380 lines
15 KiB
Plaintext
380 lines
15 KiB
Plaintext
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THE BAG O' WONDROUS ITEMS
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This bag, constructed of heavy cloth, is about two feet wide and
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four feet long (the size of any large bag or sack). A character who
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opens it will find several small, multi-color pebbles inside. The exact
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number of pebbles can never be verified by counting or other means.
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Even if only one pebbles remains, looking into the bag will reveal many
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pebbles.
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If the pebbles are dumped out of the bag, they explode for 5d4
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points of damage each. All creatures within a 10 foot radius must
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successfully save vs. spell or suffer full damage. To be removed
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safely, the pebbles in the bag must be taken out by hand - telekinesis
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won't prevent them from exploding, nor will working them out with
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tools.
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When a pebble is fully removed from the bag it will transform into
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an item (sometimes animated). Roll 1d100 on the table below.
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In every case, the GM may make any adjustments to these results he
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feels is appropriate.
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An interesting feature of the bag, is that non-living items may be
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placed in the bag. Even if an item seems to big to get into the bag, as
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long as a person holds the bag and attempts to put the item in, the
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item goes into the bag. An item that goes into the bag becomes a pebble
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as described above. A person has the same chance of drawing that
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specific pebble out as much as any other item. This feature of the bag
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explains how some less wondrous items got into the bag.
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If the bag should every become empty, it will explode causing
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10d10 points of damage at ground zero, 9d10 points of damage 10 feet
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out, 8d10 point of damage 20 feet out, and so on. The GM may allow
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appropriate saving throws if necessary.
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When Detect Magic is cast on the bag, it radiates strongly of
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Alteration and Conjuration/Summoning magic. How strong this glow is
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depends on the number of items available in the bag. Thus a full bag
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would radiate a brilliant glow.
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01. A parchment that explains that if the bag becomes empty, it will
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explode causing cataclysmic damage. It also tells how items can be put
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into the bag.
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02. A coin. Roll 1d8 on the following:
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1 Bronze Bit 5 Steel Piece
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2 Copper Penny 6 Silver Piece
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3 Electrum Piece 7 Gold Piece
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4 Platinum Piece 8 Adamantite Piece
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03. A T-800 101 series Terminator. Information on it can be found in
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the "Terminator" section of THE COMPLETE GUIDE TO TECHNOLOGY.
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04. A Buffalo Bills Super Bowl ring... wait a minute... its actually a
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plain tin curse ring that bestows a -3 penalty to hit and to damage.
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05. A small piece of parchment with one of the following message:
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"I.O.U. one magic-item."
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06. A wicker basket full of radishes, the love of hobbits.
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07. A spellbook of the GM's favorite spells; preferably spells not in
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TSR products so they will be unfamiliar to the players.
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08. A gem. Roll on the appropriate table in your core rules book.
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09. 10 ft. ladder.
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10. A S&W repeater, a S&W spas scattergun, or a S&W rattlin gun.
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Information on these weapons can be found in the "Schnell & Wilkes
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Products" section of THE COMPLETE GUIDE TO TECHNOLOGY.
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11. A potion or oil. Roll on the appropriate table in your core rules
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book.
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12. A newspaper from the GM's town.
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13. A set of bagpipes. There is a 50% chance that the bagpipes are
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magical and can summon sea monsters. Of course, the character must be
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near the sea and be proficient in bagpipe playing.
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14. A large 500 pound boulder.
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15. A 120 lb., 10" cubic inch, gold cube. This cube appears normal to
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magical detection, but melts into nothingness one hour after getting
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out of the bag.
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16. A magical scroll. Roll on the appropriate table in your core rules
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book.
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17. A 20th century digital watch. The watch might have extra features
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like a calculator, depth gauge, pulse reader, mini-television, mini-
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radio, etc..
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18. An iron skillet.
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19. A metal-framed window, which when placed against a wall attaches
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permanently. The window then can open into a 10'x10'x10' extra-
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dimensional space.
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20. A ball of Silly Putty.
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21. A Star Trek phaser.
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22. A treasure map, detailing a nearby mountain range and tons of
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treasure in a cave at the heart of a mountain. An insane Red Dragon
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will be there, guarding its hoard. Unfortunately, all treasure, except
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for a few copper coins, were stolen by a party of adventurers a week
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back.
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23. A handbook to the mathematics department at Frostburg State
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University (put your favorite college here).
