TEXT: Who Would Just 
  Leave This Stuff? 
  Adding Flavorful Loot to a Well-Furnished World 
   
  By James Eck 
  MindWeaveRPG 
   
  
  Who Would Just Leave This Stuff ? 
  I. 
  How to Use This 
  Tool 
  Do you draw detailed maps of internal 
  spaces and then freeze up when your players 
  ask what’s in the necromancer’s desk drawer or 
  the high priest’s hutch? Do your players insist 
  on 
  looking 
  through 
  the 
  other 
  furniture 
  presumably in the orc barracks after looting the 
  bodies and raiding the warlord’s chest? 
  The roll charts below can be used either at 
  the table or during session prep to generate 
  flavorful but ultimately low-impact items to 
  reward players for searching in clever places. 
  The items populating these little-remembered 
  treasure troves are intended to be flavorful, 
  adding color to the occupants of the space. 
  They are also intended to give your players a 
  sense of reward while in reality providing them 
  with knickknacks they will love trying to find a 
  good use for, despite rarely succeeding. 
  Step 1: Find the furnishing item that best 
  represents the one being searched/prepared. 
  Step 2: Determine on a scale from 0-100 how 
  exotic and/or magical the contents of the 
  location should be based on how it is used and 
  who uses it. A 0 means that all of the contents 
  are mundane and commonplace items, while a 
  100 means that all of the contents are magical, 
  exotic, and rare. (Examples: 0 for a kitchen 
  cabinet in a villager’s home, 25 for a hutch in 
  an apothecary’s laboratory, 50 for the study 
  table of an eccentric hermit, 75 for the hidden 
  cabinet in an ancient king’s drawing room, and 
  100 for a lockbox behind a false wall in a 
  powerful mage’s study.) 
  Step 3: Roll 1d100 plus the number chosen in 
  Step 2 on the table associated with the 
  furnishing the number of times suggested. If 
  the result doesn’t seem to fit your situation, 
  ignore or reroll it. If at any point you feel the 
  loot spot is full enough, stop rolling. If you 
  reach the end and think it could take some 
  more, go ahead and keep rolling. 
  In using this tool, keep in mind that these 
  goodies are intended to be extras to reward 
  players searching in overlooked places. Don’t 
  sweat it if the players run through the room 
  without a glance at the cabinetry. If they do 
  happen upon any of these treasure troves, keep 
  a keen eye out for opportunities for exotic loot 
  to become a nuisance to players who store it 
  carelessly. 
  II. 
  Furnishings 
  Gyrick burst into the room, Thadius and Adria 
  close behind. The lock on the chest at the foot of 
  the bed was broken. A portrait of the prisoner 
  princess lay against the wall, a hidden cavity 
  exposed where it once hung. Despairing, Gyrick 
  opened the chest to find it empty. “The stone 
  isn’t here. What are you doing, Thadius?” 
  Thadius had his head in a hutch, rummaging 
  through bottles there. “Whoever looted this place 
  missed some pretty good stuff. We should at 
  least check it out. Maybe they didn’t get the 
  stone.” 
  “I pray you’re right, Thadius,” Adria murmured, 
  herself searching a desk drawer. 
  A. Tables 
  Tables, workbenches, and desks typically 
  house items that are temporarily in use, 
  decorations that are always on display, and 
  tools that are used often enough to be kept out. 
  The furnishings in this section are generally 
  open spaces where player characters can see 
  items of interest, perhaps even in passing. 
  Clutter may require them to take a closer look 
  to discern any value in the treasure available 
  here. 
  When using these furnishings, be careful 
  not to hint too strongly that players should raid 
  the tables, but be conscious of how aware their 
  character is of their surroundings. Something 
  might catch their eye and inspire further 
  investigation, but they may also pass through 
  without a second glance and leave the 
  treasures behind. 
  Coffee Tables are a staple of homes opulent 
  enough to have a sitting room. They are 
  primarily populated by decorative items, some 
  
  of which may be very telling concerning the 
  nature of the occupant. 
  When in use, coffee tables may hold 
  beverages for immediate use. If beverages are 
  found, consider their age and temperature. If 
  still hot, the owner may be soon returning, but 
  if left longer, they will be cool or even partially 
  or wholly evaporated, leaving residue. Such 
  leavings are indicative that the occupant left in 
  too much of a hurry to clean up. 
  Number of Items: 3 
  1d100+0
  -100 
  Item 
  1-15 
  Cup of Stale Water 
  16-35 
  Floral Centerpiece 
  36-40 
  Hourglass, 1 hour 
  41-50 
  Saucer and Teacup with Tea 
  51-65 
  Book of Poetry 
  66-75 
  Bowl of Hard Candies in Paper 
  76-80 
  Wood Carving 
  81-85 
  Book of Sketches or Prints 
  86-90 
  Chess Set 
  91-100 
  Mug of Coffee 
  101-120 
  Shrunken Head 
  121-130 
  Teller Bones 
  131-150 
  Listening Shell 
  151-165 
  Disciplined Spring 
  166-180 
  Bowl of Merlinberries 
  181-185 
  Living Rock 
  186-195 
  Pleasing Paper 
  196-200 
  Flame Butterfly 
  Example: In the home of the archmage, 50, 
  “You climb through the window of the 
  Archmage’s home to see an empty sitting room 
  beyond. On a small table at the center of the 
  sitting room is a mug with steam rising from it. 
  A book lies open near a wrinkled, black 
  centerpiece.”  
  Countertops are used primarily for food 
  preparation and other daily tasks. Most 
  kitchens will have some space set aside for 
  such things, whether broad counters in a 
  manor kitchen or a small table in a peasant’s 
  cottage. A countertop in use probably indicates 
  the owner isn’t far away, though it could also 
  indicate 
  something 
  about 
  the 
  owner’s 
  personality for a dirty counter to be left before 
  going on a long journey. 
  In their role as workspaces, they house 
  frequently used items 
  alongside projects 
  currently in progress. If the counter in question 
  is not used primarily for food, a different table 
  might be more reflective of the intent (see Work 
  Benches). 
  Number of Items: 4 
  1d100+0
  -100 
  Item 
  1-10 
  Raw Beef Steak 
  11-20 
  Raw Chicken 
  21-30 
  Pulled Pork (In Preparation) 
  31-50 
  Salt and Pepper 
  51-55 
  Roasted Quail (In Preparation) 
  56-60 
  Turtle Stew (In Preparation) 
  61-75 
  Rack of Spices 
  76-85 
  Cutting Board and Knives 
  86-95 
  Measuring Utensils 
  96-105 
  Hourglass, 5 minutes 
  106-120 
  Flask of Unicorn Milk, 12 oz. 
  121-130 
  Dry Fish 
  131-140 
  Manticore Stew (In Preparation) 
  141-150 
  Raw Cockatrice 
  151-165 
  Bottle of Smoke Water, 8 oz. 
  165-180 
  Raw Dragon Steak 
  181-195 
  Raw Hydra Head 
  196-200 
  Pot of Terror Weed Pollen, 6 oz. 
  Example: In the dusty kitchen of a long-
  dead hermit, 20, “It seems no one has used the 
  kitchen in many years. As you search the 
  counter you find a cutting board and half 
  empty salt and pepper cellars. Nestled against 
  the wall at the back of the counter are a pair of 
  dark flasks. The liquid inside is white and full 
  of chunks. A putrid smell escapes when you 
  remove the cap and glance inside.” 
  Dining Tables are present in any place where 
  food is often consumed. Whether roughly built 
  from scrap wood with room for four settings or 
  artfully carved from mighty oak trunks with 
  settings for dozens, everyone needs to eat and 
  most homes have a specific place to do so.  
  Dining tables are typically empty between 
  meals 
  excepting, 
  perhaps, 
  a 
  decorative 
  centerpiece. During meals, all settings will have 
  a place set with food and cutlery, sometimes 
  left behind if the meal is left in a hurry or if the 
  owner is in the habit of leaving the table set. 
  When using this furniture piece, consider 
  choosing one food item and one drink item for 
  
