Showing posts with label random table. Show all posts
Showing posts with label random table. Show all posts

Friday, September 9, 2011

Advanced Medicine/Drugs, Simple Table


DRUGS (d24)  Delivery (d10): 1-4 Hyposerum, 5-7 Pill or Capsule, 8/9 Aerosol Spray, 10 Compressed Gas.  Duration and degree of effectiveness variable, determine on fly,'cause you never really know, do you?  Designed for Humanoids; effect on others diminished or otherwise different

1. Antitox: negates toxins         13. Truth: unable to lie       
2. Slowdose: as Slow Spell      14. Hercurin: +STR                
3. CON-Boost: +CON               15. Nomutal: immune Mutation
4. Megalert: +Initiative              16. Antirad: 1/2 Rad damage     
5.Innoculate: immune Disease  17. K-O: renders Unconscious    
6. Stasis: Metabolic Inhibitor     18. Paralysis: yep, paralysis
7. Medic: Heals damage           19. Mutation: virus, specific      
8. Recreational: hmmmm          20. Hypergen: regenerate            
9. Nopaine: adds HP                 21. Stimdose: as Haste
10. Psi-Boost: +WIS                  22. Rage: induces Berserk        
11. Naptine: Sleep                     23. Biofilter: removes Disease      
12. Realign: restores DNA         24. New Idea

Tuesday, June 21, 2011

Fun with Concealed Pit Traps


1. Pit o' Confusion. Getting your friend out of a hole when he is affected by Confusion is quite difficult, and often amusing, especially when someone else climbs in to help him out

2. Aerial Servant or Invis. Stalker lurks in pit, charged with throwing any who manage to climb out back in again, unless destroyed or Dispelled

3. Floor of pit coated with incredibly sticky, viscous glue (like modern rat trap). Victim can possibly disrobe or remove armor to escape, but the stuff stays in the hole

4. Pit surfaces coated with harmless but smelly bio-luminescent fungus which proves very difficult to wipe off

5. Magicked with Illusion that Pit is Bottomless, but only those falling in are affected. "Malengar, quit fooling around down there! Stop screaming and grab this rope! What the hell is wrong with you?"

6. Floor of Pit littered with large, spore-filled, psychoactive Puffball Shrooms

7. Pit filled with Mild Acid. Causes redness and extreme itching for several turns (penalty to AC, etc), slowly dissolves organic materials like leather, wood, clothing, etc. Does not cause HP damage or corrode metals

8. Classic Spiked Walls begin to close in, then suddenly halt with a loud snapping/grinding sound. As soon as victim sighs in relief, the spikes launch from the walls like crossbow bolts

9. Pit filled with a cloud of denser-than-air, vision-obscuring Sleep Gas. Think about it...

10. Floor of Pit is a single pressure plate, which violently launches the floor (a column of stone) upward if anything falls onto it, smashing said anything against the ceiling above the Pit area. Then, it either slowly descends back into the Pit, revealing whatever it has pulped on its way back down, OR it does not reset, leaving anything it has smashed stuck between the pressure plate and the ceiling, and also blocking off further passage down the corridor

11. Tiny holes along bottom rim of the pit release a creeping mass of flesh-devouring beetles, which flow over any fallen victims, and then rapidly climb up the walls of the pit, seeking further meals

12. Pit is actually in the ceiling above the indicated spot, and pulls victim upward via Magnetism or Reverse Gravity. Once victim has "fallen" upwards and taken damage, this effect ceases, and what went up... must come back down!

13. Oddly, Pit contains a rusty but relatively sturdy escape ladder bolted to one wall. The third rung is trapped to cause a second trapdoor in the ceiling above the pit to open, filling the pit with rocks, bits of ruined armor, broken blades, and other misc. dungeon debris

14. A series of horizontal panes of glass stretch from wall to wall, each a few feet below the previous one. Anyone falling in smashes through each successive pane, eventually ending up on the stone floor covered in shards of broken glass. Its really noisy, too

15. Floor of Pit littered with snap-jaw Bear traps, each chained to the floor. Requires multiple Saves. Also very noisy

16. Contact with floor of Pit Teleports victim to a spot 10' above the Pit opening. "Aaaah!" Thud. Zap! "Aaaah!" Thud. Zap! "Aaaah!"...

