Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.

The Best Stock in all Delzimmer!

  • Invisible Ring: When activated, the ring turns invisible.
  • Wand of Night Vision: It's just a basic torch.
  • Rope of Entanglement: A rope that cannot be untangled.
  • Elixir of Confusion: Just a vial of very cheap booze.
  • Wish Scroll: When activated, this scroll summons the closest wishing well to the player's location.
  • Amulet of Spell Storing: Stores one spell cast into it. Never let's it out.
  • Alchemist's Jar: A glass bottle once owned by an alchemist.
  • Skeleton Key: A key made from a skeleton's femur bone. It doesn't unlock anything.
  • Hearth Potion: Deals 1d4 fire damage when consumed.
  • Ring Of Attunement: While worn, this ring grants the user an extra attunement slot. Requires attunement.
  • Wand of Disintegration: The wand turns into dust when used.
  • Glasses of Perception: A normal pair of reading glasses.
  • Sword of Sunlight: A sword that shines as bright as the sun when unsheathed, blinding all creatures within line of sight, including the wielder.
  • Boots of Teleportation: Clicking the heels together teleports the boots, but not the wearer, to the destination.
  • Sword of Judgment: Allows wielder to locate the nearest certified judge.
  • Ring of Regeneration: This steel ring will slowly repair itself over the course of 1d4-1 days if broken. It provides no other magical benefits.
  • The Infinite Gold Pouch: A gold pouch that produces an additional illusory gold for every gold pulled from it. A DC 15 perception check dispels the illusory gold pieces.
  • Ring of Detect Fire: A ring that helps you detect if something is one fire. Range: touch.
  • Wand of Amazing Pigmentation: An ordinary paint brush.
  • Potion of Hydration: A glass vial filled with water.
  • Wand of Secrets: The purpose and how to use this wand is a secret. No one knows what it does.
  • Scroll of Fire Detection: If the area around the scroll is on fire, then the scroll will warn you. By burning. Because it's paper.
  • Fingerless Gloves: The gloves make your fingers invisible.
  • The Orb of Slope Detection: It rolls down any slope present. Magically, of course.
  • The Weather Globe: This snow globe features a snowman holding an umbrella. The little sparkles in the globe dance around on their own whenever precipitation of any kind is going on.
  • Little Steve: This tiny doll has a small hole in its mouth. When you press your finger into its back it makes an over exaggerated "Bleh' sound and spits a tiny handful of confetti about three inches.
  • Decanter of Endless Water: Decanter included, endless water sold separately.
  • Wand of Wonder: Everyone who sees the wand for the first time must say 'wow, neat!' or something to that effect.
  • Shield +1: A regular shield with "+1" as the emblem.
  • Wand of Create Wand: When used, creates a new Wand of Create Wand, previous wand disintegrates.
  • Invisibility Cloak: The cloak is invisible.
  • Movable Rod: This small rod, that fits in a satchel, is easily moved from place to place.
  • Cloak of Disease Immunity: The cloak cannot be infected by any diseases.
  • Flame Resistant Shirt: When you put it on, it becomes soaking wet.
  • Heavy Flail: A normal flail that makes the wielder 50lbs heavier.
  • Fire Arrow: Any creature hit is immediately and inextricably fired from any employment they have.
  • Boots of Extra Action: You gain an Action by tapping the heels together... but it takes an Action to do so.
  • Tome of Uselessness: Whenever this plain brown tome is opened, it closes (as the open/close spell).
  • Pet Rock: At first look, this seems to be a completely normal pebble. And it is. That merchant just put an aura on it to make you think it was magical.
  • Belt of Self-Disguise: This belt can be used 3 times per day to use Disguise Self as the spell. However, you may only disguise yourself as yourself and the spell gives no bonus to Disguise checks.
  • The Lucky Charm: This charm is very lucky. Unfortunately, none of its luck seems to brush off on its owner.
  • Solar Torch: This magical torch is devoid of heat but will stay lit as long as it's in bright sunlight.
  • Bead of Usability: When activated, the Bead of Usability is used. One use.
  • Ring of Non-visibility: You become invisible, as long as no one is looking at you.