  all settings and maybe one centerpiece if 
  appropriate. Note whether the food, if present, 
  is fresh, eaten, or spoiled. 
  Number of Items: 1-3 (Special, see above) 
  1d100+0
  -100 
  Item 
  1-20 
  Cup of Water 
  21-30 
  Beef Steak 
  31-40 
  Painted Crockery 
  41-50 
  Rotisserie Chicken 
  51-60 
  Mug of Beer 
  61-70 
  Pulled Pork 
  71-80 
  Floral Centerpiece 
  81-85 
  Roasted Quail 
  86-95 
  Glass of Wine 
  96-100 
  Turtle Stew 
  101-125 
  Music Box 
  126-140 
  Manticore Stew 
  141-150 
  Jerk Cockatrice 
  151-170 
  Stormbloom Petals 
  171-180 
  Dragon Steak 
  181-190 
  Cup of Unicorn Milk 
  191-200 
  Broached Hydra 
  Example: In the hall of the king, 30, 
  “Though everyone is distracted by the address 
  outside, the king’s table has already been set. 
  Turtle Stew is set in front of a dozen chairs; 
  each setting has a glass of wine. A music box 
  on the table quietly plays the king’s anthem.”  
  End 
  Tables 
  can 
  be 
  found 
  in 
  various 
  environments, whether beside a bed or at the 
  end of a bench. Their purpose is to provide a 
  platform for decorations and a surface on 
  which to place things meant to be used while 
  sitting on the adjacent furniture. 
  Given their generalized nature, end tables 
  can hold a wide variety of objects, though these 
  will not be perishable or temporary. These 
  items speak to what the occupant of the space 
  did in their free time. 
  Number of Items: 2 
  1d100+0
  -100 
  Item 
  1-15 
  Knitting Needles and Yarn 
  16-25 
  Wood Carving and Knife 
  26-45 
  Candlestick 
  46-55 
  Flower Vase 
  56-65 
  Chess Set 
  66-75 
  Book of Poetry 
  76-85 
  Journal and Writing Utensil 
  86-95 
  Hour Glass (30 minutes) 
  96-105 
  Music Box 
  106-115 
  Everash Pipe 
  116-125 
  Ghost Coin 
  126-140 
  Glimmering Thread 
  141-150 
  Helm of Crumpled Foil 
  151-160 
  Living Rock 
  161-170 
  Listening Shell 
  171-180 
  Pleasing Paper 
  181-190 
  Time Imbalanced Mirror 
  191-200 
  Stringless Marionette 
  Example: Beside a bench in a back room of 
  an ancient library, 25, “Upon searching the 
  room, you find on a small table a half-finished 
  wood carving with a knife beside it. A pipe full 
  of ash lies beside a pile of sooty discards.”  
  Grand Desks grace the studies, libraries, and 
  offices of the wealthy and industrious members 
  of any community. They are places of 
  administration, cluttered with ledgers, receipts, 
  notes, and books. 
  The documents and other items present on 
  the desk may provide a great deal of insight into 
  the business conducted by the occupant. Most 
  everything on this desk will be in the same 
  condition it was when left there. 
  Number of Items: 5 
  1d100+0
  -100 
  Item 
  1-15 
  Charcoal 
  16-25 
  Ledgers 
  26-40 
  Candlestick 
  41-55 
  Inkwell and Quill 
  56-65 
  Letter Opener 
  66-75 
  Seal and Wax 
  76-85 
  Abacus 
  86-95 
  Hourglass, 1 hour 
  96-105 
  Magnifying Glass 
  106-115 
  Magnet 
  116-130 
  Helm of Crumpled Foil 
  131-140 
  Teller Bones 
  141-150 
  Pleasing Paper 
  151-160 
  Listening Shell 
  161-170 
  Living Rock 
  171-180 
  Rabbit’s Luck 
  181-190 
  Shadow Watcher 
  191-200 
  Eyelash of a Goddess 
  Example: 
  A 
  gnomish 
  banker’s 
  desk, 
  abandoned when the dragon attacked, 20, “You 
  
  were told clues could be found in the 
  Gimblemind Bank, but having discovered all 
  the vaults empty, you search the desk of the 
  largest office you can find. A book of records 
  still lies open on the desk, spattered with ink 
  from the quill that lies across it. The inkwell 
  has been stoppered and may still be usable. An 
  hourglass and abacus stand against the edge 
  of the desk; beside them stands a helmet 
  roughly shaped (probably by hand) of metal too 
  thin to be any protection.” 
  Scribe’s Desks are more modest in nature and 
  serve a functional role for those doing the same 
  work day after day. People in this kind of 
  employ inevitably litter their desk 
  with little things with which to 
  fritter away the time. 
  Though documents present on 
  the desk may provide some insight 
  into the user’s work, they likely do 
  not provide a full picture. Consider 
  what kind of work was done here 
  and what snapshot a cog in that work 
  might have had. The knickknacks present 
  will lend color to the otherwise bland 
  character of the peon. 
  Number of Items: 4 
  1d100+0
  -100 
  Item 
  1-20 
  Charcoal 
  21-30 
  Notepaper 
  31-40 
  Candlestick 
  41-45 
  Spinning Top, Colorful 
  56-65 
  Inkwell and Quill 
  66-70 
  Jacob’s Ladder 
  71-80 
  Abacus 
  81-90 
  Hourglass, 30 minutes 
  91-95 
  Rope and Wood Puzzle 
  96-100 
  Pot of Hard Candies 
  101-115 
  Magnifying Glass 
  116-130 
  Magnet 
  131-140 
  Rabbit’s Luck 
  141-150 
  Live Mouse 
  151-165 
  Listening Shell 
  166-180 
  Lossless Top 
  181-190 
  Living Rock 
  191-100 
  Ghost Coin 
  Example: Desk of an apprentice enchanter 
  in an abandoned school of magic, 80, “You were 
  drawn to the desk by a soft keening coming 
  from a top that still spins, wobbling slightly. 
  For a moment you panic, thinking someone 
  might be here, but dust covers all but the circle 
  the top moves in. Under the coat of powder you 
  can see a magnifying glass beside a glass cage, 
  the bones of a small rodent inside. At the edge 
  of the desk a tangle of wood and rope lies 
  undisturbed.” 
  Work Benches are rough, well-used surfaces 
  where mechanical or chemical work takes 
  place, everything from carpentry to alchemy. 
  The items found here may be 
  frequently used tools on the 
  bench or parts for an ongoing 
  project. 
  Hidden 
  among 
  the 
  mess and clutter of daily 
  work, little treasures 
  will provide insight into 
  the kind of work going 
  on 
  here 
  and 
  indicate 
  whether projects were left in a hurry 
  or if what remains was too unimportant to 
  pack up. 
  Number of Items: 6 
  1d100+0
  -100 
  Item 
  1-15 
  Wood Shavings 
  16-25 
  Plane 
  26-35 
  Awl 
  36-50 
  Hammer 
  51-55 
  Brass Hinge 
  56-65 
  Metal Shavings 
  66-75 
  Metal File 
  76-83 
  Jar of Iron Ball Bearings (2d6) 
  84-93 
  Magnifying Glass 
  94-100 
  Pot of Copper Springs (2d4) 
  101-115 
  Magnet 
  116-125 
  Blast Marbles on a Tray (1d4) 
  126-135 
  Pot of Creeping Tar, 8 oz. 
  136-145 
  Frictionless Ball Bearing in 
  Fitted Leather Pouch 
  146-160 
  Disciplined Spring 
  161-175 
  Fire Starter 
  176-185 
  Jar of Squish Gel, 16 oz. 
  186-200 
  Cold Starter 
  Example: An old alchemist’s workshop, 
  100, “The burnt and gouged work surface is 
  cluttered with remnants. A spring sticks to a 
  magnet beside a tray of speckled spherical 
  
