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Anonymous asked:

a table of odd magic items that may or may not be useful

“…the GM will only tell you something interesting—it’s on you to make it useful.” — Dungeon World

1d20 Magical Items of Mild Utility

  1. A doorknob that can be easily affixed to any door by simply holding it on for about thirty seconds. Once affixed, it permanently transforms into an ordinary doorknob and lock, to which you have the key.
  2. The Shaker of Infinite Salt
  3. A pencil that significantly improves the user’s penmanship when writing with it.
  4. An orb containing a very small pocket dimension, into which one can transfer their familiar so that it may safely rest.
  5. A palm-sized stone figurine of a shark, which will bite any fingers that come near its mouth.
  6. Self-Fluffing Pillow
  7. Watch that shows you what time it was the last time you looked at the watch, instead of what time it is now.
  8. Piece of string that, when tied around your finger, actually helps you remember to do that thing.
  9. Temporary Scissors: They can only cut the normal things you’d expect from a pair of scissors, but if you hold the cut pieces together tightly they will magically re-form into a whole, as though they’d never been cut.
  10. Robes that make the wearer an inch or so taller.
  11. Magic Eraser (erases pencil, ink and crayon!)
  12. Hand-sized stone that, when thrown, always lands 5 feet in front of your intended target—whether your aim is perfect or abysmal.
  13. A bucket that transforms any liquid poured into it into seawater.
  14. A bar of soap that temporarily changes the color of anything washed with it. The color is random, and changes each time the bar is used (1d6: 1: Red, 2: Orange, 3: Yellow, 4: Green, 5: Blue, 6: Purple). The color lasts one day.
  15. Goggles of Shrimp-Color Vision
  16. A ring with a single very round stone. When you say the magic word the stone pops out and transforms into a bowling ball. It turns back into a small stone after 2d4 hours and must be manually returned to the ring before it can be used again.
  17. Boots that produce an animal sound of your choice when you jump up and do a jaunty little bell-kick while wearing them.
  18. A small glass bottle that, when filled with water, appears instead to be full of a swirling, shimmering potion.
  19. A quiet trumpet.
  20. A knife that can only cut sandwiches. It is up to the GM’s discretion what does and does not count as a sandwich for this enchantment, but the rules are consistent.
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(Inconvenient) Sentient Object Generator

1d12 Objects

  1. Rusty old sword
  2. Large orb (at least 10” diameter, we’re talking 15lbs minimum.)
  3. Flimsy walking stick
  4. Literal brain-in-a-jar
  5. Dented helmet
  6. Cannon, or other large weapon meant to be on a vessel
  7. Rug
  8. A left boot (the right boot is nowhere to be found.)
  9. Multi-volume encyclopedia
  10. Anvil
  11. Globe
  12. A single crossbow bolt.

1d6 Sources of Sentience (and Wants)

  1. Mad-science/alchemical experiment gone wrong; trapped own consciousness in this object. Wants to return to their lab so they can have you attempt to reverse the procedure.
  2. Cursed into this form by a witch or other entity as punishment for wrongdoings. Wants to find the entity and reverse the curse
  3. Born this way, comes from a lineage of sentient objects. Wants to be owned/wielded by a powerful person.
  4. Mad-science/alchemical experiment gone wrong; was a henchman transformed into this object by their master. Wants revenge.
  5. Magically transformed themself into this form as a way of achieving immortality. Wants a new, young, living body to inhabit.
  6. Was once an inanimate object brought to life by a mage. Has now outlived that mage and wants to find a way to resurrect them.

1d6 Powers - how does the object communicate its wants and exert its will?

