic beverages poured into it into urine.
  3. A plow-man's leather vest with a gaping hole in the middle of the back. If repaired the thing will repel all lesser vermin within 20', which to a farmer in the Low Lands is actually something of a curse.
  4. (1d4) pair of +1 worm pliers.
  5. One worm-chewed cat-skin glove. It grants a +1 bonus to DEX at night, but the wearer also develops a nasty case of worms that will require medical attention.
  6. A crudely stuffed crow with silver orbs for eyes. It can be asked one question every New Moon, if you know the right procedure. It only has a 60% chance of lying even when it is wrong.
  7. A Lodestone that will avoid all Ley-line intersections.
  8. A plague mask that the seller claims came direct from Latterkamp. The sachet in the beak section is still fresh and heavily redolent of copal, benzoin and some unidentifiable substance that will bring the wearer to the immediate attention of every Goule within 100'.
  9. A fractured mirror in a reinforced frame made to be attached or mounted onto a medium shield, complete with the mountings for two swinging lamps that are missing. If properly lit and mounted on a medium shield, this mirror will cause 2d4 damage per minute to all dopplegangers, simulacra and such creatures in a 10' wide and 30' long area directly in front of the shield. Using the wrong sort of lamp will instead enrage all affected creatures, who will attack the mirror-wielder to the exclusion of all others.
  10. A tin box of translucent green salt that causes 1d4 damage on contact. All flesh touched by this stuff turns a vile mottled green and black as though gangrenous, but remains whole. Save or suffer a -1 penalty to CHAR, make the Save and only suffer a -1 to all CHAR reactions with healthy/+1 bonus to CHAR reactions with the Afflicted, Unfortunate, Patients, Plague-carriers or Poxed.

Questionable Trinkets & Trash (I)

Questionable Trinkets & Trash (I)
  1. An over-sized and deeply engraved powder-horn. Even immersed in a bucket of water, this thing keeps the powder dry, at least until you pour it out.
  2. A vile-smelling greenish snuff much favored among the women of Pitorria. It turns their teeth green and grants them a poisonous bite. Some say it also stimulates certain occult powers they are alleged to cultivate.
  3. A dull and dusty old lens that comes in a faded purple velvet pouch. The lens is looped with a small silver wire and hangs from a tiny white-metal chain. If cleaned-up and used to look at the Moon during a particular phase it will reveal a second moon.
  4. (1d4) antique cat-flensing knives in a small wooden presentation case inscribed with a large monogram 'F.' The lid sticks a little bit. They've never been used. Possession of these things causes all felines to have a -4 Reaction to the owner.
  5. Mandrake roots packed in shredded birch bark. The seller will mumble various vague hints and such, but they will not inform anyone ignorant of such matters what they might do with the things, aside from a warning to the seriously ignorant not to eat them.
  6. A small bracelet of dull bronze worked into a chunky, angular form with sixteen sections. The markings are mostly obliterated, in three instances deeply scratched off deliberately. Astrologers will potentially recognize enough of the remaining symbols to leave the thing alone, unless they have been properly attuned.
  7. A small, delicate, wonderfully carved bone pen that can fill 3d100 pages without being re-dipped, if it is used to first inflict 1d4 damage on the user. It will write in any language specified by the wielder, even if they do not know it themselves.
  8. A small, blackened ash-wood 'X' on a single upright brace. It is roughly a foot high when set on the floor. Numerous holes have been made by nails pounded into the extreme ends of each of the four arms of the 'X,' and the wood is deeply stained with old blood. It comes with a small lead-headed hammer and a box of silver pins. The seller claims that it is authentic. You're supposed to nail a toad to the thing and leave it near someone afflicted with a pox or plague and the toad is supposed to take-on the illness. If you let it dry long enough, the toad will remove the disease even from someone on their death-bed, or so they say. Toads cost extra.
  9. A slightly dented brass lantern fitted with panes of hardened, tinted glass. Three of the panes are purple.
  10. A peculiarly gnawed thigh-bone. It twists at the middle to reveal a small quantity of a peculiar blue dust. Each night this bone will attract 1d6 rats. Their numbers will increase by an additional 1d6 each night. They will not be driven off and will need to be killed. They want the blue dust. Giving the bone/dust to the rats will make them stop harassing the party, but it will also result in the spawning of 2d4 Ratterlings.