  rocks. A pot and jar at the back of the bench 
  hold 
  black 
  and 
  light 
  blue 
  materials 
  respectively, both highly viscous. A strange 
  device of unknown use teeters off one corner.” 
  B. Storage 
  Cabinets, shelves, and chests are found 
  everywhere and used to hold items of all sorts 
  when they’re not being used. Though some of 
  these containers may have locks, these locks 
  are not meant to do anything but deter casual 
  access to the contents. Nothing truly secret or 
  valuable will be trusted to the sole protection of 
  these locks. The primary protection against 
  theft these containers supply is ignorance as to 
  the contents. 
  When using these furnishings, it might be 
  appropriate to mention they are in the room, or 
  they might just fade into the scenery. If they are 
  mentioned, it should be in passing with no 
  implications of their contents (or at least much 
  less so than on tables). The players could easily 
  pass through without probing these pieces for 
  treasures. 
  Armoires are easily overlooked furnishings of 
  many opulent living quarters. They contain 
  mostly clothing, occasionally housing other 
  accoutrements of high society. 
  Clothing and other things in the armoire 
  will shed light on the style of the room’s 
  occupant. This is an opportunity to provide 
  insight into the culture and appearance of 
  current and/or ancient peoples in your world. 
  Number of Items: 5 
  1d100+0
  -100 
  Item 
  1-10 
  Straw Hat 
  11-25 
  Woolen Shirt and Trousers 
  26-40 
  Linen Dress 
  41-50 
  Brass Necklace and Medallion 
  51-60 
  Bottle of Olive Oil, 8 oz. 
  61-70 
  Coonskin Cap 
  71-85 
  Makeup Kit 
  86-95 
  Diamond Necklace 
  96-110 
  Elegant Dress 
  111-120 
  Peacock Feather Cap 
  121-130 
  Gemmed Diadem 
  131-140 
  Flying Squirrel Cape 
  141-150 
  Small Vial of Pheromone 
  Perfume, 2 oz. 
  151-160 
  Wyvern Feather Cap 
  161-170 
  Dryad Bark Cream 
  171-180 
  Gorgon Blood Rouge 
  181-190 
  Shifter Skin Boots 
  191-200 
  Vial of Psychochromatic Lice 
  Example: A guestroom in an ancient 
  palace, 20, “Neatly hung in the armoire are two 
  dresses, one elegant and one plain. Resting on 
  the floor of the armoire are a bottle of oil, a 
  makeup kit, and a box with a fine, diamond 
  necklace.” 
  Chests of Drawers are highly discreet places to 
  put things. Omnipresent in living quarters and 
  other rooms of both homes and workplaces, 
  various drawers can hide anything from clothes 
  to alchemical solutions. 
  The contents are mostly impossible to 
  ascertain without first looking, and most people 
  will pass them by without a second thought. 
  What is inside can be insightful into the 
  activities of the owner. 
  Number of Items: 6 
  1d100+0
  -100 
  Item 
  1-15 
  Woolen Shirt and Trousers 
  16-27 
  Linen Dress 
  28-40 
  Sewing Kit 
  41-50 
  Deck of Cards 
  51-60 
  Flask of Alcohol, 16 oz. 
  61-70 
  Loaded Dice 
  71-80 
  Makeup Kit 
  81-90 
  Silver Chain with Crest 
  91-100 
  Jar of Bug Repellent, 8 oz. 
  101-110 
  Gum Tree Sap Paper, 2 sheets 
  111-120 
  Fire Silk Sash 
  121-130 
  Small Vial of Pheromone 
  Perfume, 2 oz. 
  131-140 
  Ball of Superkinetic Rubber 
  141-150 
  Pouch of Basilisk Eggshell 
  Powder, 8 oz. 
  151-160 
  Hungry Coin 
  161-170 
  Gorgon Blood Rouge 
  171-180 
  Agglomerate Egg 
  181-190 
  Vial of Psychochromatic Lice 
  191-200 
  Hand of Glory 
  Example: In the common area of an 
  abandoned thieves’ guild hideout, 40, “You 
  search through the drawers, finding in one a 
  
  deck of cards and pair of dice. In another, a 
  rubber ball rests on four sheaves of waxy 
  paper. Three drawers are empty, but the last 
  contains a flask of something sloshy.” 
  Curio Cabinets leave their contents at least 
  partially visible through the glass panes in the 
  door. Though their intent is primarily to hold 
  dishes and cutlery, they can also hold other 
  items meant for display. 
  The decorative items on display speak to the 
  personality of the occupants. Passing people 
  who are very attentive may notice valuables, 
  but it is easy to assume the cabinet is like any 
  other they’ve seen. Curio cabinets may be 
  locked, and glass panes may be broken. 
  Number of Items: 4 
  1d100+0
  -100 
  Item 
  1-20 
  Porcelain Dish Set 
  21-35 
  Dried Flowers 
  35-50 
  Pitcher of Water 
  51-60 
  Candlesticks 
  61-70 
  Painted Crockery 
  71-80 
  Jar of Hard Candies 
  81-90 
  Silver Platter 
  91-100 
  Music Box 
  101-105 
  Shrunken Head 
  106-115 
  Teller Bones 
  116-125 
  Stormblood Petals (2d4) 
  126-140 
  Dry Fish 
  141-155 
  Time Imbalance Mirror 
  156-165 
  Stringless Marionette 
  166-175 
  Agglomerate Egg 
  176-185 
  Hand of Glory 
  186-195 
  Zephyr Feather 
  196-200 
  Eyelash of a Goddess 
  Example: In the entry hall of the 
  duchess, 20, “Through the windows 
  of the cabinet you can see a 
  bouquet of dried flowers beside a 
  large 
  plate 
  painted 
  with 
  the 
  family’s crest. On the shelf above, 
  several large purple petals rest on 
  a silver tray.” 
  Closets may have the security of being 
  locked, perhaps with a solid door that is hard 
  to break. However, exploring parties are far 
  more likely to investigate a closed door than an 
  article of furniture. Once on the path, they will 
  surely be dedicated enough to overcome the 
  lock or door. The exception is closets behind 
  hidden doors which may not be noticed. 
  Closets have a high capacity and a high 
  variety and can be treasure troves of both loot 
  and clues as to how the adjoining room was 
  used. Imagine how the items tell a story. 
  Number of Items: 6 
  1d100+0
  -100 
  Item 
  1-10 
  Wool Trousers and Shirt 
  11-20 
  Linen Dress 
  21-30 
  Decanter of Brandy 
  31-45 
  Weapon (as appropriate) 
  46-55 
  Snuff Box of Tobacco, 8 oz. 
  56-65 
  Riding Boots 
  66-75 
  Opium Pipe and Lamp, 4 oz. 
  75-95 
  Gentleman’s Suit or Fine Dress 
  96-105 
  Fire Silk Sash 
  106-120 
  Flying Squirrel Cape 
  121-130 
  Stone Box of Fire Ant Eggs, 6 oz. 
  131-140 
  Cauterized Troll Finger 
  141-150 
  Flask of Unicorn Milk, 16 oz. 
  151-160 
  Pouch of Blast Marbles (2d4) 
  161-170 
  Flask of Unicorn Blood, 8 oz. 
  171-180 
  Flask of Cockatrice Yolks, 8 oz. 
  181-190 
  Shifter Skin Boots 
  191-200 
  Vial of Vampire Blood, 4 oz. 
  Example: A secret closet in a palace sitting 
  room, 30, “Behind a moving panel you find a 
  small closet. There’s a stuffy smell inside, and 
  you find a snuff box full of tobacco on one shelf. 
  Another shelf holds a small crossbow, loaded 
  but rusted by time. An opium pipe is hidden 
  behind a small panel, wrapped in a sash of 
  vibrant red cloth. Hanging on a pair of pegs just 
  inside is a longsword of fine craftsmanship, 
  riding boots tucked beneath it.” 
  Footlockers are unobtrusive and 
  often 
  ubiquitous 
  in 
  barrack 
  environments. They may also be 
  present in homes. Footlockers will 
  usually have some kind of lock, 
  ranging 
  from 
  simple 
  skeleton 
  keyholes to complex puzzle locks. 
  Footlockers are reserved for the 
  owner’s most precious things, since they are 
  both close and secure. Whether in a home or a 
  