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24. Hammer +3, Dwarf Thrower. This appears to be a standard hammer +2.
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In the hands of a dwarven fighter who knows the appropriate command
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word, its full potential is realized. In addition to the +3 bonus, the
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hammer has the following characteristics: The hammer has a 180' range
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and will cause the dwarf to be thrown like a boomerang. It has a +3
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bonus to attack and damage rolls. When hurling, the hammer inflicts
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double damage against all opponents except against the dwarf being
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thrown. Against him it causes triple damage.
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25. A magical ring. Roll on the appropriate table in your core rules
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book.
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26. An extra large (3 pound) bag of M&Ms.
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27. Lohocla's Tome of Ultimate Chaos. Information pertaining to its
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contents can be found in THE COMPLETE GUIDE TO ALCOHOL.
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28. The favorite pipe of a well known and very powerful mage of the
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land.
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29. A translation dictionary of some odd humanoid language and of the
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language of the person who drew this item. Hopefully, the idiot
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adventurer can read the language he/she speaks.
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30. Baseball bat, +1/+2 vs. baseballs.
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31. A magical whistle. When the whistle is blown, no sound comes from
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it but the whistle does summon a monster. The GM should on an
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appropriate encounter table for the region or to be really nutty the GM
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should roll on the most unappropriated encounter table for the area.
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32. A ball-point pen (blue ink).
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33. A magnificent table with a great feast atop that serves 1d10+5
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people. The feast take one full hour to consume and the magical effects
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do not set in until after this hour is over.
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Those partaking of the feast are cured of all diseases, are immune
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to poison for 12 hour, and are healed of 1d4+4 points of damage after
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imbibing the beverage that is part of the feast. Also, the feast raises
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their attack dice rolls by +1 for 1d6 hours. Furthermore, during this
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same period, the people who consumed the feast are immune to fear,
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hopelessness, and panic.
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34. A 5 inch square block of Albus Ater Ante Magicus Metallum
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(described in the THE COMPLETE GUIDE TO TECHNOLOGY).
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35. A magical rod. Roll on the appropriate table in your core rules
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book.
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36. A roll of pink toilet tissue paper; very soft.
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37. A golem. Roll 1d6 (1 Flesh, 2 Stone, 3 Clay, 4 Iron, 5-6 other).
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38. The GM's choice of a 20th century weapon from the list in the
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"Weaponry- Past & Present" section of THE COMPLETE GUIDE TO TECHNOLOGY.
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39. A 1" x 2" x 1" gum eraser.
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40. A street car named Desire. This "car" a miniature ox-drawn wagon
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with "Desire" carved into the driver's seat. It expands when place on
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the ground.
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41. A Ring of Spell Turning. When the command word (Raskilivus) is
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spoken, the ring spells the word "turning" in the common tongue loudly.
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42. A miscellaneous magic item. Roll on the appropriate table in your
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core rules book.
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43. The royal crown of the nearest royalty.
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44. A manual titled "Daron's Book of How To Simplify Those Income Tax
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Forms". It contains 990 pages of fine parchment, but is completely
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filled with numbers, letters, and strange symbols.
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45. A vial of holy water.
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46. A Donnie & Marie Osmond metal lunch box with a thermos.
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47. One plush chair which happens to belong to the head of royalty in
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the nearest kingdom. Of course it happens to be his/her favorite chair.
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48. An iron ration.
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49. A solid oak door that permanently attaches itself to its current
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location in space. This door is a portal to another universe. Roll 1d8:
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1 Car Wars 4 Dinosaur Era 7 Ghostbusters
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2 Real-World 5 Star Trek 8 Star Wars
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3 The Old West 6 Toon
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50. A comfy, cosy sweater that magically keeps its wearer warm (around
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70 degrees Fahrenheit).
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51. A magical wand. Roll on the appropriate table in your core rules
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book.
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52. A telephone booth from the late 20th century Earth. The phone
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booth comes equipped with a phone book chained to it. Characters can
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use the phone to communicate with people on Earth if they figure out
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how to work it. 1-900-
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53. A 1000 page manual filled with the writing, "I will be good next
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time."
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54. Brick of Throwing. This brick when used as a weapon (with normal
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penalties for non-proficient weapons) causes 5d2 points of damage on a
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successful hit. The thrower gets a +1 to hit and a +2 vs. golems.