17. Bottom of Pit filled with 10' deep mess of metal-flake "glitter". Falling in does no damage, but does cause a sparkly cloud to coat everything within 5' of the opening, and anyone struggling to get out begins to sink in the stuff, which is apparently an inappropriately festive form of quicksand

18. Floor is single metal plate. Each of the walls is normal stone for the first one foot above the floor. Thereafter, up to the opening of the Pit, the walls are covered with metal plates. The floor is negatively charged... and yeah, the walls are positively charged

19. There is a Secret Door in one of the Pit walls. Behind it is (d4) 1. A stairway leading up to a second concealed trapdoor not far from the pit opening, 2. a closet filled with malevolent Skeletons, 3. a small room containing a long-dead adventurer, still clutching whatever treasure he managed to pilfer before dying alone in this hole, 4. an unmapped shaft &/or slide which eventually opens into a concealed trapdoor in the ceiling of a room on the next dungeon level down

20. Your own idea, or a second Random Pit Table you yoinked from some other RPG blog; I'm all out of fun holes

Monday, May 23, 2011

Wonder Twin Powers... Activate!


Just watched "Gopher Moat" Wonder Twins vid @ Beyond the Black Gate blog... and that was weird... Got me thinking about ol' Zan and Jayna, and their "magic" rings.  Lots of potential here for a cool magic item for D&D...
So the PCs find a pair of rings, obviously a matching set, maybe with settings which appear to interlock (why else would anyone think to touch them together?...).  Wearing one on each hand and touching them together doesn't do much, or maybe causes some sparks or something (save vs Stun &/or minor electric damage), but if TWO PCs each wear one, and touch them together ("Wonder twin powers activate" command phrase optional, but fun!)... hmmmm....
- Each PC can transform as per the original W.Twins; one can assume the form of Water (wave, puddle, ice, steam?), the other can assume animal form (possibly incl "monsters", dinos, etc)
- Expanded options: maybe one is the "Elemental" ring, and wearer can transform into Fire, Earth, or Air... the other is the "Creature" ring, allowing Polymorph into any "natural" creature, or maybe just humanoids, reptiles, etc.
- Limitations/Parameters:  both PCs MUST transform (not just one or the other - this could lead to interesting scenarios), Dispel on either affects both, Limited duration of course (random, predetermined, or even a "set" duration, meaning one MUST remain transformed for the duration, cannot change back until it expires...), both must be conscious & mentally sound to activate/use
- Maybe specifics are randomly determined when found...

Elemental Ring (d4)                                             
1. Air (whirlwind, Gaseous Form)                      
2. Earth (boulder, Wall of Stone, statue)            
3. Water (pool, Wall Ice, maybe even snow...)     
4. Fire (req. fuel source?)                                      

Polymorph Ring (d4)
1. Natural Animal (no fantastic monsters)
2. Humanoid (PC race, Giant Class...)
3. "Monster" (specific type(s), any)
4. Plant, Slime, Dinosaur, Mammal, etc

This could be the kind of "thinking player's" item I love to introduce... maybe having the Thief become gaseous to enter a locked room is perfect, but having the Wizard assume the form of a Hamster at the same time is less than ideal... or wow, what we need is the Fighter to be a Pegasus, so I guess the Cleric will have to be an Ice Cube for a few turns... yeah, gonna do this!

Monday, April 4, 2011

Step Inside the Chamber, Please


Tossing around ideas for a Lovecraftian-creepy weird science laboratory dungeon, possibly the lair of Great Race or Primordials, was going to compile a list of (mostly) classic SciFi machines/technology, realized many involve "something you must enter"; Chambers, Tubes, Capsules, Booths, Vats, etc.  Padded it a bit to accommodate a d30, added some rough detailing

WEIRD SCIENCE CHAMBERS/EFFECTS (d30)
 
1. Clone-O-Matic - takes "samples" of DNA and begins growing a Simulacrum which shows up later.  Maybe it only makes a copy if the original donor dies, and the "new guy" comes walking around the corner in a state of Confusion, and can't understand why everyone seems upset to see him

2. Bacterial Spew Chamber - moist sphincter coughs up toxic cloud; Save and age is reduced 10+1d10 yrs, Fail and become terribly ill for 1d4 days

3. Probulator - restraints activate, manipulative arms extend, remove clothing/armor (possibly transfers them to locked "storage" compartment/area), body orifices are um, probed.  Unpleasant at best.