  barracks, these personal effects expose the 
  interests of the owner. 
  Number of Items: 4 
  1d100+0
  -100 
  Item 
  1-10 
  Hobnailed Work Boots 
  11-30 
  Journal and Pencil 
  31-50 
  Weapon (as appropriate) 
  51-60 
  Sewing Kit 
  61-70 
  Jacob’s Ladder 
  71-80 
  Pair of Loaded Dice 
  81-90 
  Book of Scripture 
  91-100 
  Snuff Box of Tobacco, 8 oz. 
  101-110 
  Glimmering Thread 
  111-120 
  Cowing Bell 
  121-145 
  Rabbit’s Luck 
  136-145 
  Stone Box of Fire Ant Eggs, 6 oz. 
  146-155 
  Hungry Coin 
  156-165 
  Pouch of Salamander Scat (1d4) 
  166-175 
  Stringless Marionette 
  176-185 
  Jar of Squish Gel, 8 oz. 
  186-195 
  Shifter Skin Boots 
  196-200 
  Shadow Watcher 
  Example: In the room of the captain of the 
  guard, 18, “With the lock picked, you open the 
  chest to find a messer lying diagonally across a 
  weathered book bound in leather. Tucked in 
  either corner are a dark, trapezoidal bell and a 
  wooden box with a latch. In the box are a needle 
  and thread.” 
  Kitchen Cabinets fill the walls of most 
  kitchens, containing the ingredients and tools 
  of the kitchen. Someone looking for food might 
  consider them worth looting, but otherwise 
  they will be passed over for places more likely 
  to contain treasure. That said, certain kitchens 
  will fill the cabinet shelves with rare and potent 
  ingredients for more exotic dishes. 
  These cabinets have the potential to provide 
  the party with volatile and strange substances 
  that speak to the tastes of the diners the 
  kitchen serves. 
  Number of Items: 4 
  1d100+0
  -100 
  Item 
  1-20 
  Pot of Flour, 24 oz. 
  21-35 
  Bottle of oil, 16 oz. 
  36-45 
  Salt and Pepper 
  46-60 
  Dining Set 
  61-70 
  Jar of Honey, 8 oz. 
  71-80 
  Skillet 
  81-90 
  Cast Iron Pot 
  91-100 
  Rack of Spices 
  101-110 
  Bottle of Wine, 24 oz. 
  111-125 
  Envelope of Matches (3d6) 
  126-135 
  Iron Chest of Rat Poison, 4 oz. 
  136-150 
  Dry Fish 
  151-160 
  Bottle of Smoke Water, 8 oz. 
  161-170 
  Fire Starter 
  171-180 
  Stasis Jar 
  181-185 
  Cold Starter 
  186-195 
  Pot of Terror Weed Pollen, 8 oz. 
  196-200 
  Flask of Unicorn Milk, 16 oz. 
  Example: In the home of an eccentric 
  hermit mage, 100, “Digging through the cabinet 
  in the kitchen, you find maybe a dozen matches 
  in an envelope, a jar of what looks like raw 
  crawfish, a small bottle full of a dark, swirling 
  liquid, and a clay pot filled with acrid smelling 
  spores.” 
  Open Shelving can be present anywhere, but 
  usually in places of great utility where work 
  items can be displayed openly without concern 
  for the aesthetic effect they have on the room. 
  Anyone passing with a keen eye will likely take 
  notice of any potential valuables kept there. 
  While the user of the shelves most likely has 
  no inhibitions about others seeing the contents 
  of the shelves, they can be revealing as to the 
  nature of the work done in the room. Consider 
  whether the contents suit the function of the 
  room. 
  Number of Items: 4 
  1d100+0
  -100 
  Item 
  1-15 
  Pot of Tallow, 8 oz. 
  16-25 
  Hanging Dried Flowers 
  26-30 
  Candlestick and Candle 
  31-40 
  Oil Paint Set (2d4 colors) 
  41-50 
  Beaker of Acid, 8 oz. 
  51-65 
  Hourglass, 1 minute 
  66-80 
  Magnifying Glass 
  81-90 
  Pot of Bug Repellent, 8 oz. 
  91-100 
  Magnet 
  101-110 
  Disciplined Spring 
  111-120 
  Frozen Giant Firefly 
  121-130 
  Pouch of Salamander Scat (1d6) 
  131-145 
  Pot of Creeping Tar, 16 oz. 
  146-155 
  Flame Butterfly 
  
  156-165 
  Agglomerate Egg 
  166-170 
  Cauterized Troll Finger 
  171-180 
  Engorged Leech 
  181-190 
  Larva of Reciprocity 
  191-200 
  Shadow Watcher 
  Example: In a sharecropper’s shed, 0, “A 
  wooden candlestick teeters as you feel along 
  the dark shelf. Your hand brushes the 
  crackling petals of some dry flowers as you 
  reach for a light. The light reveals a pot full of 
  something viscous and waxy and a second pot 
  filled with a gel with an acrid smell.” 
  C. Hidden Cache 
  Sometimes things are so taboo or valuable 
  they must be secreted and secured from even 
  those searching for such sensitive materials. 
  Hidden caches come in a variety of shapes and 
  forms, though they are usually small, often 
  hiding a single item. The larger the cache, the 
  more likely it is to be found. 
  The very existence of secret hiding places in 
  a locale has colorful implications for the 
  occupant of the space. Though the players will 
  have to really search to find these treasures, 
  they will be very telling as to the hidden 
  character of the owner, as they are precious 
  and possibly private to them. 
  Hollow Sections in books, table legs, and other 
  furniture are perfect for hiding little-used but 
  highly sensitive items from both the casual 
  observer and prying eyes. A concerted search 
  will usually be necessary to find where an item 
  is too light or its screws too stripped. 
  Since frequent access to these hiding 
  spaces has the potential to belie their 
  hiddenness, 
  they 
  will 
  usually 
  contain 
  something the owner wanted to keep on hand, 
  but didn’t intend to use except under special 
  circumstances. 
  Number of Items: 1 
  1d100+0
  -100 
  Item 
  1-30 
  Pouch of Coins (various) 
  31-50 
  Love Notes 
  51-60 
  Promissory Note 
  61-70 
  Treasure Map 
  71-80 
  Pouch of Snuff, 2 oz. 
  81-85 
  Signet Ring 
  86-95 
  Land Deed 
  96-105 
  Envelope of Precious Gems 
  106-130 
  Ball of Superkinetic Rubber 
  131-150 
  Vial of Fire Ant Eggs 
  151-165 
  Blast Marbles (1d4) 
  166-180 
  Small Vial of Pheromone 
  Perfume, 2 oz. 
  181-190 
  Hungry Coin 
  191-200 
  Vial of Vampire Blood, 2 oz. 
  Example: Hollow book: A Life of Passion in 
  a mage’s library, 70, “Curious, you take the 
  battered book off the shelf. It rattles, and you 
  open it to find a hollowed-out section 
  containing a vial of small, vibrant-red balls.” 
  Loose Floorboards, bricks, and tiles can be 
  common in aging buildings and aren’t hard for 
  a paranoid person to create if willing. These 
  spaces can be accessed easily while remaining 
  reasonably discreet, making them ideal for 
  sentimental items the owner likes to fiddle with 
  or stare at from time to time. 
  The history, life, and paranoia these little 
  hideaways lend to a space make them very 
  useful for telling a story. Consider what it 
  means about the steward of an ancient king 
  that she kept a pair of explosive marbles under 
  the floorboard beside her bed.  
  Number of Items: 1-2 
  1d100+0
  -100 
  Item 
  1-15 
  Rag Doll 
  16-35 
  Pouch of Coins (various) 
  36-50 
  Journal and Pencil 
  51-60 
  Pressed Flower 
  61-70 
  Pouch of Marbles 
  71-80 
  Wooden Boat 
  81-90 
  Flask of Whiskey 
  91-100 
  Jeweled Ring 
  101-115 
  Magnet 
  116-120 
  Blood-Caked Knife 
  121-135 
  Disciplined Spring 
  136-150 
  Gum Tree Sap Paper, 2 sheets 
  151-160 
  Frictionless Ball Bearing 
  161-170 
  Rabbit’s Luck 
  171-180 
  Living Rock 
  181-190 
  Gorgon Blood Rouge 
  191-200 
  Zephyr Feather 
  Example: The room of a young prince, 30, 
  “You pry up the loose floorboard to see the 
  hollow 
  space within. 
  There, 
  among 
  the 
  
  cobwebs, is a pouch, containing a compressed 
  spring and a half-dozen glass marbles.” 
  Safes hidden in walls and floors are a classic 
  trope that imply a character has something to 
  hide. Tucked behind a portrait or under a rug, 
  their location alone can speak to the attitude of 
  the owner. The contents are always valuable, 
  often in both a monetary and sentimental 
  sense, and are guarded accordingly, both with 
  secrecy and the security of complex locks and 
  a metal box. 
  Number of Items: 3 
  1d100+0
  -100 
  Item 
  1-30 
  Journal 
  31-50 
  Ledgers 
  51-70 
  Wooden Chest of Coins (various) 
  71-80 
  Ancestry Documentation 
  81-90 
  Will 
  91-100 
  Land Deed 
  101-120 
  Ancient Text 
  121-150 
  Helm of Crumpled Foil 
  151-170 
  Living Rock 
  171-190 
  Hungry Coin 
  191-200 
  Eyelash of a Goddess 
  Example: Behind a portrait in the duke’s 
  study, 30, “Having opened the safe, you look in 
  to see a massive leather-bound book. On top of 
  it is a rough metal helmet. A single sheet of 
  paper sticks to the book’s back cover.” 
  D. The Floor 
  The floor eventually becomes home to 
  everything left without a steward. Whether a 
  shelf has collapsed on one side, a table has 
  been upended, or a cabinet has been swept out, 
  items strewn across the floor tell the story of 
  what’s happened in the room. 
  Items on the floor are more likely to be 
  damaged or broken. If they have been there 
  long, others passing through the area may have 
  disturbed them further since they were 
  dropped there. Though things on the ground 
  are easy to see, they are also easy to discount. 
  Unless the players specifically take a closer 
  look at the garbage scattered under and around 
  aged and broken furniture, they could easily 
  pass the items by without any consideration. 
  Floor items also make for an appropriate 
  reward when the party defeats a dark dungeon 
  denizen with no logical reason to have loot of 
  its own. Whether it has moved in recently or 
  lacks the intelligence to be concerned with 
  sweeping, the creature can be occupying the 
  space without taking stock of the bounty the 
  previous occupant left behind. 
  Number of Items: 1d4 per disturbed article of 
  furniture in a given room. 
  1d100+0
  -100 
  Item 
  1-10 
  Scuffed and Crumpled Papers 
  11-20 
  Empty Cup, Possible Puddle 
  21-27 
  Broken Pottery, Painted 
  28-35 
  Spoiled Food 
  36-45 
  Trampled Flowers 
  46-52 
  Cracked Beaker of Acid, 6 oz. 
  53-60 
  Scattered Marbles (2d4) 
  61-68 
  Spilled Inkwell and Quill 
  69-77 
  Scattered Hard Candies 
  78-86 
  Damaged Book of Poetry 
  87-94 
  Broken Hourglass 
  95-102 
  Scattered Chess Set 
  103-112 
  Scattered Teller Bones 
  113-121 
  Spilled Pot of Creeping Tar, 4 oz. 
  122-129 
  Everash Pipe, Pile of Ash 
  130-138 
  Scattered Blast Marbles (1d4-1) 
  139-147 
  Rabbit’s Luck 
  148-156 
  Cauterized Troll Finger 
  157-165 
  Cracked Beaker of Squish Gel,  
  4 oz. (expands if stepped on) 
  166-175 
  Living Rock, Face Down 
  176-184 
  Time Imbalanced Mirror 
  185-193 
  Cracking Agglomerate Egg 
  194-200 
  Hand of Glory 
  Example: Bookkeeper’s office at an ancient 
  college, 20, “The small room is littered with 
  detritus, probably mostly from the overturned 
  desk and the wall shelf that now hangs from a 
  single peg. Sand swirls among broken glass as 
  a breeze through the door disturbs the long-
  vacant room, ruffling the feather of a quill and 
  scattering dried and crushed flower petals. As 
  you step into the room, a muffled voice speaks 
  from beneath you, becoming clearer when you 
  lift your foot.” 
   