Tuesday, January 17, 2012

Good Things, Small Packages I (Random Table/Any System)

Good Things, Small Packages Table I (D30)
  1. A sleek and well-balanced +2 rapier sized to fit the hand of a small fey, makes an incredibly good tooth-pick.
  2. (2d4) dried seeds. When properly planted and watered these seeds will sprout into normal rose bushes, however if one uses blood to get them going the handsome scarlet flowers will burst forth from the ground overnight to form a bloodthirsty hedge of wicked thorns that will cover an area roughly 5' deep by 15' long.
  3. A tiny wine-skin full of fortified wine/brandy that is just as potent as any equivalent 'big people liquor,' which in fact is not strictly true--this stuff is much more potent and anyone even tasting a drop of the stuff must Save or be hammered for the next 1d4 hours, then make another Save at -2 or suffer a massive headache.
  4. A spool of thread that rolls out to about 24'. It is incredibly light-weight, nearly invisible, takes a +1 or better weapon to cut it, and can support up to three tons without strain.
  5. A slender bone flute carved from the thigh bone of a necropixie. It doesn't do a whole lot, but having it on your person increases the odds of your becoming undead by 30% when and/or if that ever becomes a consideration.
  6. A mirror of burnished bronze the size of a monocle that can reveal the events of the past hour within a 10' radius for the cost of a measly 1d4 hit points. Too bad it is such a small aperture to try to look through.
  7. A dimly luminous rock crystal lens mounted in a nested set of seven tiny brass hoops. This used to be a shewstone, but the enchantment seems to have lapsed.
  8. Someone with a lot of time on their hands has carved this half-length candle into the sculpted form of a mermaid in a vulgar, even provocative position. Even if they never see it, just having this in your pack or in a pouch will give you a -2 penalty or reaction roll with anyone of Lawful alignment. Actually burning the candle will curse the one who lights it to a permanent -2 reaction with all mer-folk.
  9. A wonderfully tooled leather girdle about big enough to serve as a ring for a typical human-sized being. Wearing this item prevents pregnancy, even from satyrs or from spells such a Cerebral Conception or Terrible Conception.
  10. Just the thing--a small tin lantern suited for carrying Koponu tadpoles as a tiny light source.
  11. Three tickets to the opera. The name of the show, the opera house, and the show-times all change every 1d4 hours.
  12. Two matching, perfectly preserved humanoid skeletons that have been crystallized and mounted upon beds of black velvet as some sort of elaborate, macabre experiment in opticks.
  13. A miniscule tin drum of (3d20) gleaming brass pins. Each pin will expand by 1/10 of an inch for every second the holder can hold their breath, but once they've been expanded, they tend to stay that way.
  14. Four hungry combs of hand-carved Glimp-shell non-ivory. User must make a Save +1 or the comb(s) will actually 'eat' their hair.
  15. (1d4) ounces of well-ground snuff in an elegant ivory carrying clasp.
  16. (3d6) tiny grungy, copper coins that will expand into a pile of shiny gold coins for (1d4) hours any time someone deliberately blows upon them, after which they revert back to their true form.
  17. A three inch by six inch silk-lined embroidered blue and green bag that Enfolds up to 20 pounds of almost any loose and inanimate matter, but not liquids.
  18. A small bundle of 6 very small corn cobs.
  19. Two-volume set of Fey Encyclopedias bound in Blatherer hide. Neither one matches the other, and they're not the same volumes they might have been the last time you looked at them.
  20. Five delicately monogrammed handkerchiefs, each a full 2" square and mightily infused with a potent decoction of worm-begris and myrrh, certain to repel Miasmagasters.
  21. Three finger bones taken from a Vilg and fashioned into tiny set of spiteful dice that never, ever roll anything good.
  22. A small token cast in silver taken from a sacred candlestick that grants a +1 on Saves versus the depredations of various miasmas when worn around the neck.
  23. A thimble of tarnished silver that lets the wearer identify the source of exotic fabrics and the particular stitch-work of specific individuals or machines.
  24. A jade lump broken off of some ancient tomb sculpture that causes all open flames within a 20' radius to burn with a slightly greenish tinge.
  25. The royal riding gloves of a long-dead fey princess. The pitiful little things will attempt to choke anyone who sleeps around them, but they are not strong enough and besides, their heart really isn't into it.
  26. A compass that fits within a typical brooch and that can be used to locate veins of coal and not much else.
  27. A strange, wordless book. The pages can be eaten. One page will sustain anyone who consumes it for 1d4 days without food or drink. There are (1d100) pages left.
  28. Three hardened black berries of indeterminate nature. Any food left in their proximity for 1d4 hours will spoil. But if you leave the berries near honey or fruit juices or cider they will ferment into incredibly good alcoholic beverages.
  29. A very tiny tin whistle that causes all thorns in a 100' radius to double in size.
  30. Two elegant cut-crystal candlesticks that fit in the palm of a grown woman's hand. They will re-grow their own slender drip-less candles over the course of each day. When lit, the candles illuminate a 6' radius well enough to read most things, but they cannot be used to start anything else on fire, not even gunpowder or kerosene.