  • Hat of Disguise Self: Once per day, on command, this hat will cast Disguise Self. On itself.
  • Two-Handed Sword: Has two nonfunctional hands built into the hilt.
  • Ring of Invulnerability: The ring can never be destroyed.
  • Rod of Wonder: When activated, makes a random 'I wonder' statement.
  • Wand of Cold: Ranged touch attack, gives the target a cold.
  • Feather of Ring Falling: Anyone holding this feather has their rings fall off.
  • Rod of Wander: A rod that causes the owner to have no sense of direction.
  • Potable Hole: A hole that is not portable, but is full of water that is safe to drink.
  • Spell Scroll: When used, a voice calls out "S-C-R-O-L-L".
  • Potion of Fire Breath: Just an extremely spicy hot sauce.
  • Boots of Levitation: The boots float 1 foot off the ground... but only when not worn by the player.
  • Amulet of Detect Magic: When the wearer concentrates on this amulet, it will magically detect the closest magical item: itself...
  • Crystal Ball: This is just a ball of glass that looks kind of cool, if detect magic is cast it is seen to not contain any arcane properties.
  • Boots of Evasion: These arcane boots will use whatever means necessary to evade the user's attempts to put them on. If equipped, the boots of evasion will run to the nearest large fall, and attempt to kill the user.
  • Ring of Vampirism: This ring will curse the user with the insatiable desire to drink blood. This blood does not benefit them at all and the user will most likely develop hemochromatosis and their health will suffer.
  • Ring of Water Breathing: This ring allows the user to breathe underwater by altering their body to have gills. Unbeknownst to the user, this comes at a savage price. Upon the third use of the item, the user is cursed to have gills permanently, and loses their ability to breathe air, making water an essential for oxygen intake.
  • Vial Of Holy Water: This water is said to be blessed by the gods. It's not however, it's just water, slightly muddy at that.
  • Mage's Hand: This is quite literally the hand of a deceased Mage. Upon inspection, it is unclear how it was unobtained or if it was willingly.
  • Miniature Piggy "Bank" Companion: This miniature pig is the perfect companion for an adventurer with a need for a place to store their gold. Upon being fed gold coins, the miniature pig swallows them for "storage." In actuality, the coins are quickly broken down and digested by the pig, unbeknownst to the owner. When the owner does finally go to remove gold from the pig, they discover there is no gold to be found.
  • Boots of Fleeing: These Boots have tiny little wings. When an attempt is made to wear them, they flee.
  • The Bag of Bags: a bag of holding that may only hold purses, rucksacks and the like.
  • Potion of Bravery: It's just a regular vial filled with ale.
  • Disc of Bemusement: An apple-sized brass plate studded with buttons, gears, levers, switches, and other doodads, sold as a time-killer. The user believes they've been playing with the item much longer than they really did - a minute of fiddling could feel like hours.
  • Ring of Primal Rage: Upon donning the ring, the user and everything on their person, including the item itself, transforms into a dire predatory creature. Over a period of hours, they lose their sentience and begin devolving - a dire wolf could turn into a regular wolf, then a saber-toothed rat, then a primitive amphibian, then a tadpole. Upon devolving into a single-celled organism, the user instantly reverts to normal in the nearest open space, extremely tired, thirsty, and with 2D6 hit points remaining.
  • Oil of the Ghost Thief: When the entire jar of greasy ointment is rubbed into the skin, this pungent concoction renders the user's naked body, and anything in their hands, imperceptible to all natural senses. The oil gradually rubs off over 1D4 hours, and the instant the effect ends, all witnesses immediately recall the stinky, naked, presumably larcenous user as if the oil was never applied.
  • Hardwick's Handy Hairbrush: This handsome grooming tool is sculpted from aromatic wood, inlaid with glistening fire opals, and studded with supple boar bristles. With a thought, the brush instantly appears in the user's hand. The merchant has sold the same brush to dozens of chumps, using its ability to remotely swipe it from the previous buyer.
  • The Vaporblade: This scabbard holds a handle, but no blade. The seller claims its immaterial edge manifests upon throwing a slash, and demonstrates by effortlessly cutting a sheet of parchment, a bundle of sticks, etc. In reality, there is no blade - the handle bears a curse that rends nearby wooden objects.