  
  III. Contents 
  A variety of potions, knickknacks, and other 
  treasures, both magical and mundane, can fill 
  the shelves of everyone from the queen of an 
  ancient kingdom to the old crone living alone in 
  the woods. 
  Abacus-An entirely mundane calculation and 
  accounting tool. It could be beads on wooden 
  rods or stones moved in grooves on a stone 
  plane, but the general principle is the same. 
  Agglomerate Egg-Agglomerate eggs grow out 
  of the earth, containing errant life-force that 
  did not find birth. This life force waits, 
  dormant, until the egg find itself amid a clutter 
  of inert material. At this opportunity the egg 
  hatches and the life essence seeps into the 
  surrounding material, forming a body 
  of the lifeless furniture, 
  weapons, and tools. 
  This body will have 
  only 
  rudimentary 
  motor functions and 
  other abilities, but 
  will do its best to 
  possess the tools of 
  defense 
  and 
  predation. 
  The characteristics 
  of 
  the 
  hatched 
  agglomerates depend heavily 
  on what items it was able to absorb during 
  formation. Weapons form the teeth and claws 
  of the beast, and these attacks deal damage 
  accordingly. Other equipment may be used to 
  wield the incorporated weapons with greater 
  power and precision, to protect vital portions of 
  the organism, or to facilitate movement. This 
  movement 
  is 
  often 
  clumsy 
  and 
  most 
  agglomerates will hunt exclusively by stealth, 
  appearing to be a pile of equipment and striking 
  at those that approach. 
  If the egg is broken before it can hatch, a 
  glimmering cloud emerges, hovering low to 
  rejoin the earth. 
  Ball of Superkinetic Rubber-This rubber ball 
  gains speed with every hard surface it strikes. 
  Though when soft surfaces give way and hard 
  surfaces break, the ball loses some of its 
  accumulated energy, it is not uncommon for 
  these rubber balls to accelerate until they have 
  destroyed themselves if the user is not careful. 
  Very high quality samples may as much as 
  double the speed, but more commonly the 
  increase will only be 10% per bounce. 
  Basilisk Eggshell Powder-A coarse-grained 
  powder with a grey and brown hue. When in 
  contact with stone, it fuses into the rock, taking 
  on its properties and expanding to produce a 
  natural appearance. The powder has magical 
  density and a single ounce is enough to create 
  a cubic foot of limestone. On harder, denser 
  rock, it produces less volume. 
  The 
  grains 
  bond 
  instantly to stone on 
  contact but take an 
  hour to fully expand to 
  a 
  cubic 
  foot. 
  The 
  growth is somewhat 
  irregular, but tends to 
  follow 
  the 
  shape 
  of 
  existing rock such that 
  several 
  ounces 
  poured 
  across a corridor would 
  not form a vertical wall, 
  but rather a mound.  
  Basilisk eggshell powder is prized 
  by sculptors who can use it to 
  repair mistakes with no evidence and to a 
  lesser extent for fusing together blocks or 
  covering stonework for a living rock aesthetic.  
  Blast Marbles-These pock-marked spheres of 
  stone are the product of natural magic, growing 
  in rare parts of the world without coaxing. 
  Upon striking a hard surface with any amount 
  of speed or a soft surface at high speed, they 
  explode violently. The sound of the explosion is 
  enough to temporarily deafen anyone within 5 
  feet and the dust cloud produced has a radius 
  of roughly 5 feet. The explosion is forceful 
  enough to embed shards of the marble in bare 
  skin up to 5 feet away, but while painful, the 
  damage is only superficial. 
  Broached Hydra-Hydra head is served after a 
  careful puncture is made to the poison glands 
  allowing the poison to drain while the head is 
  baked at high temperature. There is little point 
  
  to seasoning the head, since the meat itself has 
  a sickly sweet flavor punctuated by the sharp 
  spiciness from absorbed venom. The delicacy is 
  believed to confer poison immunity and fast 
  healing to the consumer. For this reason it is 
  commonly demanded by those paranoid of 
  people trying to poison them, as it is effectively 
  an unpoisonable meal. 
  Bug Repellent-A wide variety of concoctions 
  can repel bugs. Depending on the composition 
  of the repellent, these concoctions can have 
  widely varying performance in both potency 
  and duration. Determine what kinds of vermin 
  the people who occupied the space would 
  develop the ability to deter. Consider if their 
  lifestyle would encourage them to value 
  duration. Do they have the resources to achieve 
  all their bug repelling goals or would they have 
  to make compromises? 
  Cauterized Troll Finger-After being severed 
  from its original owner, this twisted, hairy digit 
  was burned on the fleshy end to prevent it 
  growing back into a troll. Whatever the reason 
  the second owner had for keeping such a 
  gruesome trophy, he will likely have kept 
  scissors or a cigar cutter nearby for cutting the 
  brunt end off in order to grow a new troll from 
  the finger. If done correctly, a new finger may 
  grow from the clipped stub. 
  Chess Set-Ask yourself whether a chess set fits 
  in your setting or if it should be another game 
  such as Go, Xiangqi, Arimaa, Checkers, or a 
  game of your own invention. Also consider the 
  quality of the set. Are they rough pieces of stone 
  with symbols etched on them, crude jade 
  carvings, fine marble statuettes, or exquisite 
  golden figures? Are pieces missing? Maybe 
  proxied with pieces from another set, stones of 
  about the right size, or even a slip of paper with 
  a drawing of the missing piece? How used and 
  worn is the set? Has it never been touched or 
  does it see daily use? Another opportunity for 
  flavor is the current game state on the board. 
  Is the board carefully set for the start of a new 
  game? Or is there a game half-finished in 
  progress? Or does one king lay face down, 
  checkmated? 
  Cockatrice Yolks-The thick, green poultice 
  created by scrambling cockatrice yolks has 
  incredible healing properties. Even when fresh, 
  it has a putrid smell. As it ages, the smell 
  worsens and the healing powers become more 
  potent. The day the eggs are cracked the yolks 
  can heal most sicknesses with an ounce swig. 
  After a century of aging, the yolks will have 
  grown potent enough that a simple anointing 
  with a thin film of the potion can cure 
  petrification. 
  Cold Starter-These magical implements come 
  in various forms, but the principle is the same. 
  When activated, the cold starter emits a small 
  blue flame that sucks the heat from the air 
  around it. This cold flame can catch onto stone 
  igniting a similar flame with the same cooling 
  effect that may spread to adjacent stones. 
  While the flame burns the affected stones 
  slowly heat. When they melt, the cool flame 
  goes out. This usually takes about an hour. 
  Pick a shape for the cold starter that suits 
  either the function or the owner. They are 
  usually made of metal. 
  Cowing Bell-This unassuming trapezoidal bell 
  is not made of any mundane tin. The toneless 
  ring of this bell can be distinctly heard from a 
  far way off. Any cattle who hear immediately to 
  come running to the location of the ringing. 
  Creeping Tar-Visually indistinguishable from 
  common tar found in natural tar pits, this tar 
  has life to it that might be sensed by those 
  attuned to nature. When the creeping tar 
  comes in contact with a living organism, it 
  sticks with incredible tenacity and spreads 
  itself thin over the surface of the victim 
  creature. This behavior is predatory in nature, 
  meant to fully enclose small creatures and 
  consume 
  them. 
  Larger 
  creatures, 
  like 
  humanoids, will not be completely enclosed but 
  may find a hand or other appendage encased in 
  the sticky tar. Of course, if the coated area is 
  the face, the tar may still succeed in killing its 
  prey. Each ounce of tar is capable of coating 
  roughly a square foot of skin. 
  Disciplined Spring-Whether by magic, deific 
  blessing, or a miracle of nature, this seemingly 
  mundane metal spring is trained to accept a 
  command to stay coiled and a second 
  command to uncoil. The spring has a 25% 
  chance of being found inexplicably coiled. 
  