4. Orgasmatron - a strange but mostly pleasant experience, unless the machine malfunctions (%?) and becomes stuck in continuous cycle, lose 1 pt of CON/rnd for 5d4 rnds, 0 = coma, regain 1pt/hr

5. Suicide Booth - disposal of unwanted test subjects, possible selection of "Quick and Painless" or "Slow and Horrible"  (Save vs Disintegration, or take damage from variety of piercing/drilling/chopping thingys)

6. Career Chip Implantation Device - put your hand in there; the Morlocks will report you to the Primordials if you don't perform your assigned task.  "Ya gotta do what ya gotta do"

7. Astral Projectocarphagus - sends your Astral Body to some bizarre locale for predetermined stay, or until specific task is done, or item brought back

8. Potential Realizator - Gain (d4) 1d4 HP, 1 point to lowest Ability, 1 point to Primary Abil, enough XP to reach next level

9. Teleporter Pad/Pod - oldie, but still goodie

10. Cryogenic Freeze Tube - slams shut, flash freeze, readout counter says you can return to adventuring in 1d% yrs

11. Reanimator - Primordial Flesh Golem/Vat Guy factory!

12. Transmogrifier - (d4) gain additional limb/organ, gain new weird limb/organ, bizarre body proportion alteration, "ZAP, you're a Morlock"

13. Joy Can - mind-reading holographic projector fulfills your greatest desires, but its all evil.  You'll have to be dragged out by friends with metal headgear.  Fun way to explore PC motivations, and design future storylines

14. Interphasic Defragulator - caught between dimensions, you gain the benefits of Displacement (-2 AC, first strike always misses), but also suffer the effects of being Displaced (-2TH, first strike?  miss!)

15. Memory Upload Interface - gain knowledge, skill, ability, perhaps some familiarity with the odd devices here

16. Cosmetic Surgery Autodoc - performs necessary medical procedures to allow +1d4 CHAR pts, but does 1HP permanent dam in the process

17. Nanite Injector - I dunno, immunization, mental conditioning, "tracking" nanos... hmmm, "Midi-chlorians"?

18. Zero Grav Interspecies Toilet - extensive wall post of instructions in several alien languages.  If translated/comprehended somehow, contains numerous unfamiliar nouns and verbs.  Looks kinda like a shower stall; maybe you should stand in it.  Not that switch; it'll back-up and expel contents!

19. Cranial Unit Harvest, Preservation & Reattachment Bank, with Body Internment/Incineration feature - takes off yer head and attaches it to something else from the Stasis Chambers in the back, either saving your old body in stasis... or not

20. Cybernetic Limb/Organ Replacement Tank - we can make him better, stronger, faster, maybe by chopping off something and replacing it

21. Tattoo/Branding - experimental test subject indexing/identification.  Maybe something stupid will ignore you, or at least assume you shouldn't be attacked

22. The Nozzle - cybernetic "eye" on flexible tube extends and stares at PC.  Just do that.  Stare at them.  When they start to say something, interrupt and say, "Do not speak while the nozzle calibrates".  If they attempt to move, say, "Movement is not wise while the nozzle calibrates".  Just keep staring at them, and saying, "Nozzle is still calibrating" until they start to freak out.  Then the nozzle retracts without explanation.

23. Autodoc Vat - knocks you out and fixes you up.  Full HP!

24. Environmental Adaptation Capsule - modifies subject's structure in order to allow operation in dangerous/inhospitable environ; gills for underwater breathing, hairy pelt -1/die Cold damage, etc

25. Soylent Processor - basically a human-sized garbage disposal unit

26. Soylent Dispenser - organic materials from #25 are cooted forth as tiny green rosettes of edible meat by-subtances, served in corrugated paper cups

27. Time Machine - I know it wouldn't be a classic if it hadn't been done before, but this one is about tapped-out... maybe it sends you one hour into the future, and some Random Encounter is "suddenly" there waiting when you come out

28. Memory Wipe Amnesiotron - *FLASH!*  "Who are you guys?  Who am I?  Is this blood on me?!""

29. Synthetic Replicant Synthesizer - high-speed malevolent Android twin manufacture, possibly a "Terminator" model, if you're inclined

30. ROLL TWICE Combine results in bizarre fashion (no, please, not #18 + #26!)

Applicable nods, thanks, apologies, as appropriate, to Mr. Wells, Roddenberry, Kubrick, Publick, and Groenig, et al
.