Saturday, January 7, 2012

Low-End Loot IV (Random Table/Any System)

Low-End Loot IV (D30)
  1. Human Skull. The entire outer surface is covered with amber that has been melted and smoothed into a seamless layer over the bone. It holds a lot of static.
  2. Flyblown ostrich egg decorated with half-finished skrimshaw-style carving of dancing skeletons and some sort of flower that has a toothsome mouth.
  3. Random stuffed animal.
  4. Empty glass fish tank. Fish appear to swim in the thing in moonlight, despite their being no water in it at all.
  5. Fishing tackle. All of it grimy, dirty, and heavily used.
  6. (2d4) pieces of raw ivory that might or might not be from a mammoth.
  7. Stuffed Marmot in a waist-coat. It will mysteriously disappear in 1d4 hours. Not that anyone would necessarily notice.
  8. An imperfect set of chessmen (Kaldane-style).
  9. A box of beads (60% chance of spilling contents when opened). 
  10. (1d6) Animal Skulls of various sizes. All of them lacquered and mounted on a cleverly-constructed rack that allows them to be displayed or folded-up and carried with ease.
  11. Human Skull, slightly animated by a faint dweomer so that it tries to bite anyone near by.
  12. One box of assorted eyes. Each one is carefully packed in its own fluid-filled membranous sack.
  13. Stuffed Monkey (40% chance to hold a lamp). Mostly intact.
  14. (2d6) cases of mounted moths and butterflies, all hand-labelled in Etrurian.
  15. (1d4) random bits of gaudy, partly chewed jewelry.
  16. (3d6) assorted scroll tubes (empty).
  17. (2d8) random containers, mostly dirty, dusty and with a 10% chance of containing something disgusting.
  18. (1d6) dirty, smudged bottles of various sizes, each with a note, manuscript or map inside it.
  19. Random treasure map (30% chance of being non-spurious).
  20. (1d4) books from this Table.
  21. (1d4) chisels and a mallet in a heavy cloth apron.
  22. Six dried lizard claws in a sack tied shut with a green ribbon.
  23. A trenching tool that folds-up for use as a spade or chopping blade, with canvas carrying case.
  24. A tin cage meant for a Koponu. People buy these things in order to use the Koponu as a non-flammable light source.
  25. A well-used fish-scaler wrapped in a scrap of oil-cloth.
  26. Sixteen 11" long rough iron forks.
  27. (1d4) ingots of pewter.
  28. Empty powder horn. Slightly gnawed, still reeks of sulfur from frisky Soorgim.
  29. (1d6) pounds of rancid Verdrum Dough in a fish-belly bag wrapped in burlap. It might still be viable. (base 25% chance.)
  30. A small silver mirror that can only show the reflection of vampires.