  • Holy Vault of the Crusaders: Precious metals and gemstones locked in this cold-iron strongbox vanish from the material plane. If the box's owner unlocks it while reciting a brief prayer, all of the stored objects will reappear, spilling out if necessary. The items aren't held in a holy plane like the seller claimed - they're actually sent to a gigantic Bag of Holding in his basement. After 1D4 weeks, or once the total exceeds 1D10 * 1000 GP, the seller will steal everything stored in the boxes and skip town.
  • The Lute of Destiny - Notes strummed on this black-enameled instrument, strung with muscle fibers from a demon's right arm, are uncannily loud and mildly distorted. When held, musical inspiration floods the user's mind, and when played, a crowd inevitably forms. In reality, the "inspired" songs are incoherent and obnoxious, and the crowd is an illusion visible only to the player.
  • Pulsipher's Pocket Privy: A porcelain model of an outhouse, about the size of one's palm. When the door is opened, a simple wooden outhouse pops into existence in a nearby clearing. "Waste" dumped into the cistern vanishes from the material plane. After 2D6 days, or when the model is shattered, the magic fades and the outhouse permanently reappears... along with the accumulated "waste."
  • Miska's Tonic: When dabbed between the eyes, this glowing fluid provides a small buff to Intelligence, the ability to read and memorize information twice as fast, and a sense of mental clarity that lasts for about two hours. Unfortunately, it's also a powerful pheromone to Mind Flayers, who can psychically sense it from hundreds of miles away... and repeat application strengthens and prolongs the effect.
  • The Money Machine: Insert a coin into this clattering, steaming contraption, and a minute or so later, two pop out. To the party's surprise, it's the real deal; the seller claims they need a lot of money ASAP to make good on a bet. What they don't tell you is that they stole it from the local mob, and their toughest kneecappers are hot on your tail.
  • Potion of Love: It makes you fall in love... With the potion. It just tastes REALLY good.
  • A Flying Broom: The broom can only fly when no-one is holding it making it impossible for someone to ride it.
  • A Magic Spoon: Anything eaten from this spoon has the effect of remove poison. However, any food eaten with this spoon always tastes awful.
  • A Pearl of Spell Storing: This pearl can store a 1st level spell only. Once the spell is casted from the pearl, it targets a creature at random (PC included).
  • Book for Dummies: A book designed to learn the basics of a subject. Upon finishing it, the target can add +5 to the next roll made with disadvantage. However, all other rolls made within the next minute will also have disadvantage. Once read, it cannot be used again for this purpose.
  • Wand of Wonder: When used, everyone in a 10ft radius may let out a Wow in perfect unison. The individual inflections may still be able to be interpreted as genuine or sarcastic and are not forced by the wand.
  • Marble of Emotion: Pitched as a marble that changes color depending on the interlocutor's mood, but in fact it just changes color in a random pattern.
  • Stair of Extending: A magical stair that can be comfortably carried on someone's back and can extend up to 50ft. The only snag is that it's really a mimic that each night ( quiet time ) tries to go back to its owner and feeder - the vendor.
  • Wand of Snowballs: Creates a snowball in thin air and launches it at a foe. Unusable in good weather. The worse the snowfall at time of casting, the bigger the snowball.
  • Disappearing Ink Vial: In 1d6 days, the bottle or vial disappears, leaving the ink to make a mess.
  • Rope of Untying: A rope whose knots always come loose at a slight tug.
  • Goggles of Mind Reading: When you wear these goggles, the world around you can hear your thoughts.
  • Boots of Feline Agility: Wearing these boots gives the wearer advantage on stealth checks. However, whenever the wearer is surprised, they immediately jump their full movement in a random direction (roll 1d4/1d8 to choose direction).
  • Staff of Sleep: Any creature can be put to sleep with this piece of wood if you hit them hard enough with it.
  • Silent But Deadly Alarm: This small marble will send a silent message to the owner every time a creature gets within 10' of the marble. The message is in the form of an invisible cloud of stench. Others can smell it but don't know what it means.
