SMOOSH JUICE
Hexcrawling for Ethyria pt 5 – d100 Magic Loot

d10 Magic Loot Types
1 Ceramic Jars
2 Jewellery
3 Clothing
4 Armour
5 Weapons
6 Scrolls
7 Curses
8 Amphora
9 Magic Implements
10 Holy items
d100 Magic Loot
01 Potion of Succour will heal 2d4 hp and will remove paralysis
02 Potion of Vision causes dreams of the gods and how to please them
03 Flask of Oil each day fills with olive oil, good for lamps or cooking
04 Wine of Wilds save or drinker gets carried away with celebration & carousing
05 Wine of the Olympians gives the drinker +1 all saving throws for an hour
06 Wine of the Satyr save or dance wildly for a d4 hours
07 Cider of the Boar d4+1 temporary hp for a d3 hours
08 Ale of the Stag -1int +2con for d4 hours
09 Mead of Glory +d3 CHA for hour
10 Ambrosia of Youth restores d3 years of age
11 Ring or Second Sight, can cast Detect Magic three times a day
12 Armband of the Buckler can become a medium shield at will while worn
13 Torc of the Sages d3 1=Bronze +1 con 2= Silver +1 int 3= Gold +1 wis
14 Skullcap of the Master, can glow as a candle for reading or summon a rod into the wearer’s hand at will, acts as a club or measure, vanishes if dropped
15 Crown of the monarch wearer can cast Command, three times a day, gaudy and gold
16 Cloak pin +1 CHA if worn on cloak, silver intertwined snakes
17 Ring of Health with a caduceus design +3 save vs poison and disease
18 Seers Circlet, a gold band can detect magic of touched items
19 Necklace of Eyes with 2d6+6 eye like semiprecious stones, the wearer can sacrifice stone to get +3 initiative in one battle. If worn while asleep warns the wearer of hostile attackers
20 Braclet of the Underworld protects the wearer from ghoul paralysis
21 Cloak of the Mighty, a billowing scarlet cloak, can cast growth three times per day
22 Cloak of the Owl, a feathered mask wearer can turn into an owl for one hour each night
23 Sandals of Swiftness +4 Mov
24 Chiton of Protection, a fine cloth tunic with bare arms and flowing down to feet, as strong as leather armour that repairs any damage each dawn
25 Scarlet Cap allows wearer to turn invisible one round per hour
26 Strophion of the Moon, a band of cloth to support chests of women, heals 1hp each evening and a d6 under a full moon
27 Strophion of the Sun a shorter tunic with one bare shoulder, under sunlight user has +1 to hit with any grapple attack, +1 Mov and +1 on how far the wearer may leap
28 Himation of Glory an outer garment goes over left shoulder and under the right, at will may glow as a lantern and +1 CHA to the wearer
29 Cap of the Orator amplifies wearer’s voice
30 Potasos a wide-brimmed hat with a chin strap keeps the wearer protected from all natural weather
31 Boar Helm made of boar tusks, and the wearer is immune to fear
32 Brazen Sun Helm a glimmering full helm that can glow as a lantern at will and gives +1 protection (AC & saves), has a stunning ornate red brush crest
33 Equestrian Helm a golden helm looks like a beautiful youth’s face +1CHA
34 Heroes Shield is an eight-shaped shield of wood with piebald cow hide, +2AC but +4AC vs missiles if standing still
35 Shield of the Sea, a round bronze shield +1 with a trident symbol, and gives the wielder the property of free action
36 Solar shield, a small +1 shield that can be used by an archer while firing a bow, it also has a dagger scabbard inside for quick deployment
37 Gorgon Shield with a tusked Medusa face design +1, twice a day projects a 3m/10f ft 90-degree cone of fear
38 Armour of the Ancients a suit of bronze plate as used by ancient heroes, it is only as encumbering as scale and once a day can heal 2d4 HP damage, this acts automatically if wearer reaches zero or less HP. Such heavy suits used to be carried into battle on chariots
39 Curias of the Serpant a bronze chest plate with fighting snakes depicted, providing +2 save vs poison and +1 CHA to snake beings and creatures
40 Bracers of the Storm +2 save vs electrical attacks and -1hp per dice damage
41 Returning Javelin +1 javelin flies back to hand at the end of the round if thrown
42 Defenders Dagger +1, but once a day, does +d6 damage as long as the wielder did not start the fight
43 Xiphos of Splendour +1 short sword +2 vs evil and glows as lamp at will
44 Kopis of Glory +1 curved short sword +2 tp Mov rate to wielder or their mount if held in rider’s hand
46 Lion Sword +1 shortsword allows the wielder to speak to lions and gains +2 to save vs fear, blade depicts lions killing warriors
47 Epsilon Axe +1 +2 vs giants, can activate +d4 strength once a day for ten minutes
48 Solar Spear +1 burns vs evil beings for +d3 fire damage
49 Berserkers Battle Axe, +1 cursed, makes the wielder berserk in any violent confrontation