Monday, January 2, 2012

Low-End Loot III (Random Table/Any System)

Low-End Loot: Table III (D30)
  1. Six Morlock molars lightly carved to serve as crude dice. Two are loaded, having a plug of lead inserted to make them produce a pair of sixes more often than not.
  2. (1d4) small sacks of cured worm-hide filled with greenish grain. The grain is meant as seed to be planted. It will take root in nearly any soil and grow into toxic thistles that can be eaten, if you know how to harvest them.
  3. One massively heavy (3,000lbs minimum) ingot of a curious blue-green metal that is otherwise very similar to hardened bronze.
  4. (3d6) dull gray bricks of tightly compacted sand bound with Garganta-Slug-mucous.
  5. A splintered Jabber that has been bent nearly back upon itself.
  6. A Gronk Sword.
  7. (1d4) wax-lined barrels containing small Drab-Jellies.
  8. A bolt of whitened linen.
  9. A broken lantern with a splintered pane of purplish glass on one side. You can still smell the corrosive acids of an Ochre Jelly nearby.
  10. A bottle of Brown Jenkin Whiskey, only two-thirds gone. (30% chance of this being a doctored-bottle of Dim Ichor elixir.)
  11. Three large, heavy glass bottles filled with a formaldehyde solution. Each one contains a perfectly preserved larval-drone spawned from a Queen Lobster. (Base 20% that one is still alive...)
  12. A bucket of Fly-Taur vomit. Don't Ask.
  13. A lump of translucent, whitish obsidian that holds an oily finish when polished but still tends to cast 2d4 conflicting shadows at any given moment. This is a piece of debris from within an autonomous, persistent area under the effects of a spell of Malign and Particular Suspension of Natural Law, and as such it might have value to a collector, a naturalist or sorcerer...and could be very hazardous for anyone else to keep on their person.
  14. A well-made and rugged slug-saddle.
  15. (2d6) sacks of cement, each one solidified into a substantial lump.
  16. Six un-cut quill feathers wrapped in waxed-paper and stuffed into a torn and bloodied leather sack.
  17. One empty ink-pot.
  18. (1d4) cans of off-brand pre-ground coffee.
  19. A jar of pickles. Lid requires combined STR of 22 to get it open.
  20. A small paper box containing 2d4 lumps of waxy-blue pellets. Each pellet has been enchanted with the Dimfire spell which will activate when tossed into a fire.
  21. A medium-sized gray worm. It apparently choked on a mostly intact halter for a mule. Of course the arrows in its backside didn't help matters any...
  22. 43' of wet, squishy rope that reeks of garlic and salt water taffy.
  23. A ten foot pole. 1d6 feet of it is buried for some reason.
  24. 16 torches in a tightly bound parcel of tarred sail-cloth.
  25. A pair of armorer's pliers and three snapped bolts.
  26. (1d4) small wineskins filled with vinegar, one of which also contains a few sprigs of marjoram.
  27. A snuff-box filled with Necro-Pixie dust. If exposed, make Save or suffer Confusion for 1d6 turns.
  28. A wretched-looking human thigh bone wrapped in multiple scalps and carved with crude runic-looking gouges that have been sealed with oil-melted amber and what appears to be someone's blood. For some reason the bone repels harpies within a 360' radius.
  29. (2d4) Almas pelts. Several have holes in them from cross-bow quarrels and are thus lower quality.
  30. Sixty-two replacement heavy crossbow strings wound on separate spools and neatly stacked inside a water-tight cedar box.

Friday, December 16, 2011

Low-End Loot II (Random Table/Alternative Treasure)

