Doomfullord

Trinkets

May 11th, 2017
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  1. All are worth 10 Gold. Can be haggled to 5, sold for 3.
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  3. Series1
  4. 1: Boiling Rock - A grey rock with silver speckles that boils water around it, eventually brings a pot to full boil after 10 minutes.
  5. 2: Scabbard of Infinite Blade - A decorative scabbard that appears to only fit a small dagger, but can actually fit any length or size of blade, and reduces it's weight to only a pound.
  6. 3: Friendly Ooze - A small hand sized ooze that has had much of its acidity taken away, with a then thin layer of mucus to keep it from digesting anything it doesn't want to. If the ooze chooses to it can attack something with it's mild acid dealing 1d2 acid damage to a target. It has 2 Hp and a movement speed of 15 ft per round.
  7. 4: Compass of Dread - A compass that points towards things closest to you that are capable of killing you.
  8. 5: Sextant of of Mysteries - A sextant that while fancy, and actually superb in quality, sees only stars of an unknown origin that you don't have a map for. As well if you look into it, you always see the same night's sky.
  9. 6: Twitching Finger of a Lich - A mummified finger that still twitches to today. Some say it points in the direction of it's owner.
  10. 7: Mr.Derbil's Dice of Unluck - A dice bag that can spawn dice of any sort but always rolls badly for the user. The dice evaporate after an hour.
  11. 8: Razorblade of Unlethal Sharpness - A small razor that can't cut a living being, but can cut anything short of steel, even stone.
  12. 9: Seashell of Messages - A conch shell, that when spoken into will repeat the message again when picked up by another person and put to their ear. This message lasts for up to week or until spoken into again.
  13. 10: Mask of Spooky Ghosts - When you put on this white, porcelain mask, your voice echoes and sounds *spooky*.
  14. 11: Shovel of Mole Hills - A Small trowel that can fit in a jacket pocket that when used as a shovel, it can once per day mysteriously can shovel out a 10x10x10 cube of earth in under a minute.
  15. 12: Mr.Derbil's Cards of Infamy - A set of playing cards that when used for Poker never gives anything over pairs.
  16. 13: Survivalist's Tent - A Small tent, not even fit for a single medium creature, with a small iron chimney pipe. When propped up in the outdoors, holds ten bunk-beds, a wood burning stove, and a large chest for storage in a 10x20x10 room.
  17. 14: Airbreathing Fishbowl - A very small fishbowl that when filled with water can sustain the life of any creature that fits inside of it, even if they don't breath water. (For example, a rat would happily live inside without needing food, air, or water.)
  18. 15: Master Lock - A completely unpickable adamantine lock, except it accepts any key.
  19. 16: Wizard in a Bottle - A spray bottle that can spray an object and cast prestidigitation on it as a spell-like ability. It holds 10 sprays and regains one spray per day.
  20. 17: Beggar's Purse - A small coin purse that fills itself with 5 silver per day. However it can only hold 5 silver at a time.
  21. 18: Invisible Mirror - A small handheld, silver mirror that the onlooker can never see themselves in.
  22. 19: Mr.Derbil's Ring of Disguise - A small, fake pearl and tin ring that when worn shifts the user's gender until it's taken off. Warning - Mr.Derbil is not liable for permanent gender switching due to user error.
  23. 20: Feather of Falling - Once per day the holder of the feather can cause a creature or object within sight that's moving to not take or cause damage from the impact of a fall.
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  25. Series 2
  26. 1: Mr.Derbil's Wig of Many Hairs - A wig that tangles with the user's hair. With a spoken command it can change to the users thoughts to any hairstyle or any color. Warning - Mr.Derbil is not liable for loss of hair or permanency of the wig's hair styles and colors.
  27. 2: Emergency Dusters - A set of knuckle dusters that deal 1d4 Sleepy Damage. When they reach Sleepy Damage equal to their Max Health, they pass out for 8 hours, and if they are not harmed during so take a long rest if they can.
  28. 3: Bag of Mundanity - Three times per day you can pull out any item worth 1 or less gold from your bag. These items cannot harm or affect living things, immediately breaking and dissolving into magic, meaning foods, potions, and poisons are inactive, as well they can't be larger than 1 foot^3 (This includes long things such as poles or rope). It disappears at dawn of the next day.
  29. 4: Beginner's Guide to Magic: Volume 1 - A beginner's book of magic that allows the user to memorize a random wizard cantrip per day. The book shifts it's contents each day at dawn to the new spell, rolling a d6 to decide which it is. They do not actually utilize the magic themselves, instead casting it from the book and following the procedures of the spell. Any DC or bonuses are from the book, being a DC 13, and +5 respectively. (1:Firebolt 2:Friends 3:Mending 4:Blade Ward 5:Mage Hand 6:Dancing Lights) This item must be attuned to, and shares the level of the user for spells.
  30. 5: Boots of Hastened Water Walking - A pair of boots that can allow the user to step on water as if it were land, but they only last for 6 seconds and then deactivated until the next dawn. As they are deactivated, the wearer sinks and can't swim.
  31. 6: Amulet of Meteor Ward - A small cracked stone, charred and worn from years of weathering, revealing a speckled crystalline granite like structure underneath, held aloft by a worn string. Whenever the user would be hit by a meteorite, instead the stone shatters and reduces all damage that meteor would of done to 0.
  32. 7: Mr.Derbil's Knife Alarm - A small brass pocket watch that tells times adequately, but it's true function is that it rings out loudly, piercing the ears of anyone within 10 feet if a knife is brought within five feet of the Watch. A knife is any blade smaller than a foot.
  33. 8: Lightning in A Bottle - A bottle with a lightningbolt that zips around the glass. If the bottle is broken the lightningbolt zips out and travels in a random direction. 1d10 ~ 1 North, 2 NE, 3 E, 4 SE, 5 S, 6 SW, 7 W, 8 NW, 9 Upwards, 10 Self. It travels through units in a straight line 30 feet dealing 2d6 lightning damage to everything it passes through.
  34. 9: Jacket of Cold Weather - A fabulous jacket that protects from almost any cold weather condition, to near freezing temperature. As the user wears it, the area around them starts to snow within a five foot radius. That area gets increasingly colder by 5 degrees F every minute until it hits 0 degrees. Though they don't feel it due to the jacket.
  35. 10: Boots of Lava Wading - A pair of finely crafted boots with an obsidian like sheen. These boots are immune to the effects of lava and fire. (But don't provide that immunity to their wearers.)
  36. 11: Cthulhu's Nose Hair - A 1 foot long, small tentacle that squirms about. HP: ∞, Immune to all conditions and damage. The tentacle can't move around on it's own, having 0 movement. It doesn't need to eat, breath, or sleep, and can't be destroyed, even by a sphere of annihilation and is immune to the effects of the spell wish. If any creature touches it, it attempts to grapple that creature with a +10 to it's Athletics.
  37. 12: Cloak of Visibility: A white cloth cloak that conceals the body in a bright glow. This glow can be visible through 5 feet of stone and sheds 100 feet of bright light with 50 feet of dim light that goes through 5 feet of stone. If sneaking and the user succeeds they automatically fail instead. However, if they fail at sneaking, the enemy that spotted them is blinded for a turn and has disadvantage at attacking until the end of it's next turn.
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  47. Series 3
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