Saturday, March 26, 2011

GNARTIAN FAMILIARS

Always like the idea of PC Familiars, but disliked the original PH handing of the idea. I think that any magic should come with some risk, but the familiars of 1st ed were such easy targets that the spell made no sense to me. Sure, you might (5%) get a Quasit or Pseudodragon, but you'll prob get a 2HP Toad that will die in the next Random Encounter. This version of the spell makes the arrangement a much better deal for the Familiar, which means it might actually be worth it!
THE BINDING of the FAMILIAR
A Spell of Ritual Magic which can be cast by a Wizard of any level, but only during certain alignments/phases of the moons, occurring once every 30 +1d30 days. Type of creature summoned determ randomly. All are no larger than a small house cat, of exceptional, though still animal INT, have 4 HP and AC 7. They have no offensive attacks to speak of, although they can defend themselves as a 1/2HD Monster, doing 1 or 2 HP damage. No extraordinary or magical abilities (venom, if any, is effective against very small animals only). Creature Summoned is magically bound to caster, and the two share an empathic psychic link. When the Familiar is w/in 12", the Wizard may simply concentrate in order to "see" through its eyes, "hear" through its ears, etc. Also, each adds the others' HP to their own total; so both the Familiar and the Wizard will have the Wizard's HP +4. The pair share the same AC, either the Wizard's or the Familiar's, whichever is better. Familiars are rendered immune to Mental Influence/Control, and are extraordinarily lucky, automatically making all Saving Throws. If a Familiar is killed, the Wizard loses the bonus 4 HP, and also permanently loses an additional 1d4 HP, and may not cast the Spell again for one full year.

CREATURE SUMMONED (d20)
1. Archaeopteryx
2. Big-eared Bat
3. Horned Viper
4. Beaded Lizard
5. Your Standard Rat
6. Large Centipede
7. Iridescent Mantis
8. Spider Monkey
9. Small Ocelot
10. Aye-Aye
11. Bristly Tarantula
12. Colorful Constrictor
13. Horned Chameleon
14. Pygmy Hedgehog
15. Naked, Exhibitionist Mole Rat
16-20. No creature responds

10GPgem: Be sure to assign/determine an NPC trait or two to provide a little personality.

Thursday, March 24, 2011

the GNARKOTIC MANUSCRIPTS

THE IDEA: Wanted a means to generate/introduce new Spells, Monsters, PC quests/pursuits, adventure plots/subplots, add some "local color" to the new campaign world, and offer weird insights into the peculiar pursuits of the Ancients. Not a lot of specific details at this point, more like an idea generator. ("this scroll requires intensive study... get back to me next week"). I'll post details as I go.

THE THING: The Gnarkotic Manuscripts are scroll sheets of unknown, nigh-invulnerable gray metal, inscribed with the occult secrets of the Ancients. Sometimes found rolled and stored in scroll tubes, they remain flat once unrolled, and have the unusual property of clinging to any flat surface (think "post-it" note), even a plastered wall or door. Appear blank until touched by Magic-using being. Scrolls which require more than a full "page" of writing function just like a PDF file; the reader can "scroll thru the scroll" by touching/dragging lines of faintly-glowing script. There is a row of numbers & symbols (possibly a code?) across the top of each scroll... some believe the Gnarkotic Manuscripts comprise a single, incredibly vast compendium spanning the entirety of the Magic of the Ancients, while others maintain that they are more a collection of distinct works, and the number/codes are a form of indexing, as in a library. A complete archive is unknown. Note that any spells may be copied into Spellbooks and, if the Wizard is capable, made into a standard "one-shot" Scrolls, but may not be cast directly from the Manuscripts.

SCROLL CONTENT (d8)

1. "RITUAL MAGIC "; a spell which can only be cast at certain times/places/conditions for unusual effects, such as (d12)
1. The Gates of the Moons 2. The Sibilant Whispers of Hastur
3. The Invocation of the Colorless Fire 4. The Gate of Returning
5. Raising of the Black Ziggurat* 6. The Primordial Imprisonment
7. The Lamentation of the Lost 8. The Alignment of the Spheres of Xeg
9. The Crimson Cascade 10. The Banishment of Yith
11. The Avuncular Avatar of Azathoth 12. Binding of the Familiar

2. MAGIC ITEM CREATION; materials, Spells involved, etc., for any one item. Roll randomly on Magic Item tables

3 THE MASTERY OF LIFE ITSELF! arcane/alchemical instruction in the creating/breeding/manipulating/reanimating/perverting area...(d12)
1. Decantation of the Homunculi 2. The Gifts of Gnarlathotep
3. The Incubation of the Egg 4. Formulae of the Wrinkling Replica
5. Domination of the Doppelganger 6. The Aeonic Advancement
7. I am the Slime 8. The Shapes of Things to Come
9. The Gratuitous Graft 10. The Incandescent Imbuement
11. The Scales of the Serpent 12. The Internment of Invulnerability