  • Scammer's Coin: Any change given to the players from the scam artist has at least one tracking coin in it. If the players have been quite profitable and seem easy to dupe then all the change also returns to the scammer after 1d4 days.
  • Ring of Drowning Immunity: A full sized orange life ring. You cannot submerge whilst wearing it.
  • Lesser Scroll of Summoning, Rabbit of Caerbannog: Summons a normal white rabbit.
  • The Orb of Slope Detection: This orb rolls down any slope present. Magically, of course.
  • The Weather Globe: This snow globe features a snowman holding an umbrella. The little sparkles in the globe dance around on their own whenever precipitation of any kind is going on.
  • Wand of Create Wand: When used, this wand creates a new Wand of Create Wand, and the previous wand disintegrates.
  • The Mightiest Sword: An elvish looking blade with intricate feathery looking designs on it. When its command word is spoken it is said to become mightier than any sword. (It turns into a giant quill/pen.)
  • Movable Rod: This small rod, that fits in a satchel, is easily moved from place to place.
  • Amulet of Luck: An extremely lucky amulet that never comes to any harm. This effect doesn’t affect the user at all.

No, No! Really! Here is some of the finest stock out of the expeditions of Okoth!

  • Ace of Spades - An ace of spades from a standard card deck. No matter where you store it on your body, you will always be able to find it in your right sleeve afterwards.
  • Amulet of Extra Amulet Slot - This amulet allows you to gain the benefit from two magical amulets rather than one. It cannot be further enchanted.
  • Amulet of Feather Fall - When worn, this amulet turns into a feather and falls to the ground.
  • Amulet of Unbreaking Bones - Con-man says you can't break any bones. Really, he means other's bones. -100% damage against skeletons.
  • Amulet of weather detection - yells that it is or is not raining.
  • Anti-Matches - A box of matches. Striking one will make it begin to drip water from the tip while the match shrivels away. The amount of water a match releases is about enough to fill a tablespoon.
  • Arrow of Euarere - A silver arrow, suspended on a string. It always points to the person holding the string.
  • Arrow of Slaying, The - This magical arrow is capable of killing a creature.
  • Artist's Bludgeon, The - Inanimate objects hit with this bludgeon will receive no damage; they will however change color.
  • Attentive Guardsman's Pike - These ornate and deadly-looking ceremonial pikes are reach weapons and appear to weigh at least 20 lbs, not counting the weight of the fluttering banners that can be unfurled for parade use. Constructed of shadowstuff, they weigh one pound, and inflict only a single point of damage on an attack, being almost entirely for show, although they also have the unique property of remaining in place when set (although unable to support more than 20 lbs), allowing a 'resting his eyes' guardsman to prop it up and leave it standing under its own power, while his hand sags off of it.
  • Attentive Guardsman's Tabard - A dozen of these tabards were fashioned for palace guardsmen in the Empire of Sard, 250 miles from the nearest enemy. The bearer is placed under a glamour that causes him to appear alert and awake, even if his eyes are closed and he is snoring lightly.
  • Axe of Big Numbers - This axe shouts "Big numbers baby, come on!" whenever it is swung, but always deals 1 damage or less.
  • Axe of Empathy - Every time you hit something with this +5 greataxe, you get dealt an equal amount of damage. Both you and the thing you hit are then healed the amount of damage dealt by the axe, even if either are dead. The Axe hopes you have learned your lesson.
  • Axe of Pain - The axe is always moaning and groaning with pain.
  • Bag of Faerie Gold - This sack appears to be full of gold coins and jewels. When one attempts to spend them, however, the glamour on them soon vanishes, revealing them to be nothing but leaves and pebbles. Obviously, most shopkeepers will not be happy about this, and no amount of 'we didn't know, I swear!' will change their mind.
  • Bag of Holding - This item functions as a normal backpack, however when attempting to retrieve an item, a calm female voice tells them there is a wait time of 4d10 minutes before they can retrieve their item (actual time is stated time plus 6d6 additional minutes). During this wait, the bag plays either annoying muzak or advertisements for the bag's creator's other products/services. Upon attempting to retrieve an item, there is a chance that the wrong item is retrieved, or that the intended item is simply missing. Obtaining the original item requires an additional 4d10+6d6 minutes and has only a 5% chance of success.