  1. Compulsion/possession: the object can force a person who is touching it to perform an action. What can a person do to prevent themself from being compelled?
  2. Telepathy: the object can send telepathic messages in a short range. Are the messages targeted, or does everyone around it hear them?
  3. Limited mobility: the object can move on its own, though not quickly. How does it move? (Does it roll, waddle, float?)
  4. Charm/influence: the object can make a person believe that its wills are the best course of action. What types of people are most susceptible to its wiles?
  5. Speech: the object can speak out loud in one or more languages. Does it know when to keep its mouth shut?
  6. Telekinesis: the object can move inanimate objects, but not itself. What are its limits? (Size? Range? Material? Form?)
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1d6 Odd Foreign Coins

For when treasure in convenient mints is just too easy. 1. Iron rings - this smallest denomination coin belongs to a nation far across the sea. Even trading with them, though, these rings are small change. 2. Butterflies - this odd currency belongs not to a nation but to a thieves guild (or other underground faction). It is made by permanently attaching four coins of the realm together in a sort of square or clover shape. It is not legal currency, but has value in certain illegal transactions. Carrying it can also, of course, get you into trouble. 3. Bricks - so called because rather than being flat disks, these coins are rectangular and almost as thick as they are wide. Bricks come in different denominations, in varying sizes but all made of silver. The small alliance of nations who use Bricks are nearby, but not on the friendliest terms with your home region. However, the raw silver is of decent value. 4. Beads and Medallions - smaller and thicker than the average metal coins, these coins are made of dyed glass. They are the coin of a small, wealthy principality, where literally displaying one’s wealth has become quite fashionable. Merchants who accept these coins are most likely to trade in small, luxury items. 5. Golden Daggers - these slender gold coins are not uncommon to see in the northern part of your realm. They are the most used coin in the neighboring kingdom, whose odd manner of minting begins with slender metal rods. They aren’t commonly accepted  except near the northern border, but it isn’t too difficult to find someone who will exchange them at a fair rate. 6. Silver Gems - so called because of their geometric design that resembles a cut gemstone, these coins are highly valuable. The empire from which they come has dissolved. The upper class of your realm romanticize the fallen empire’s glory days, and prize anything from it, including its odd currency. They can’t be spent like regular money, but to a collector they can be sold like valuable art.

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1d10 Creepy Art Objects

1. Smiling life-sized bust of a young woman with an elaborate hairstyle. It is carved from grey stone but the mouth is set with what appear to be real teeth. 2. Circlet made of tiny, realistic golden bones. 3. Ebony raven statue with eyes made of jade that seem to almost glow. 4. Small framed portrait of a gaunt, pale family with hollow eyes. The portrait is beautifully rendered and the frame is intricate and silver. 5. Square wooden jewelry box with a relief carved into its lid. The relief depicts a person being mauled by wolves. 6. Silver flask in the shape of a realistic human heart. 7. Severe mask made of several pieces of carved, polished bone. 8. An intricately carved, empty reliquary; it feels impossibly heavy for what is, ostensibly, an empty box. 9. Brass locket in the shape of a coffin, with a portrait inside of an old man wearing a hooded cloak. 10. A chess set wherein the pieces have been rendered as realistic figures, all bearing horrible tortured expressions.

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1d20 Things to Find When You Search The Body

1. Half-eaten cookie. 2. Pouch with a small amount of coins. 3. Ring with 2d4 keys on it. 4. A container of lamp oil. 5. Small trinket in the shape of a frog, carved out of semi-precious stone. 6. Flask, half full of hard liquor. 7. Flask, half full of poison. 8. Healing/medicine kit. 9. Ripped map of the region with 1d4 locations marked. 10. Chain made of moderately valuable metal. 11. Drugs. 12. Sack full of 2d6 high quality rations. 13. A nice dagger. 14. Tools of an artistic trade, perhaps painting or jewelry making. 15. A book on the local flora and fauna. 16. A spare set of clothing, nicer than the clothes they’re wearing now. 17. A pair of spectacles. 18. A pouch with a moderate number of coins, in an obviously foreign mint. 19. A full bottle of ink and a brand new pen. 20. A nice ring with a single precious stone—definitely worth a pretty penny.