4. "STANDARD" MISC SPELL; determ randomly at whatever level you feel appropriate, disregard any "common picks" and look for something more offbeat to add to the Wizard's Spellbook

5. SUMMONING SPELL; a specific creature for a certain purpose, or limited duration, if provided with proper appeasement (d12)
1. The Sufferance of the Shantak 2. The Eclipsing Swarm
3. The Angry Gnargoyle 4. The Putrid Eruption of Kyuss
5. Coalescence of the Congeries 6. Acquiescence of the Quasit
7. Subservience of the Shoggoth 8. Restraining Order of the Unseen Stalker
9. The Mycetic Malfeasance of MiGo 10. The Howl of the Byakhee
11. Accretion of the Algoid 12. The Solicitation of the Slaadi

6. "NEW" MISC. SPELL; from your latest blog-crawl. I don't have a table because I think 1st ed AD&D pretty much covers it, I'm rarely interested in what I come across, and I don't have much to offer in this area, either! (I'll post a few modest Ritual and Misc "New" spells next post, but here's my fave Spell Compilation, and there are some good ones here, too)

7. GLYPH or SYMBOL; the Ancients were all about magic runes and such, no doubt. I'm fond of 'em, too. General Effects:(d30)
1. Fire 7.Electricity 13. Insanity 19. Mutation 25. Weakness
2. Cold 8. XP Drain 14. Despair 20. Polymorph 26. Phasing
3. Paralysis 9. Blindness 15. Discord 21. Obsession 27. Stupidity
4. Stunning 10. Radiation 16. Rage 22. Giggles 28. Unseen Object
5. Fear 11. Slowing 17. Warding 23. Passion 29. Elder Sign
6. Cursing 12.Amnesia 18. Hypnosis 24. Suggestion 30. DM's Whim

8. LEGEND & LORE; "adventure hook" entry detailing a legendary person/place/thing, possibly incl a map or directions, clues, hints, enticements...

*see also here :)

Monday, March 21, 2011

HELLO, BOYS! I'M BAAACK!


Doesn't really have anything to do with this post

PYRAMID OF RESURRECTION Gnartian Artifact in form of smoky crystal pyramid, approx 6" along the edges, a construct of the Elder Serpent Folk.

When first handled, the PC doing so must Save vs Death once, or be drained of one XP lvl. Thereafter, the item will no longer drain that person (whether or not the attempt succeeded), and only that person may employ its power. Another may attempt to use the item once they also Save (or fail!), but only one person may command the Pyramid at any time.

Total # Charges/Uses is something I call "Level Variable"; meaning a base #, plus 1ch/lvl of the bearer. So, as charges are subtracted by one per use, they are also increased by one per lvl of XP gained. This Artifact has 1d4+XP lvl charges when first found, to be redetermined if it changes hands.(possibly it "starts over" at 1d4+lvl each time it changes hands)

Operates by "scanning" whatever scraps of the deceased (no pun intended) remain, and reconstructing a new body in perfect condition; full HP, all memories, personality, etc intact. Side effect: all Bad Mutations are removed, and any Good Mutations must ea make a save vs Spells/Mutations to be retained, any missing or ruined limbs, organs, etc are restored as well, all scars are gone

The Pyramid automatically restores any PC the first time it is used upon them, without penalty. If used a second time, a Resurrect Survival roll must be made, and each time thereafter this % is reduced by half, failure dissolves the remains into goo. Any PC resurrected more than once also loses an XP lvl each time the device is used upon them thereafter.