50 Duelists Sword +2, but can allocate to AC or to hit +1 each or +2 on each, long thin blade
51 Scroll of the Underworld if read, reveals a nearby cave with a route to the underworld, when reading stops the scroll crumbles
52 Scroll of Revelation details the resting place of a demigod with a secret word to open the gates when read for an hour ritual while burning 100gp incense
53 Scroll of Iron Will while held and read aloud prevents charm spells affecting anyone in 10m when reading stops the scroll crumbles
54 Scroll of Victory while held and read aloud prevents fear affecting any ally in 10m when reading stops the scroll crumbles
55 Scroll of The Healer while held and read aloud, heals 1hp per minute to anyone in 10m. When reading stops the scroll crumbles
56 Scroll of Treasures, while held and read aloud reveals a treasure map. When the loot is found, the scroll can be read again to reveal a new map (3d6 charges), after charges finished it crumbles to dust
57 Scroll of Peace, while held and read aloud, makes all in 10m radius unable to be violent (unless a demigod or greater), when reading stops the scroll crumbles
58 Scroll of Spirits, while held and read aloud makes invisible or planar spirits visible to mortals. Spirits may be unfriendly or desire offerings. When reading stops the scroll vanishes
59 Scroll of the Heavens, while held and read aloud stops rain and parts clouds, sending a shaft of sunlight or moonlight to where the reader desires. When finished the scroll disintegrates and normal weather conditions resume in a d10 rounds
60 Scroll of Truth while held and read aloud any lie told in 10m makes fibber burn for a d4 rounds until they recant their lie or leave the area, when reading stops the scroll crumbles to ash
61 Cursed Coffer releases 3d4 shadows if opened, gold box with a complex lock
62 Cursed Scroll looks like a useful magic scroll when read the reader must save or forgets how to read as a curse
64 Curse Tablets are usually hidden under floor or inside a wall, thieves of the room save or CHA is halved until the goods are returned or the curse is removed
65 Curse Stick when struck a victim they save or are cursed; each stick has one curse, d8 1=attack rolls -4 2=one attribute -4 3=healing magic wont work on this person 4=infected with a disease 5=sterile and impotent, 6=deaf 7=mute 8=blind
66 Gem of the Strange Gaze seems worth at least 1000gp, any who carry it gain the maximum encounters possible for the area they are in
67 Sword of Slaying appears to be a +2 sword but on a roll of 1 to hit it inflicts maximum damage on the wielder or ally in reach, whoever has the least HP. The sword reveals then it can speak and is LE. It from then on cheers murder and slaughter and delights in blood
68 Spear of Death appears as a +1 spear but any killing blow on a living beast or person raises them as a zombie that wants revenge on who killed them
69 Blight Sickle appears as a +1 +2 vs plant weapons, but it kills plants and seeds in an area with random intensity. An evil spirit in the weapon delights in killing crops and spreading famine
70 Curses Eye Ring seems to be able to detect magic at will but is linked to three hags who delight in sending torments against the weiulder. The like to keep the item in circulation or have many such rings
71 Amphora of Healing holds 4 litres of healing wine, each litre heals a d4 once a day on one person. The empty vessel is worth 100gp but 1in6 will refill one dose per day
72 Amphora of Might holds 4 litres of strength enhancing beer, each litre adds d4 once a day on one persons strength for 3 hours. The empty vessel is worth 100gp but 1in6 will refill one dose per day
73 Amphora of Courage holds 4 litres of invigorating wine, each protects one person from fear for 3 hours. The empty vessel is worth 100gp but 1in6 will refill one dose per day
74 Amphora of Dead holds 4 litres of wine, each litre can be used to speak with the dead as spell by pouring libation before the dead’s remains. The empty vessel is worth 100gp but 1in6 will refill one dose per day
75 Amphora of Plenty stores 38 litres in size of 4 litre jar and preserves from perishing, usually holds d4 1=barley, 2=wine, 3=olive oil, 4=water
76 Amphora of Fire if opened, mouth burns like a torch, holds 4 litres of burning oil, each litre can cover a 3m circle and burns 2d4 damage (save half) to anyone who crosses, burns for d4+1 rounds and makes smoke
76 Amphora of Destruction, if dropped or struck, explodes as a 6m wide circle fireball, 6d6 damage