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Modern Magical Item: Dispenser of Many Goops

This opaque bottle with a pump dispenser cap contains an infinite supply of viscous liquid. What liquid, you may ask? Any from the list below! However, without spending time and significant effort (a difficult skill check as determined by the GM), you can’t control what substance comes out when you press the pump. 1d10  Goop  1.      Hand Soap  2.      Ketchup  3.      Personal Lubricant  4.      Mayonnaise  5.      White Glue  6.      Shampoo  7.      Sweetened Condensed Milk  8.      Pancake Batter  9.      Laundry Detergent  10.    Toothpaste

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1d20 Expired Potion Effects

1. Poisons you indefinitely until you receive healing, and does not have the intended effect 2. Poisons you indefinitely until you receive healing, but does have the intended effect. 3-4. Does not have the intended effect and instead causes fiery belches for one minute, which deal damage to anyone in five feet of you. 5-6. Does have the intended effect but also makes you shit yourself 1d4 hours later. 7-8. Works as intended but then has the opposite effect for an equal duration after the intended effects wear off. 9-12. Works half as well. 13-14. Has a weird texture that makes it hard to swallow. Its effects take an extra 3d6 minutes to kick in. 15-16. Does not work as intended but tastes pretty good and gives you a nice buzz, like a strong cocktail. 17-18. Does work but tastes a little off, possibly causing you to worry that it will have negative side effects. 19. Does not work but makes you 100% confident that it did. 20. Works twice as well.

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1d10 Tavern Menu Specials

1. Witch’s Pot Stew 2. Leg of Displacer Beast 3. Wild Boar and Berry Salad 4. Fried Cockatrice 5. Magic Potatoes 6. Dwarven Ale Pot Roast 7. Sea Monster Sandwich 8. Health Potion Surprise! 9. Owlbear Pot Pie 10. Chimera Chili

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1d8 Magical Flowers

1. Droopy magenta flowers. Ingredient for: healing potion. 2. Tiny purple flowers that grow in long clumps. Ingredient for: flying potion. 3. Small, green and white flowers. Ingredient for: shrinking potion. 4. Round, fluffy purple flowers. Ingredient for: vampirism cure. 5. Small yellow flowers that grow in wide clumps. Ingredient for: defense potion. 6. Black flower with many, broad petals. Ingredient for: invisibility potion. 7. Pale pink and white flower with five petals. Ingredient for: stealth potion. 8. Round, dark blue flowers. Ingredient for: power potion.

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1d6 Cool Swords

1. Saber with a ruby encrusted hilt and a golden-hued blade. It protects the wielder from fire. 2. Longsword with a blade that is always perfectly shiny and polished to a mirror finish. It is blessed with such purity that evil beings burn as though by acid when cut with it. 3. Greenish tinted shortsword that bestows a minor curse on those it hits, making their attacks less effective. 4. Greatsword that glows with an eerie purple aura. For the most part it seems to behave like a normal sword, but it is doubly effective against ghosts and other spectral beings. 5. Rapier as black as ebony, that allows its wielder to move unseen through shadows. 6. Shimmering opalescent cutlass that can be channeled to heal rather than harm.

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1d10 Mysterious Potions

1. Potion in a spherical bottle, with many layers in various shades of red and orange. While under the effects of this potion, you become four times heavier without growing in size. This transformation doubles any damage you take from falling.

2. Pale blue potion in a tall, skinny bottle. Drinking this potion gives you temporary control of the weather in an extremely localized area.

3. Perfectly clear potion in a whiteish frosted glass bottle. Drinking this potion temporarily enhances your eyesight. Drinking this potion increases your ability to see far away and notice small details or movements.

4. Thick, dark purple potion in an ordinary flask. This potion cures any diseases affecting you.

5. Lime-green potion, bubbling in a tapered bottle. This potion causes you to temporarily grow sharp claws on your fingers and toes.

6. Sweet-smelling amber potion in an ornately decorated bottle. This potion gives you a brief boost of irresistible charm.

7. Opaque, light green potion, rotating slowly in a circular bottle. This potion temporarily turns your hands into leaves.

8. Tiny bottle of fluorescent yellow potion. While under the effects of this potion you have a bite attack that deals poison damage.

9. Large bottle of pink potion with small, solid pieces swirling in it. This potion makes you float a couple feet off the ground for a while.

10. Dark blue potion that sparkles in the light. This potion gives you a temporary telepathic connection with the next person you make eye contact with after drinking it.

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