There is a 1in8 chance/use that the Pyramid does not Resurrect, but rather Reincarnates the deceased by creating a new, but different body, possibly from bits of other persons lying about, or floating on the breeze... maybe the "psychic residue" of a forgotten death.... I have a table of bodies for this, but its too specifically Gnartian to be much use to anyone else, and one can always use the Spell version. I think I'm going to allow them to retain Mental Ability Scores, HP, etc, because I have other trauma in mind:

Collateral Reincarnation Weirdness (d10/d12) (Gonzo version d12)
1. New body is very young; teenager, or even small child
2. PC retains all Class abilities as before, but has no other memories
3. PC's new brain seems to contain scraps of another personality, or repressed memories ("whispers")
4. Tragic mishap places PC into nearby corpse (of type as rolled), which claws to surface howling in agony, and attacks Party for their gross misdeed. Zombie PC retains HP & HD/lvl, but is otherwise slow and sloppy
5. New body exhibits Mutation(s), possibly even Good Ones! (or is oddly marked; tattoo, birthmark, runic brand)
6. PC is reincarnated into body which already has a soul/personality, and the two must share the same skull until the other personality "finishes its Gnarthly business" and moves on (seeks justice, revenge, completion, etc)
7. New body is of different gender than original
8. PC is driven a wee bit mad by the whole experience; roll on your fave table or just assign a weird mania
9, 10. Just your average reincarnation
(11, 12.) (same as 9, 10 above) or
(11, 12.) Check Out this awesome Random Reincarnator! You can adjust the circumstances with cool modifiers like "Who cares? The Crawling Chaos smiles upon me!"

The Pyramid also bears a Curse; whenever it is used, a Byakhee is Summoned and arrives w/in 2d4 rnds, and attempts to carry the user off to Hastur (dead or alive), unless slain. Perhaps this only occurs the first few times the Pyramid is used, or perhaps the Curse can be lifted... with the blood of a Serpent Folk Wizard...

...I once introduced the Rod of Reincarnation, which is exactly like the Rod of Resurrection from the DMG, but Reincarnates the deceased on either the MU spell table (75%) or the Druid version (25%), and that was fun, too. Congratulations! You're a Kobold! Badgers? We don't need no stinking Badgers!

Sunday, March 13, 2011

"Let’s face it, You’re not ready"

  • OK, so this is adapted from Survive the Apocalypse, and makes a useful Mundane Modern Item table; nothing too fancy, but useful

     

    Tools for the Apocalyptic Wanderer (d30)

    • 1  Weapon with spikes on it
    • 2  Fire Starters – Matches, Magnifying Glass, Magnesium, Flint and Steel
    • 3  Hatchet, Fireman's Axe
    • 4  Adjustable Wrench or Folding Shovel
    • 5  Weird helmet
    • 6  2 – 3 gallon cooking pot
    • 7  First Aid Kit (salve, hypos?)
    • 8  Book of Edible Plant Life
    • 9  Map or Compass
    • 10  Collapsible Saw
    • 11  Crowbar
    • 12  Hunting Knife, Bowie, Machete
    • 13  Crank Flashlight, glow stick
    • 14  Can-opener, or other odd tool
    • 16  Caribiner
    • 17  Needle and Thread
    • 18  Binoculars, Telescope
    • 19  Leatherman tool
    • 20  Fishing Line and Hooks
    • 21  Small Radio, Communicator
    • 22  Wool Blanket or Fur
    • 23  Boot Lace, rope, twine
    • 24  Harmonica or Kazoo
    • 25  Canteen for Water (empty?)
    • 26  Canteen for Fuel (full?)
    • 27  Tarp, canvas
    • 28  Power Source, fuel
    • 29  Rations, preserved foodstuffs
    • 30 New idea

Monday, February 28, 2011

20 FAVE MAGIC ITEMS from my GAMES

Was going through my old stuff from my previous games, looking for stuff that would translate into my new campaign, and found a few 10GP gems...honestly, most have been archived for so long I don't know if some were cribbed from old Dragon magazines or not, but I think these are my own ideas, or at least my versions of ideas I saw elsewhere.  Just wait, it'll happen to you, too.


1.  Ring of Recall:  Upon death, PC is instantly transported to a particular temple or shrine, hopefully to be Healed/Raised by the Clerics there.  Provided only to the members of the sect, or possibly those performing a special mission for the order.  PCs get fixed up, but have to trek back to the rest of party, if there's a time limit involved, maybe they're out, but it beats dead... used this in an "introductory adventure" for new players, 'cause I thought for sure someone was gonna get killed simply because they would make "newbie" mistakes, but they were so cautious I don't Recall it being used!