77 Amphora of the Feast supplies 38 litres of wine and a feast of cooked meat, vegetables, fruit, cheese, olives and more for a dozen feasters or double that with more modest sharing. Most work once but 1in6 work once a week
78 Amphora of Shades, when opened, releases an obedient shade, has 2d6 charges, can activate another when the previous one destroyed. Requires some shadows or carkness to call
79 Amphora of Darkness, each round open uses a charge and creates a 3m circle of magical darkness, 3d6 charges, if extra uses are poured on the same initial 3m area it expands by a extra metre, darkness lasts for 10 minutes
80 Amphora of Snakes, releases a swarm of snakes to command for ten minutes or until killed. As long as some snakes survive and return to the urn it can make a new swarm every day
81 Adamantium Sickle, this +1 weapon is used by priests and druids in rituals which operate as one level higher. The original +5 version offends gods but is liked by titans who remember how it crippled demi-gods
82 Rod of Authority, cast command 3x a day and +1 club, also 50cm measure
83 Healers wand +1hp on any healing spells cast
84 Lyre of the Serpent can cast Charm Reptile 3x a day and +1 CHA with reptilians
85 Hammer of the Forge, conducts no heat and strikes as +1, any magic construct made with this gets +1 on any one attribute
86 Plough of the Heroes is 20% faster than mere mortal ploughs, 1in6 are 50% faster
87 Staff of Light, tip lights like a lantern at will, and once a day casts light spell
88 Medalion of Power can add +1 to a spellcaster’s level on one spell per day, 1in6 work three times a day
89 Medalion of Life if the wearer is reduced to 0hp, thrice per day they will gain 1hp, stabilising any wounds and awakening
90 Sceptre of the Sun as a +1 mace, +d3 damage vs chaotic evil enemies or beings weakened by sunlight, if held while making it glisten and sparkle impressively
91 Rod of giantkind can grow from a d4 stick or d6 club to a staff or maul or larger in hands of a giant humanoid and is +1 to hit +2 vs dragons. Weilder hears songs of ancient giants and learns ancient lore. Each month they must save or develop unreasonable love and trust of giant kind even more than most goiants do. Giants all recognise it and many want it, others prefer human rulers get it
92 Caduceus Staff +2 and can cast three spells per day from this list: light, cure light wounds, aid, bless, and Augry. The staff glows with energy snakes wrapped around it when casting. If held by a 10th-level character, the snakes can be called for advice three times a day, one gives terrible tips other gives the most moral advice. It is intended to guide neutral healers
93 Cloak of the Underworld, +1 cloak of protection, wearer has night vision and can cast invisibility once per day. If taken to the borders of the underworld wearer gains extra benefits lost if another wears the cloak. A fully empowered cloak lets wearer see in magical darkness, and cast darkness three times a day and curses once per day
94 Box of Fear, release a shadow to command by night, if killed, call another the next night. If the shadow kills anyone, instead of creating a shadow, the box gains a charge (3 max) to cast darkness or fear spells
95 Aegis of Chaos, a +1 shield +3 vs law, will absorb 1st-level spells from a lawful caster, and the wielder gains a minor mutation. Most wielders devolved into slime from too many mutations
96 Bull Crown wearer can turn into a minotaur at will while wearing it, once a month, save when using or changing, is permanent and channels divine power into the new demon-infused minotaur. When killed, the crown falls off, and the true form of the minotaur is revealed
97 Holy Silver Urn, turns water into holy water if left under moonlight overnight, also works on wine or oil. The touch of a unicorn makes the water holy instantly. The wielder must respect the moon for the holy relic to work, and never harm a unicorn
98 Discus of the Sun, a d6+1 thrown blunt missile weapon, and returns to the user’s hand, emits magical light as a lamp. If it hits an undead extra d6 holy damage. It has the range of a javelin. It is light and shiny bronze with motifs of the sun god on his chariot. An evil user will be struck by the disc when it returns, then it will fall to the ground
99 Medalion of the Pegasai can be used three times to summon a winged horse for an hour. After the medallion is used, up it flies away to aid others in need far away
100 Arrow of Separation, hits any creature seemingly made of various creatures split into several beings, including 2-headed giants, chimaeras, sphynxes, and harpies. The former parts may even attack each other. After a use its magic is depleted, but multiple were made and used by the gods for heroes to depower monsters