‘Driven south to the land of the snow and ice
To a place where nobody's been…’
The Rhyme of the Ancient Mariner
‘One minute it was clear blue sky, the next it wasn’t. Don’t ask me
where that storm sprang from cos I don’t know… from hell most likely. Little Xanthene
was the first to disappear in the white-out, then it was the turn of the Fell
brothers. In the end, there was only the two of us left, me and Ink. We
survived. Barely. But we did find this though, frozen in a block of ice…’
Gustav Kerr the Myrmidon
01-31 choose one random non-magical item from the equipment
list in your player’s handbook
32-62 choose two random non-magical items from the
equipment list in your player’s handbook
63 A Narwhal tusk
(About 6ft in length, worth at least
500gp to the right collector, but is in fact a spear of +2 vs. Magic Users)
64 A dead rat and
a string to swing it with (when swung it
will summon 2d10 giant rats that will do the wielders bidding)
65 The severed
head of a bearded man (when defrosted
around the fire, the head will open its eyes and allow you to ask it one
question a day. Answers truthfully 50% of the time)
66 A large red
mushroom (when ground down and consumed
it wards versus poison as well as giving the imbiber the most pleasant dreams)
67 A small clay
horse (written on the base is the word, ‘Perd’.
Recite it out loud and it will transform into a full size riding horse that may
be ridden like a normal horse for 3d12 turns)
68 An Ice Maiden
(After being thawed, she will awaken and
act as a NPC to the party. She is equivalent to a fifth level fighter)
69 A Harpoon (Plus +2 vs. Were-Whales and other large
sea-creatures)
70 A giant sharks
tooth (Cursed item. Player rolls a ‘fumble’
in combat on a 1, 2, or 3)
71 A large frog
about the size of your hand (Was a
wizards familiar trapped in ice for more than thirty years. Does what a normal
familiar does, only better. A +1 to all its interactions with its new owner)
72 A lump of
ambergris (worth at least 800gp per kilo.
Roll 1d6 to determine its weight. A roll of one equals 1kg etc.)
73 A bosun’s
whistle that’s carved from bone (Can be
used to control up to ten skeletons. One short blast equals ‘form-up’. Two
equals,’ right foot, quick march’. Three equals, ‘Attack’. Four equals ‘Stop’)
74 A Caveman (will join the group as an NPC. Acts as a
fighter level 2. Cannot speak common,
but if treated fairly, will do their best to learn and remain with the group.)
75 A small wooden
dog (Written on the base is the word, ‘Hond’.
Recite the word aloud and it will
transform into a watchdog that will stand guard while the party sleeps. Will
return to its normal size at sunrise. Can only be used twice a week, and can
only be summoned after the sun has set. It will bark if anyone comes within the
100ft of the group, even if those people/creatures are invisible)
76 The tip of a
spear (+2 vs. Frost Giants. Wielder takes half damage from any
spell/action/ability that would deal the wielder damage via frost/cold/freezing
etc. A successful save roll means the wielder takes nothing if it already calls
for them to take half damage)
77 A map (leads the players to a nearby dungeon
containing a fabulous treasure)
78 A quiver of
arrows (40% that at least five of them
are magical)
79 A severed hand
(will obey simple commands, like, ‘Follow’,
‘Stop’, ‘Grab’, or ‘Strangle’)
80 A mask (see this post and roll accordingly)
81 An Albatross
with a crossbow bolt through its chest (cursed
item, will attach itself to the finders neck by chain. Wearer suffers penalties
to everything i.e. combat, movement, saving throws)
82 A Butterfly (owner receives a plus 1 to any save
required versus illusions)
83 A jug of
honeyed mead (acts as a healing
restorative that will take the player back to full hit points. There are 1d6
draughts available in the jug)
84 Iron manacles
that are connected to leg and neck restraints (anyone trying to pick the locks on this item do so at -30% to their success
roll)
85 A Telescope (when at sea, can be used to see through what
would otherwise be an impenetrable fog bank etc.)
86 Jawbone of a
donkey (Allows the wielder to talk to fairy
folk and other sundry phantasms of the Sidhe ilk)
87 A Mastodon (10% chance it comes alive after thawing
process. If so, see the world in style!)
88 A treasure chest
(appears empty, false bottom holding 1000gp
worth of snow diamonds)
89 A didgeridoo (if played correctly, can be used to summon
a magical fire that will warm the players but will disappear at sunrise)
90 A mirror (can be used to read
scrolls/parchments/books written in another language. Simply place the item
before it and read what it says in the reflection, albeit upside down and left
to right)
91 A crystal ball
(can be used to talk with spirits once
per day, what you discuss is up to you, but be warned, whatever they say is
usually a bald faced lie)
92 A box of ship’s
biscuits (filling, just one biscuit
consumed allows you to go without food for three days. Must still consume
liquid though. 24 biscuits in the box)
93 A jade
dragonfly (with the word ‘naaldekoker’
written on the bottom, recite word and it will come alive allowing the user to
see what it sees for 2 turns. It will follow simple flight instructions like,
stop, go, land, left or right)
94 A small
spinnaker (when at sea, will summon a
wind on a windless day, just enough to get your small vessel going)
95 A spellbook (from another place/time/dimension- contains 1d4
spells from a completely different RPG system than the one you are playing at
the moment. Modify so that they fit)
96 A small
cauldron (can turn anything into a nutritious
meal for two. Sticks/leaves/mud etc. Can be used twice a week)
97 A boomerang (+2 to hit flying birds when out hunting or
foraging. This Boomerang is of the returning variety and will come back to the
throwers hand)
98 A mandrake (can be used to grow a missing body part,
once only. Lost a hand? Tie the mandrake to the area in question and it will
begin to grow again, takes 4 weeks for a hand, and six weeks for a leg. Can’t
grow a head)
99 An ice axe (adds a +20% when climbing in severe
cold/frozen conditions)
100 A pair of
snow shoes (can pass through a Wall of
Ice without harm, as well as moving through/over snow and ice without penalty)
"We come from the land of the ice and snow,
ReplyDeleteFrom the midnight sun where the hot springs flow..."
Valhalla, I am coming...
DeleteNice list of treasure items, and good way to introduce them. Good work!
ReplyDeleteThanks, Nate!
ReplyDelete