2.  Great Green Axe:  inspired by Gawain & the Green Knight, massive headsman's axe of greenish bronze (?), req STR of 16+ to wield, does 1-10/1-10 dam, +2, does dbl damage to green things.  I loved this 'cause ya never know when something green will show up!  I suggest that it be wrested from the cold, dead hands of a wickedly jolly green Giant of some sort


3.  Shield Ring:  as Spell; AC 4 vs most attacks, AC 3 vs missiles, AC 2 vs thrown weapons, negates Magic Missiles, but does not protect from the rear! The particular ring I recall generated an actual, though ghostly, shimmering shield when struck, and I think there was some sort of roll to see if MM were reflected back at the caster... 50/50 each seems reasonable


4.  A Scroll of a random Clerical or MU Spell "addressed" to a particular PC, which they can use regardless of Class...  "Dear Tremaine, this may come in handy one day..."  Maybe its only Hold Portal, but look how happy the Fighter is!  I dunno.  It was surprisingly well received.  I just rolled randomly to determ whose name was on it, but it became a temporary obsession to the PC who ended up with it, "Who left this?  How do they know me?!"


5.  "Skully":  a sage-like talking skull which can be consulted for information, % chance to know answer: Common Knowl 75%, Uncommon 50%, Unusual 20%, Specialized 10%, Esoteric 5%.  Can also "Legend Lore" famous, legendary, specific persons/places/magic, and relate legends/stories, 30%.  When owner dies, all factual knowledge of this person is gained by Skully, so as he is passed on, he becomes increasingly knowledgeable.  Looking back, think this was inspired by Land of the Lost Library of Skulls...   anyhow, great way to have an NPC that isn't expected to help in combat!  and, it just now occurred to me, maybe useful somehow in restoring another's memories, you tell me


6.  Stone of Invisibility:  just a small stone which renders one invis when held.  Because it must be held, certain actions are not possible while invis, like most Thief Abilities, Spellcasting, etc.  Can render several people invis if they link hands with PC holding the stone.  The thinking player's version of the all-too-abused Ring o' Invis.  The party used it to remain unseen in a cavern, against the wall, all holding hands (and their breath!), while Lizardmen trooped on by, and "popped out" to ambush them, looking like a death-dealing line of preschoolers being led to the cafeteria


7.  Vorpal Gurkha:  just a simple +1 dagger, but a roll of natural 20 gives the Magic-User the thrill of decapitating a (man-sized) foe!  (who else is going to end up with it, the Fighter?  he already got a Scroll of Hold Portal)  It's desperation time when the Wizard reaches for a dagger, anyway!


8. Pit Pellet:  rune-inscribed clay token, when tossed to the ground, creates a 10ft diam, 10ft deep Pit, one use only.  Oh, the fun that was had... and yes, you can toss one into a pit you already made and make it 10' deeper, and screw up what should have been a pretty challenging encounter, killing some poor schmuck by dropping him 10'/rnd until your pellets run out, dumping in some flaming oil, and listen to him crying out "I knew I should have taken that Levitation spell!!"


9.  Bloody Bestiary: sprinkling the blood of a creature on one of the (limited) blank pages produces a "Monster Manual" style entry, the bloody script informing readers of relative strength, powers, weaknesses, etc.  May or may not come with the first few pages "filled in"


10.  "Mirror-Mirror" of Opposition:  tortoise shell (?) framed hand mirror, creates duplicate identical in all respects, except the duplicate has a goatee.  Duplicate attacks original, and if any others interfere, their Mirror-Mirror duplicate appears as well.  If a duplicate kills an original, the corpse disappears, and the duplicate immediately ceases attack, explains that he/she is no longer hostile, and play continues with the duplicates assuming the roles of the departed as if nothing had happened!  The only difference is that the PC will forever after sport a goatee, and be subject to looks of suspicion!  The look on their faces when I said, "Gimme your character sheets", and quickly added a "II" after "player name", and a goatee to their "sketch", then handed them back and said, "OK, is the party continuing to search?"... hilarious  (for female characters, I suggest a Marilyn Monroe-style "beauty mark")  Oh, and somewhere down the road, say, "Remember when you were replaced by a duplicate?" and see the look of dread.  Then say something innocuous, like, "Well, you're stroking your goatee, and you notice the faint outline of a secret door"  The rest of the party will be soon be whispering about your "magical beard".


11.  Ring of Regeneration, While You Sleep:  regen 1 HP/hr, but only while asleep!(4+1d4 hrs/night?)  Like a daily Cure Light Wounds  Odd bonus side effect: gain 1d8 HP if subject to a Sleep Spell, which of course the party immediately exploited by using Sleep Spells as Cure Lt Wounds!  "Nap time!"