  There is a 75% chance that a paper with the 
  command words written on it can be found 
  nearby. For those without such a paper, there 
  is a 20% chance the spring is especially well 
  trained and can accept any command to stay 
  coiled and the same repeated command to 
  uncoil. 
  Dragon Steak-A particularly difficult delicacy 
  to obtain in civilized areas where dragons have 
  been stricken from the land, this grilled slab of 
  dragon flesh is a favorite among uncouth 
  warriors and rulers on the edge of the 
  wilderness where such creatures can still be 
  found. Despite the indescribably savory flavor 
  of this meat, it is rarely eaten in polite company 
  because of the way the meat induces roaring 
  belches in the eater. Some call it the dragon's 
  roar and it is considered a signal of power 
  granted for having killed a dragon. 
  Dry Fish-A fish dried to the point of being 
  scales stretched over bone, these rare products 
  of nature remain in tidal pools after they have 
  dried out. The exact conditions that lead to 
  their creation are unknown, but they can be 
  recognized by the fact that water does 
  not remain at all in their pool after the 
  tide has gone out. Due to their 
  inexplicable 
  ability 
  to 
  absorb 
  moisture from their environment, 
  these fish are sometimes kept in 
  places where moisture is not 
  desired to help keep them dry. 
  They can absorb as much as a 
  gallon of water per hour. 
  Dryad Bark Cream-Made from 
  the bark of a dryad’s home, this 
  cream has the power to restore 
  and 
  maintain 
  a 
  youthful 
  appearance in mortals when 
  rubbed into the skin. 
  Engorged Leech-Why would 
  anyone keep a bloated leach 
  around? Perhaps because of the origin of 
  the blood within. Whether it is the blood of an 
  adventurer, a politician, or a demigod, surely 
  the owner had a reason for keeping the 
  insectoid sack of blood around. 
  Everash Pipe-A stylish tobacco pipe by all 
  appearances, this pipe is little use for smoking 
  because the user will find it always full of ash. 
  No matter how the pipe is tapped out, it will 
  always produce more ash, but only at the rate 
  ash would normally be produced from a full 
  pipe. 
  Eyelash of a Goddess-This remarkably long 
  eyelash, literally that of a goddess, is carefully 
  preserved in a fine glass case. When held on a 
  finger and blown away, the lash scatters into 
  sparkling dust and vanishes. If the blower has 
  a wish firmly in mind while doing this, the 
  goddess will feel obligated to grant the wish, 
  though she will only do so if she considers it 
  appropriate and she may expect a favor in 
  return. Beware the fury of a goddess scorned. 
  Fire Ant Eggs-Despite the danger of harvesting 
  them from the fiery nests of fire ants, these eggs 
  are a highly sought-after psychotropic chew 
  drug. The thrill of fire that fills the user wildly 
  increases moral, making him unstoppably 
  passionate about whatever task comes to mind. 
  The side effects of fiery flatulence and belching 
  might seem too high a price to pay, but 
  the accompanying addiction spurs 
  users to put up with them.  One ounce 
  lasts one hour. 
  Fire Silk-Spun by fire silk worms, 
  this material is highly sought after 
  for its vibrant red color. The 
  material 
  is 
  also 
  completely 
  resistant to fire, though due to the 
  expense of creating it, it is rarely 
  used in enough quantity to make 
  use of this property. 
  Fire 
  Starter-Whether 
  in 
  the 
  shape of a dragon, a flower, or a 
  discreet metal box, this magical 
  implement emits a small flame 
  when activated. This flame is hot 
  enough to ignite dry wood. 
  Flame Butterfly-These butterflies made of 
  flame are beautiful and entrancing to watch as 
  they flit about their small jar. The jar lets off a 
  subtle heat. If released, the flame butterfly will 
  move about erratically, igniting anything 
  flammable in the vicinity. 
  
  Flying Squirrel Cape-A cape made from the 
  gliding flaps of a giant flying squirrel or, less 
  often those from dozens of normal-sized flying 
  squirrels. The cape billows freely behind the 
  wearer as if lifted by a wind. 
  Frictionless Ball Bearing-Once pushed, this 
  ball bearing will roll along a flat surface until 
  reaching something that stops it. Despite the 
  great difficulty in making such a device, it is 
  generally little more than a toy. 
  Frozen Giant Firefly-Frozen by magic, the 
  giant firefly can be thawed either by being set 
  beside a fire or tenderly rubbed awake. Once 
  awake, the firefly will be disoriented and stiff, 
  but will soon start to fly at its will, glowing 
  brightly. 
  Ghost Coin-By all appearance a normal coin, 
  usually of large denomination, this coin is 
  psychically linked to the holder such that when 
  the holder attempts a trick of sleight of hand 
  involving the coin, the coin projects an illusion 
  of itself doing what the user meant to pretend 
  to do. This could include flipping into a beggar's 
  hat, tumbling down a flight of stairs, or merely 
  lying on a table. The illusion includes sound 
  and endures for 10 seconds. 
  Glimmering Thread-This spool of fine thread 
  glows softly. The light is enough to see a line of 
  the thread in the dark. Clothing made using it 
  shimmers and shines, casting the wearer in a 
  halo of light just bright enough to give an 
  impression of energy and glory. Though more 
  expensive than normal thread, it is not 
  uncommon for highly affluent spinstresses to 
  use this glorious thread for their hobby work. 
  Gorgon Blood Rouge-Infused with the blood of 
  a gorgon, this inconspicuous tube of lip rouge 
  can be used safely to color lips a vibrant red as 
  long as care is taken not to lick the lips or wipe 
  them with bare skin. The rouge is inert during 
  the first five minutes after application, but after 
  this time if it touches bare skin the entity 
  touched will succumb to total paralysis within 
  seconds. The paralysis endures an hour or so. 
  Gum Tree Sap Paper-These sheets of paper are 
  coated in a sticky sap with thin films of 
  beeswax protecting it from the paper and the 
  air. A user can rub away the top layer of wax 
  until the sap begins to adhere to his bare hand 
  or other surface. The waxed paper can then be 
  pulled away, leaving the sap on the target 
  surface. At this point, anything touched will 
  stick to the target surface well enough to tear 
  paper. This has whatever incidental effects 
  make sense, including making it difficult to 
  apply the sap to the other hand. When properly 
  applied, the sap gives +2 per hand prepared to 
  climb checks up to 20 feet of climbing 
  (assuming a relatively clean surface that 
  doesn’t dirty the sap more quickly). The sheets 
  of paper must be transported with care, since 
  accidental abrasion of the wax can result in the 
  sap sticking to whatever it touches. 
  Hand of Glory-Made from the dried and 
  pickled hand of a murderer, specifically the 
  guilty hand. The hand grips a candle made 
  from the fat of the same murderer with a wick 
  of the malefactor’s hair. When the candle is lit, 
  it sheds light as a normal candle but visible 
  only to the holder of the hand. Furthermore, 
  anyone the hand is held out toward within 10 
  feet will be paralyzed with fear whether or not 
  they can see the hand. When found, the candle 
  has a burn time of 1d6+1 hours remaining. 
  Helm of Crumpled Foil-This helmet of thin tin 
  can be crumpled with bare hands and provides 
  no real protection in physical combat. It does, 
  however, provide a flawless defense against 
  mind reading and other intrusions into the 
  mind of the wearer. The truly paranoid may 
  keep such a helmet in a place where they allow 
  themselves to address secret and important 
  thoughts to ensure no one is stealing those 
  thoughts. 
  Hungry Coin-This standard coin, probably of 
  low value, has been enhanced by magic. 
  Though potentially of ancient or foreign origin, 
  the coin otherwise shows no sign of having any 
  unusual properties. When in contact with other 
  coinage, the Hungry Coin sucks them into itself 
  at a rate of 1 per minute. This does nothing to 
  increase the weight of the coin. The absorbed 
  coins can be removed by shaking the Hungry 
  Coin firmly, producing 1d4 coins per shake in 
  random order. 
  Jacob’s Ladder-A child’s toy created by 
  cleverly wrapping ribbons or string across 
  