Low-End Loot: Table II
  1. One case of 5d20 arrows, all snapped neatly in half.
  2. A wine-skin filled with stale bog water and 1d4 Toader eggs that will hatch into toadpoles within 2d6 hours if kept warm.
  3. One half of the bleached-white skull of a very large sea serpent. 2d6 teeth could be extracted, but require making a Save or else suffer 2d4 damage in extracting them. The teeth could be used in making +1 arrows or possibly other weapons.
  4. A leaky wooden barrel filled with 37 gallons of rancid oil. It is slightly flammable, but extremely smoky and unsuitable for burning in closed-quarters, unless you want to fill a space with cloying, noxious smoke.
  5. A waxed packet containing 1d4 pounds of Shrieker spores.
  6. (1d4) broken wooden boxes with enough pieces available to cobble-together one reasonably intact 3'x3'x6' crate, should anyone wish to invest 1d10 turns hammering it together. It will not be water-proof and will fall apart on a roll of 1-4 on a D12 whenever jarred, dropped or struck.
  7. (2d6) sharp-edged sea shells covered with blood and what looks like scraped-off human flesh.
  8. A small pouch of 1d4 ounces of granulated amber worth 1d4 gp.
  9. A torn burlap sack that still smells strongly of potatoes.
  10. The left hoof of a war horse. Shoe is still intact.
  11. Three disparate, nearly worn out and grievously smelly sandals devoid of any straps or thongs.
  12. A drastically crumpled full helm half-buried under a pile of dirt, debris and rubble.
  13. A 4' pole of stout maple sheared into a point by what might have been a terrific chop from a battle axe or some other bladed weapon.
  14. (1d4) slightly smoldering round shields coated with a caustic digestive acid that is still slowly dissolving the things before your eyes.
  15. A small package of 4d4 short, fat, off-white candles. They're only slightly melted together.
  16. A large wooded club, broken into three pieces.
  17. The leather sheath to a knife that isn't here.
  18. (3d6) pounds of wormy flour in a paper sack that has burst at the seams.
  19. One studded dog collar, completely chewed through and still dripping with saliva.
  20. A slightly dented tin lantern packed inside with what appears to be a compressed micro-colony of yellow mold.
  21. A lodestone that can no longer determine which plane it is on, let alone a consistent direction.
  22. A set of (1d4) hand-carved wooden bowls.
  23. A ladle cast in pewter and stamped with some sort of monogram, mostly worn off and illegible.
  24. One intact alembic still packed in straw within a pried-open box.
  25. A slightly bent and sand-caked tin whistle.
  26. (1d8) bolts of rotten cloth.
  27. (2d6) bottles of deep red wine, each one contains a Gore-worm suspended in a blood-derived solution.
  28. A heavy, bronze key shaped like a mermaid.
  29. A small leather case containing a selection of only partially crushed colored chalk and charcoal pastels.
  30. One worm-parchment treasure map inscribed from a Grobbly-Bonk map. The ink on this map can only be seen if it is smeared with fresh blood in moonlight...

Monday, December 12, 2011

Low-End Loot I (Random Table/Any System)

Low-End Loot: Table One (D30)
  1. (1d4) Animal skulls stuffed with dried grass.
  2. (2d6) Pounds of coarse rock salt.
  3. (1d20) Assorted humanoid fingers, slightly chewed (10% chance of a random ring).
  4. (1d4) Poisonous toadstools (Save or nauseous for 1d4 rounds).
  5. (5d20) Feet of rope, all in 1d4 foot sections, mostly frayed.
  6. (1d8) Stubs of candles recovered from lost adventurers.
  7. One broken mirror, silver-backed and otherwise in fair condition.
  8. (2d6) Flagons of rancid cooking oil.
  9. (2d8) Assorted bones of questionable provenance, all heavily gnawed.
  10. (4d10) Pounds of unidentifiable rusty metal scrap.
  11. (2d4) Hinges from what must have been heavy wooden doors.
  12. (3d4) Slightly bent and corroded iron spikes.
  13. (2d6) Completely squashed helms and helmets only suitable for use as platters and plates.
  14. One Trident-head, third tine is broken-off halfway.
  15. (3d6) Hilts from a variety of antique short swords.
  16. (4d10) Sling bullets, never used.
  17. One half of a very well-made composite short bow with string.
  18. (1d4) Hand-decorated quivers with no straps (each worth 2gp).
  19. (1d4) Large sacks with holes all through them.
  20. One Roman-style javelin (pilum) in three easy pieces.
  21. (1d6) Handles to various short melee-weapons. Just the handles.
  22. (4d10) Rivets and pins recovered from various broken pole-arms.
  23. One dagger sheath completely picked clean of gems.
  24. (2d4) Partially intact covers to slightly moldy spell books (10% chance of 1d4 spells still intact).
  25. (1d6) Map cases stuffed with what appears to be excrement.
  26. One grappling hook, no rope.
  27. (1d6 x10 feet) Rusty old chain.
  28. (1d4) Bedrolls (30% chance of vermin infestation).
  29. (1d6) Locks, no keys.
  30. (1d4 feet) of a formerly ten foot pole.