  • Bag of Trading - You can take one thing out of the bag for each object you put in the bag. However, you have no control over what you get, and there are no trade-backs. Past research seems to imply there's some sort of correlation to what gets you what, but it's extremely convoluted and far from understood.
  • Bag of Trick - This bag operates like a Bag of Tricks, except it only works once a week and produces a rat each time it is used.
  • Bag of Unholding - Quite a large backpack but even the smallest item doesn't fit.
  • Bagpipe of Stealth - Grants the user invisibility as long as it is being played.
  • Ball of Eyes - A snow-globe filled with miniature eyeballs. When shaken, it grants the user a blurry, jittery vision of some future event.
  • Banana Walkie-Talkies - There exist two, and only two, of these items in the world. One of which is possessed by a cranky and lonely half-orc. It appears to be an innocuous wooden banana with a coat of faded yellow paint. When an end (doesn't matter which one) is placed against your ear, you can hear a ringing followed by a click and a half-orc yelling at you for waking him up at this ungodly hour. If you drop the banana or "hang up," the call ends. If you stay and listen, the half-orc will yell at you, call out obscenities, and start going on about his daily problems and mishaps in his love life. Every so often (2% chance/day), the banana will ring while you are sleeping and the half-orc will want to talk to you about his problems.
  • Barrel of Holding - This large wooden barrel measuring √(12/π) feet in diameter and 5 feet in height can hold up to 15 cubic feet of matter.
  • Beam Sword of Severed Nerves - A beam sword. It cannot cut anything but nerve strings. Will pass through any other material leaving no harm.
  • Belt of Pants - This belt creates illusory pants on the wearer. The wearer can suppress the illusion at will
  • Belt of Tightening - Every time you put this belt on, all of your clothes permanently shrink a fraction of a millimeter. The effect is compound.
  • Belt of Unbathed Breath - When worn around the waist, allows the user to breathe underwater. Does not function when wet.
  • Boogie Skeleton - This pile of bones is small, such as one that might be obtained from a bird or a toad, though it can look as though it came from any creature. When a song is sung or played in the vicinity of the skeleton, it begins to dance appropriately. As soon as the music stops, it collapses into the pile of bones again. The skeleton, when dancing, can be no larger than Diminutive.
  • Book of Canon - A book that automatically transforms into a copy of the sacred text of any religion, translated into the language the user is most familiar with.
  • Book of Confusion - The letters in this book always appear to be upside down, even if viewed from different directions at the same time. The book is a bad novel about zombies.
  • Book of Curses - When opened, the book verbally berates anyone in the immediate vicinity, calling into question their combat ability, intellect, personal hygiene, lineage and profession of their mothers, and other delightful insults. Once closed the book continues shouting (although it is muffled) until placed inside a bag or some other similar container for 1d4+1 minutes and ignored. Replying to the book in any other way causes the insults to get louder and more childish the more time you spend replying to it.
  • Book of Exalted Deeds - Contains a listing of some of the finest houses ever sold and the specifics of the titles to the properties.
  • Boots of Blinding Speed - The wearer's speed is doubled, and they are blinded.
  • Boots of Levitation - These boots levitate a few inches off the ground when not worn.
  • Boots of Stylishness - Knee high black boots that are always clean and shiny. They never take in water, thus feet are always dry.
  • Boots of Teleportation - Allows the player to teleport wherever they like, but don't carry the wearer with them when activated; the boots teleport just fine, though.
  • Boots of Walking - The wearer of the boots cannot run, nor can he take a double move action, and takes a -5 to Tumble checks. These boots are made for walkin', and that's just what they'll do.
  • Bottle of Air - It's a bottle. Full of air. Congratulations.
  • Bottomless Beer Mug - Any liquid poured into this mug treats the bottom as incorporeal, but solid objects don't
  • Bowl of Comfortable Warmth - Any liquid in the bowl will feel comfortably warm, so icy cold water will feel like it's a bit over room temperature. Do note, however, that it's still icy cold water, it just feels warmer.