  square slabs of wood. It is surprisingly 
  satisfying to play with. 
  Jerk 
  Cockatrice-Though 
  cockatrice 
  meat 
  naturally has a powerful tang, it is traditionally 
  prepared with a dry rub of potent spices to 
  make the aftertaste more tolerable. It is said 
  that eating the flesh of the cockatrice prevents 
  bleeding. In some cultures, disputes to be 
  resolved by combat are preceded by a shared 
  meal 
  of 
  cockatrice 
  meat, 
  allowing 
  both 
  combatants a strong chance of surviving the 
  ordeal. 
  Larva of Reciprocity-Eating this small and 
  repulsive grub provides the consumer 
  with 1 hour during which any attacks 
  against him damage the attacker 
  rather than himself. The effect is 
  bidirectional 
  in 
  that 
  if 
  the 
  consumer hits someone during that 
  hour, he feels the damage and the pain. 
  Highly uncommon, they are valued as a 
  protection against muggers as well as in rituals 
  of empathy. 
  Listening Shell-This large sea shell allows the 
  user to hear the ocean crashing against the 
  coast when held against their ear. Exactly 
  which part of the coast is heard is determined 
  by where the shell gained 
  its magical 
  properties. While such shells are usually kept 
  to enjoy the soothing sound of the sea, some 
  particularly intriguing specimens may provide 
  an ear into a portion of the coast where 
  invaluable information can be overheard. 
  Consider where it might be valuable to your 
  players to have ears and establish times of day 
  when they have some chance to hear something 
  other than the ocean to reward any efforts to 
  use the shell. 
  Living Rock-These smooth stones range from 
  the size of a fist down to the size of a thumbnail. 
  They are generally a rough triangular prism 
  with a face on one of the triangular sides. This 
  face can see, smell, hear, feel, taste and speak. 
  Their inability to move on their own often leads 
  to 
  these 
  rocks 
  having 
  a 
  cantankerous 
  personality. While eager to have someone to 
  talk with, they are generally a pain to deal with. 
  However, given their long life and memory, they 
  might be worth consulting for information 
  otherwise unavailable, despite their highly 
  limited perspective. 
  Loaded Dice-Usually in pairs of six-sided dice, 
  they are weighted to give a significant 
  advantage at a specific game which may 
  depend on your world (for example 3 and 4 or 
  2 and 5 for playing craps). 
  Lossless Top-Looking like nothing but a highly 
  intricate top, once spun it becomes clear there 
  is something special about it. Unless it strikes 
  something while it spins, it will spin forever on 
  a flat surface. Even if initiated with a wobble in 
  the spin, it will continue to spin as long as 
  nothing obstructs it. Often the pattern of 
  the top will be designed to be beautiful 
  both while spinning and while still. 
  Manticore Stew-Manticore meat is 
  stringy and tough. It is usually 
  stewed to soften it and remove the need to cut 
  it. The meat and its juices are rumored to fend 
  off death and the meal is sometimes reserved to 
  sustain those who are on their deathbed. 
  Merlinberries-Picked from raspberry bushes 
  originally cultivated by the historical wizard 
  Merlin (or other as appropriate to your world), 
  these berries have a flavor superior to all other 
  raspberries, which has caused them to be 
  transplanted and grown far and wide. They 
  have the side effect of giving the eater the ability 
  to taste magic for an hour, though few have 
  developed this modified palate enough to have 
  distinguishing tastes in magic. 
  Music Box-Usually hand wound and playing a 
  song composed of half a dozen notes or so, 
  these boxes can range from very simple and 
  plain to being inlaid with ivory and gold with 
  dancing figures. The music played will suit the 
  environment in which it is found. 
  Painted Crockery-Found in the homes of both 
  serfs 
  and 
  sires, 
  painted 
  dishes 
  often 
  commemorate events, such as building a home, 
  military 
  victories, 
  treaties 
  signed, 
  and 
  communions with the gods. The quality of the 
  painting and of the dish itself can vary greatly 
  depending on the significance of the event and 
  the means of the creator. These dishes are not 
  generally eaten off of. 
  
  Pheromone Perfume-Attuned to attract local 
  insects, this perfume usually focuses on 
  desirable varieties such as butterflies and 
  certain bees. In small doses, it is sometimes 
  used by the affluent to spend their time 
  surrounded by beautiful creatures and convey 
  an appearance of life and vibrancy. Larger 
  doses are sometimes used by gardeners to 
  bring beneficial insects into their gardens. One 
  ounce is enough to attract nearly all the 
  targeted insects in a half mile radius. The effect 
  lasts 8 hours during which it gradually 
  weakens. The quantity of the pheromone used 
  in one place does little to impact the range, but 
  less attracts a smaller proportion of the insects 
  in the range while more attracts a larger 
  proportion. 
  Pleasing Paper-This paper looks different to 
  every viewer and shifts according to the 
  conditions. The paper has psionic properties 
  that allow it to access the mind of the reader 
  and display something that will be good news 
  to the reader. The paper desires only to please. 
  Psychochromatic Lice-These magical lice are 
  suspended in oil and dormant, waiting for a 
  place to take residence. The vial of oil can be 
  poured into hair and carefully massaged in to 
  settle the lice there. These lice can receive 
  thought signals from the subject to change the 
  hair color. The process requires an hour of 
  focused thought picturing the desired hair 
  color for a full transition. Like any lice, itching 
  is a side effect of having these pests colonize a 
  head. 
  Rabbit’s Luck-This talisman is created by 
  lowering a rabbit into a vat of acid until the 
  entire rabbit is consumed but the held part. As 
  the rabbit is lowered, its luck flees into the held 
  portion and can be kept and kept by merciless 
  men. A rabbit’s luck need not be a foot, though 
  this is a common form. The more sadistic may 
  trap the luck in an ear, and, though awkward 
  to produce, tails are also sometimes used. 
  The rabbit’s luck, when clutched tightly, 
  provides a +1 bonus on all rolls made by the 
  user that can reasonably benefit from a stroke 
  of luck. The luck is exhausted after seven 
  successful 
  rolls 
  which 
  would 
  not 
  have 
  succeeded without the bonus. 
  Salamander Scat-Inexplicably warm balls of 
  dung that, when exposed to a heat source, 
  explode in a small burst of fire, igniting cloth 
  and paper in a 2-foot radius. 
  Shadow Watcher-An antiquated pocket watch 
  that does not run and cannot be wound 
  attached to a clip and monocle by a long thin 
  chain. The time of the pocket watch can be set 
  normally and the winding knob sets the day of 
  the year. When looking through the monocle, 
  the wearer sees shadows as they would fall at 
  the time and date shown on the watch on a 
  clear day with no other light sources. The 
  pocket 
  watch 
  will 
  sometimes 
  have 
  an 
  inscription 
  inside, 
  perhaps 
  something 
  indicating how it can be used in the vicinity. 
  Shifter Skin Boots-Made from the skin of a 
  shape shifter, these boots are a snug and 
  comfortable fit on any feet. The boots can sense 
  the desire of the wearer and form themselves 
  accordingly to leave tracks resembling those of 
  any animal with feet of reasonably similar size 
  to the feet of the wearer. 
  Smoke Water-A dark, cloudy liquid that when 
  poured out, transforms quickly into smoke. A 
  teaspoon (1/6 ounce) of Smoke Water on the 
  ground will, in 30 seconds, become a cloud of 
  smoke 4 cubic feet in volume. Smoke Water is 
  sometimes used as a presentation trick in food 
  serving. When mixed with other liquids, the 
  transformation into smoke is slower; a soup 
  with a teaspoon of Smoke Water in it can let of 
  streams of smoke for as long as an hour. Eating 
  very much of it can lead to intestinal pain, but 
  in small doses the effect is limited to smoky 
  breath and occasional belches of smoke. 
  Stale Water-This water has been in its 
  container for months. If in a metal container it 
  may have a metallic flavor, and in any case it 
  will be spoiled with the taste of algae growing 
  inside. 
  Stasis Jar-This seemingly mundane glass jar 
  has a screw-on lid. The contents of the jar do 
  not experience time normally, though the rate 
  at which they experience time depends upon 
  the jar. Some stop time entirely for their 
  contents while others merely slow it, usually by 
  half or more. They are an expensive but 
  