12.  Hand o' Glory:  just thought it was creepy cool.  10ch (two per digit?  dunno why I chose 10)  Three effects:

Find Treasure, Sleep Spell, Dark 15' radius (only the bearer can see by the light of the Hand), one ch ea  (What if you put a Magic Ring on it?  hmmm... and what if you found a Ring of Regeneration and the Hand of Vecna?  "Just a side project, but don't open that box... it's not finished... yet")


13.  Seasoning of Edibility:  when sprinkled upon any organic material (wood, bone, clumps of peat), becomes edible and nutritious.  In no way affects flavor.  My campaign had a "never-ending shaker", and  a freezer-burnt Mammoth haunch from a long-dead specimen frozen in a glacier was devoured, among other nasty things...


14.  Pincushion Arrow:  +1, becomes 1d4 additional arrows once in flight, roll TH for each


15.  Suture Spider:  brooch/pin shaped like a spider, limited charges, uses fangs, claws and webs to "stitch up" open wounds, healing for 1d4.  Anesthetizing venom is a nice touch.  Damn scary the first time, though!  Be sure to ask, "I just want to be clear - you are placing this metal spider directly over your open wound?"  Try to look worried.  That will teach them for dumping your evil wizard down that pellet hole!


16.   Scoobies:  compressed bars of mysterious origin and material (wood, bone, clumps of peat?), the smell of which is irresistible to carnivorous (animal INT) monsters.  Found sealed in an air-tight, screw-top tin, Scoobies will attract such an encounter from the current table w/in 1turn, and dbl such encounter rates for as long as the tin remains open.  Also, if tossed into the path of a ravenous beast intent on devouring the party, it will distract the beast long enough to chomp down the crunchy treat, maybe a rnd or two to locate and devour it.  Come in fun shapes, like stylized "bones", "hearts", and what the party may or may not recognize as "livers".  Great for guard dogs, too


17.  X (Enigma) Hole:  dark, one foot diam, impossibly thin "hole" in time and space, similar to the famed Portable Hole.  If any item is put in, another may be drawn out, 1/day.  The catch: no item may ever be repeated; after tossing in a copper once, a copper will no longer produce an effect, but anything can be tossed in; an iron spike, a rock, a banana, whatever.  Where this stuff goes, no one knows (but I thought it might be fun if years and XP lvls later, the Party discovers a "treasure" chest.  what's in it?  well, there's an iron spike, a rock, a mummified black wrinkly thing...)   What do you get back for tossing out all this junk?  The first time it is used, a Healing Potion comes out!  Thereafter, I tried to convince my Players that I had the weirdest table of all time hidden away in my stash, 'cause I rolled a concealed die and said things like "a 10inch diam stainless steel salad bowl" or "a pile of bones, maybe from a bird".  I was rolling a d30, but simply saying whatever weird item came to mind from my last few days, the version I was using tending to produce items totally unfamiliar to a fantasy world, like a butane lighter, "transistor radio" *...  However, if a 30 was rolled, the I'd roll for a minor magic item, like a minor Potion or Scroll of one 1st lvl Spell, which I think only happened once.  Planned on 100 uses, started a list of INs and OUTs, never got there.  Have to reintroduce one!  Maybe I'll make a table of odd bits from around my house (bongo drum, caulk gun, box of rubber bands)  Sooner or later, I guarantee, someone will actually bring up the idea of flushing a Magic Item down this thing, and someone will take a dump in it.  Oh, and what comes out of an X Hole cannot be put back in the X Hole.  Words to live by


18.  Robe of Useless Shit:  someone, somewhere, must have done this one.  Exactly like a Robe of Useful Stuff, or whatever, but every item is flawed somehow; torches sputter out, ladders snap under weight, war dogs piss themselves and whimper...  Gag becomes apparent quickly, but its fun!  I probably nicked this idea!


19.  Dart of Deadlacy:  only misses on TH of 1, and if a natural 20 is rolled, it embeds right between the eyes, damage is 6HP.  Not much for doing damage, but damn useful when you really need to hit, like when that robed guy is raising his arms and chanting... (basically a Magic Missile)


20.  Pick the item you like best from the Comments below.  :)


* received only one station, which played only Casey Casem's Top 40 Metal Show from an alternate universe, and had some sort of malfunction which caused it to "turn on by itself", allowing me to say things like, "scrrrrrchhh... This one goes out to Thongor and Company, who have just disturbed a sleeping Blue Dragon, somewhere below the Caverns of Quasqueton, its Black Sabbath with another metal monster, 'Electric Funeral'.  Good luck boys!" (cue music, Breath Weapon)