  • Breastplate of Secret Detection - If the wearer of this breastplate gains a piece of information that is somehow connected to the concealment of a hidden conspiracy or plot, a live and still wet red herring forms on the inside of the armor.
  • Bullying Gloves - At random intervals, these gloves instil the wearer with a near-irresistible urge to hit themselves.
  • Bunyan’s Belt - When worn, causes an enormous, bushy black beard to appear on the wearer’s face.
  • Cape of Resistance - When this item is placed on any living thing it somehow manages to fall off, untie itself, slip past the owner’s neck entirely, or otherwise avoid being worn.
  • Case of the Litigator - Translates any document placed in the case into legal jargon; non-reversible. Does not confer the ability to understand legal jargon.
  • Cat of Schrodinger - When this cat is not being observed in any way it is both dead and alive. When something observes it, it suddenly becomes either dead or alive with a 50% chance of either.
  • Chair of Steadiness - This chair can be moved but cannot be tipped over by anything less than a DC 35 Strength check.
  • Charles - This small, unremarkable figurine of a gnome refuses to be called anything but Charles. No other name will leave the lips of the speaker. It has no other powers.
  • Chime of Interruption - This instrument can be struck once every round, which takes a standard action. On any round the chime is activated the user may ready one action without spending an action to do so.
  • Chime of Opening - Commonly affixed to or near doors, when pressed it emits a sound on the interior of the owner’s home to let them know guests have arrived.
  • Chime of Opening (Alternate) - When struck against a solid surface, this chime emits a loud click, and opens along its length, to reveal a tiny compartment adequate to conceal a single 'smoke' worth of pipeweed or a blowgun needle. When the compartment is closed, it is seamless and can be detected only with a DC 20 Search check. If hit with an instrument such as a small mallet, it chimes.
  • Cloak of Billowing - This black and silver cloak will always billow dramatically behind the wearer, it has no other effects.
  • Cloak of Displacement, Minor - This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp reality. When any attack is made against the wearer the cloak has a 20% chance of falling off, no matter how it is secured.
  • Compacting hammer - The force imparted by it is multiplied, but is spread around the surface of a struck object facing inward.
  • Cymbal of Symbols - This musical instrument enables the user to comprehend dead languages, but only while they are deafened by noise.
  • Dagger of Told Secrets - A simple-looking dagger. If used to backstab someone to death, it will whisper your most embarrassing secret to that person.
  • Dagger of unnatural sharpness - The blade is exceptionally sharp to your touch. It confers no combat bonuses but can be used as a normal dagger for fighting or crafting, but the user seems to always cut himself in minor ways when using it.
  • Dagger of Untold Secrets - A simple looking dagger. If used to backstab someone to death, it will whisper the most embarrassing secret of that person to you.
  • Decanter of Endless Sorrow - A pewter flask that produces limitless alcohol when held to their lips by someone who is troubled. It gets them drunk but they never feel any better.
  • Diadem of Brothaurity - When wearing this headpiece, you are as elegant and well-spoken as a famous diplomat or regent, but you can't stop calling everyone bro.
  • Enchanted Book of Collected Stories - Opening this will cause miniature creatures/people to pour out and perform a chapter from the book much like a theater.
  • Fade to Black Belt - The wearer of this belt will be unable to remember any sexual encounter begun while they were wearing the belt.
  • Focusing Ring - The digit on which this ring is worn can be viewed in extremely high definition from a great distance.
  • Gloves of Tinkering - Wearing the gloves will make you able to almost repair any broken item. However, you will always end up with pieces from the item that don't seem to fit anywhere.
  • Glowing sword of orc detection - When it gets orc blood on it the sword glows.
  • Good Luck ring - Gives your enemies good luck!
  • Greater Staff of Random Summoning - Summons a random creature at a random place. You could be summoning a giant Ogre on the other side of the globe for all you know.
  • Helm of Awareness, The - The wearer is acutely aware of the fact that they are wearing this helmet and that it has a magical effect. - All you need to do to make this work as a DM is frequently remind the player that the helm is magical while they are wearing it but be evasive about exactly what it does.
  • Hoarder's Wand - Does nothing but for some reason you think it might be important later in your quest.