  effective way to preserve perishable foods, 
  among other things. Consider what the owner 
  of the jar might keep in it. 
  Stringless Marionette-These puppets can 
  come in many forms including animals and 
  people. Much like a normal marionette, the 
  puppet can be guided with a pair of control 
  bars. 
  The 
  strings 
  of 
  these 
  bars 
  hang 
  unattached, however, and the marionette is 
  controlled by a magical bond to the bars. 
  The skill with which a character can 
  manipulate the marionette depends on 
  a number of factors related to how it 
  is used. Most movements with the 
  marionette 
  will 
  depend 
  primarily 
  on 
  dexterity, 
  though 
  charisma 
  can 
  also play a role if the 
  marionette is putting on 
  a show. Both of these 
  can of course be supplanted 
  with training in performing with 
  marionettes and other puppets. 
  Squish Gel-This fantastic gel 
  expands upon hitting the ground, expanding 
  more when hitting at a higher speed. The 
  expansion is mostly back in the direction of the 
  fall. The column of foam so formed accepts 
  falling objects, slowing their descent gently. 
  Four ounces of the gel expands enough to 
  break the fall of an average human man when 
  dropped from the same height the man fell 
  from. The column of foam disintegrates rapidly, 
  vanishing completely within 10 minutes. 
  Sewing Kit-These needles and bundles of 
  thread are certainly not enough to make a 
  career out of, but they are plenty useful for 
  darning 
  socks, 
  mending 
  trousers, 
  and 
  replacing buttons. The colors of the thread may 
  say something about the owner of the kit. 
  Stormbloom Petals-These petals from the 
  stormbloom flower retain the property of the 
  original flower: out of an abhorrence for the 
  sun, they magically maintain a localized storm 
  above their fields. The individual petals have 
  remarkable power to, when exposed to bright 
  light, generate a small cloud over the petal that 
  rains lightly on the petal. The cloud will begin 
  to diminish every five minutes, but thicken 
  again at any sign of light. 
  Teller Bones-These bones, often of a turtle and 
  held in a turtle shell, can be used by those with 
  the skill for fortune telling to see glimpses of the 
  future. Those not skilled in such a use might 
  find them to be an oddity worthy of display. 
  Terror Weed Pollen-Harvested from the rare 
  terror weed, this pollen can cause great fear if 
  inhaled. One ounce delivered to a target’s face 
  will, unless they are strong of will, cause them 
  to flee in terror for 30 seconds. It is sometimes 
  used in food preparation to give the food a 
  powerful zing. 
  Time Imbalanced Mirror-This hand 
  mirror (whether of ancient or modern 
  device) shows reflections moments before or 
  after it should. The delay or advance is just 
  enough to be unsettling, but hardly enough to 
  be useful. 
  Unicorn Blood-A thick, fluorescent, blue liquid 
  that flows sluggishly from the container. It’s 
  hard to swallow and leaves a bad taste in the 
  mouth. Despite the great evil involved in 
  obtaining it, the blood is highly sought after for 
  its powerful healing qualities and power to 
  extend youth. An ounce of the blood is enough 
  to bring a strong man from the brink of death 
  to perfect health, or to keep an ancient crone 
  alive another week. 
  Unicorn Milk-Milking a unicorn is no simple 
  prospect, but the wild power it contains may be 
  worth it. Drinking an ounce of the milk grants 
  one of the following effects: 
  1d6 
  Effect 
  1 
  Horse Speed 
  2 
  Control over Plants 
  3 
  Heightened Senses 
  4 
  Incredible Strength 
  5 
  Fast Healing 
  6 
  Command of Animals 
  When drinking more than one ounce, roll on 
  the table for each ounce. The effect lasts 6d20 
  seconds, with proportional partial duration for 
  partial ounces. 
  Vampire Blood-Vampire blood can be injected 
  to bring on an aphrodisiac effect accompanied 
  by incredible strength and speed. It also 
  
  confers weakness to the sun and other things 
  harmful to vampires. The effects last 1 hour for 
  each ounce injected. Each time it is used, there 
  is a 5% chance the user will contract 
  vampirism. 
  Wyvern Feather Cap-Wyvern feathers don’t 
  fall idly from these mighty birds. The effort 
  required to obtain them gives the feathers an 
  inherent value. They can be worn in a cap, 
  giving the wearer a mild aspect of terror, 
  striking fear in all who see them. 
  Zephyr Feather-This bright blue and green 
  feather shimmers and shifts in color in the 
  light. When the user holds the feather aloft 
  while walking, running, riding, and so on, the 
  air around the user moves at the same speed 
  as the user, creating a localized breeze that 
  matches their speed. The size of the affected 
  area depends on the size of the feather, with 2-
  inch specimens affecting only a 5-foot radius 
  and 8-inch specimens affecting a 20-foot 
  radius.  
  IV. Containers 
  It wouldn’t do for fluid and powder goods to 
  be found puddled and piled on the shelves of 
  the murdered apothecary’s laboratory. 
  Beaker-A glass container with a narrow neck 
  for an opening commonly used by alchemists 
  and apothecaries. They are usually used to 
  store dangerous substances. 
  Bottle-Glass and probably corked, this is 
  appropriate for liquids intended to be used 
  shortly after opening. The glass is thick and 
  very safe for transporting. 
  Cracked Beaker-A cracked beaker will have 
  lost some or all of the fluid it once held. Some 
  may be found puddled on counters or the floor 
  nearby. 
  Cup-A small wooden cup. Whoever filled it 
  almost certainly meant to drain it shortly. 
  Decanter-A wide based glass bottle used to 
  decant alcohol and perhaps some other liquids. 
  Envelope-A thin paper envelope, usually 
  unsealed to allow frequent access to the 
  contents. 
  Flask-A metal bottle bound with leather that 
  fits comfortably in the palm of your hand. 
  Dented and non-descript, it serves fine to hold 
  mundane liquids but also to hide the nature of 
  more exotic substances. 
  Glass-A glass cup. When filled, it was most 
  likely a temporary resting place for the 
  contents. Whether the owner simply never got 
  around to relocating it or will do so soon can 
  color perceptions of him. 
  Goblet-Unless filled for ceremonial purposes, 
  whatever was put in this goblet was clearly 
  intended for consumption shortly thereafter. 
  The fact that it is still full might make one 
  wonder if the owner is coming back soon or if 
  he was interrupted. The goblet itself can be of 
  any material from wood to pewter to gold 
  depending on the wealth of the owner and its 
  function. 
  Iron Chest-Heavy and expensive, it is usually 
  locked and says a lot about how precious the 
  contents were to their owner. Usually small (6” 
  x 4” x 3”) and very durable, it can be hard to 
  break into. 
  Jar-A short, wide-mouthed glass container 
  with a screw-on tin lid. The seal is quite tight 
  and the jar can hold a great deal of liquid, 
  powder, or other bulkier substances for storage 
  over extended periods. 
  Mug-A wooden cup with a handle. Whoever 
  filled this mug surely intended to consume it 
  soon. Either they forgot it or they’ll be back any 
  moment. 
  Pitcher-A large container of metal, glass, or 
  wood with a handle and a lip meant for pouring 
  into smaller containers. It doesn’t do anything 
  to preserve the liquid within and is meant 
  primarily for serving. 
  Pot-A small clay pot, often closed with a cork 
  or with a clay lid that lays snugly on top or even 
  sockets into the pot. Though primitive and 
  prone to breakage, this is a nondescript way to 
  store powders long-term. 
  Pouch-A 
  leather 
  pouch, 
  usually 
  with 
  drawstrings. If not handled carefully, the 
  opening could easily loosen and spill its 
  contents. Some contents may even slip out 
  
  when the strings are drawn tight if the pouch 
  isn’t kept upright. 
  Snuff Box-A small and usually ornate box with 
  either a flip lid or a fully removable lid. 
  Primarily used to hold powders for frequent and 
  convenient use. 
  Stone 
  Box-A 
  crudely 
  cut 
  and 
  roughly 
  rectangular stone container. The size may vary 
  wildly from fist-sized to larger than a man’s 
  head. In any case, a stone lid covers the 
  contents, usually something of ceremonial 
  value to the owner. 
  Twisted Paper-A sheet of paper twisted to keep 
  powder or solid contents within. Crude and 
  simple, it is a reliable enough way to quickly 
  store certain, less volatile substances. The 
  substance can be gathered up in the center and 
  the corners twisted together, or it can be rolled 
  up in a tube of the paper and the ends twisted 
  shut. 
  Wooden Chest-A quaint, fist-sized chest of 
  hard wood secured with a lock stronger than 
  the chest itself. Clearly, whatever is within was 
  important to the owner, but they did not expect 
  others to make much of an effort to steal it. 
  Vial-A small glass container able to hold at 
  most a few ounces of liquid. It most likely 
  contains valuable and scarce fluid meant to be 
  used in small doses. 
   
  All text and images copyright James Eck 2017 
  For more, visit mindweaverpg.wordpress.com
   
   
  
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