  • Hood of Offensive Facades - This hood will change your identity in the eyes of others to the appearance of the person they most personally dislike.
  • Hood Of Worrisome Facades - This hood will change your identity in the eyes of others, however the identity used will be random.
  • Indestructible Notebook of Memories - This otherwise normal notepad of normal notepad size cannot be damaged or destroyed, and anything written in it cannot be obscured or defaced. It also has unlimited pages despite its finite size. However, the data it holds only lasts as long as the writer independently remembers it, and decays in exact proportion to the relevant memories. Remember who and when, but not where? Then the words describing the location in that particular entry are the only ones gone.
  • Intransigent Rod - When the button on this artifact is pressed in, the holder's opinions solidify and they become impossible to convince.
  • Key to anywhere - opens any door into a closet with a water bucket that falls and hits the player’s head. Inside this closet is the treasure of true adventurers. If opened with a key, it opens a closet...
  • Lunch Box of Delicious Unfulfillment - This lunch box will hold whatever food you desire. However you will never get full and the food will deliver no nourishment.
  • Mask of Concealment - Hides the wearer’s face and conceals everything from them by blocking their eyes! Bonus points for requiring a strength check or a time limit to expire to be removed.
  • Mattress of Poverty, The - No matter how you fluff this gorgeous, thick, mattress, you will always sleep on the thin part of it.
  • Mug O' Dissatisfaction - A mug that always produces a steaming hot cup of coffee or tea when tapped on the bottom. It conjures the opposite of what the tapper prefers, so if you like tea you get coffee and vice versa. Handing the full mug to another person will make the drink in it transform to the opposite of that person's preferences.
  • Murder Dagger - All damage it would deal is instead replaced by the target being harassed by crows for that many hours.
  • Needle Of Learned Compromise - This needle will create beautiful tattoos of any design, however they hurt a tiny bit more. When used to sew it is entirely normal.
  • Portable Dark Tavern Corner - Consisting of two wooden boards connected by a hinge, this artifact draws those nearby into assuming it is a perfect spot to conduct seedy business.
  • Potion of fire breathing - For the length of time that the potion is in effect, every breath out is on fire, whether you want it to be or not.
  • Potion of Quelchment - Cures thirst when consumed
  • Ring of Fire Detection - becomes warm when placed into Fire
  • Ring of fire detection - Range: touch
  • Ring of First Impression - Wearing the ring will make you able to perform a perfect handshake with the hand wearing it.
  • Ring of Stoneskin - Turns your skin, muscles, and organs into stone! Character is now a stationary statue. Can't be reversed until someone takes the ring off.
  • Rope of Entanglement - Becomes entangled when left in a pack
  • Sack of Hive Eggs - Crushing one of the numerous tiny eggs will cause the thoughts of everybody in the proximity to merge. Everybody can hear what you think and you can hear everybody.
  • Shirt of fire protection - this shirt is sopping wet.
  • Shoes of the Restless Traveler - These shoes allow their user to run for miles without feeling fatigue, but if they try to do anything else with it (walk, sit down, jump), they will instantly trip
  • Sword of Parrying - Parries every attack, swinging it yourself will force it to "parry" your opponent's weapon/attack even though he/she/it is defenseless.
  • Torch of Night Vision - grants bearer Night Vision while lit.
  • Vorpal Grindstone - It can "sharpen" any object to become vorpal. Any object.
  • Wand of command - Lets your character be controlled after saying the command word!
  • Wand of Create Wand of Create Wand - Creates a Wand of Create Wand. Consumes original Wand.
  • Wand of Pigeon Summoning - summons 1d20 pigeons everyday. On a 20 it breaks and summons a giant pigeon god (can be the size of Godzilla or like 5 pigeons.) Giant pigeon god should be in the mid 20s for CR, but is uninterested in attacking, and will simply fly away when summoned.
  • Water Hat, The - A small red hat, when worn, causes water to pour from the wearer's fingers at the speed and pressure of a kitchen faucet at half power.
  • Wineskin of the Eternal Primary - This wineskin never runs out of water, but even the tiniest sip makes you have to go potty, like, super bad. Right now.