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55. A 20th century Earth fire extinguisher.
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56. A life jacket.
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57. A scroll inscribed with the complete list of the Ferrengi Rules of
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Acquisition (from Star Trek). The study of these rules gives the
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character a +1 bonus on all roles relating to business activities, and
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eventually ruins the character's reputation.
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58. An ioun stone. Roll on the appropriate table in your core rules
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book.
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59. An iron spike.
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60. A container of alcohol. To get specifics on the type of container
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and its contents refer to "Getting to Know Your Booze" section of the
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THE COMPLETE GUIDE TO ALCOHOL.
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61. A golden key that unlocks nearest locked item (i.e. door, chest,
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drawer, etc.).
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62. A football helmet of the player's favorite football team.
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63. A toon hammer. This is a very small metal hammer that is silver and
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about 3 inches long with a 2 inch head. When anything is gently taped
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by this magical hammer tiny stars erupt from the hammer and many cracks
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form on the object. The cracks will quickly connect with each other
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creating some sort of pattern. Once the object is completely covered by
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cracks the object will shatter and fall to the ground forming a pile of
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small pieces of the object and dust. The effect can be reversed with
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the appropriate spells.
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64. A T-1000 series Terminator. Information on it can be found in the
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"Terminator" section of THE COMPLETE GUIDE TO TECHNOLOGY.
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65. A small golden altar (worth about 5000 silver pieces). A person
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can gain the attention of a deity by touching the altar and calling out
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the deity's name. Of course, a deity might not like to be called upon.
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66. A bottle of 20 pills. The pill bottle is marked "Aspirin". When a
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pill is taken, it cures the imbiber of all wounds (total hit point
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recovery), all diseases, all poisons, all curses, and any natural
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afflictions (ex. blindness, deafness, etc.).
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67. A life-sized bronze statue honoring a great hero of the nearest
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settlement.
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68. A Spelljammer ship. Hopefully, there will be enough room in the
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general area for the ship to fit or there will be trouble.
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69. A dead armadillo.
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70. A large leather belt blazoned with gold. On the belt, it declares
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"World Wrestling Federation Champion".
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71. A 20th century Earth computer terminal that seems to function
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perfectly. Characters who make a successful Intelligence check (-5
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modifier) can communicate via electronic mail to a strange group of
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people on something called the INTERNET. In fact, some of these people
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can give the characters great insight into their world.
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72. A yummy 30-lb. baked turkey (still pipping hot). The turkey is
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stuffed with delicious dressing.
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73. A roll of duct tape. A label on the tape says "McGeyver".
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74. A small (about three feet long) ruby statue of a red dragon.
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Whenever a person argues with the owner of the statue, the dragon
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retaliates by flaming the person causing 1d12 points of fire damage.
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This makes a nice addition to politicians desk.
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75. A mood ring. This ring has a mystical rock that changes colors
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based on the wearer's mood.
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76. 1,000 pounds of freshly cooked dinosaur meat.
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77. A steamer trunk full of clothing. There is a large variety of
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clothing including winter and summer clothing for all sizes.
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78. A scroll which just so happens to be a map of the surrounding
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area. If in wilderness, the map shows things like traveling routes,
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hazards (including monsters), and other things not typical of a map. If
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in a settlement or dungeon, the map shows things like secret passages,
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hazards, and the quickest escape routes.
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79. An undead creature. The GM should roll on his/her favorite undead
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encounter chart. If the GM allows the undead to be controlled by the
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adventurers, the morality of such actions should be strongly examined.
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80. A snow shovel.
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81. The GM's choice of a high tech weapon from the list in the "High
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Technology Items" section of THE COMPLETE GUIDE TO TECHNOLOGY.
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82. A bag of delicious oranges (15 total).
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83. A 50' long and 20' high steel fence (like prison bars) that
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becomes implanted in the ground and anything else that the fence
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reaches.
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84. The resume of one Reid Bluebaugh (hey, he needs a job).
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85. A closed wooden wagon. The inside of the wagon is an extra-
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dimensional area that is 100 sq. ft. in size. Currently it is empty,
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but clever persons can make the inside of the wagon into a nice hovel.
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Contents inside the wagon do not manifest themselves as weight on the
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outside.
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86. A magical weapon. Roll on the appropriate table in your core rules
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book.
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87. A crate marked "Ghostbusters". The crate contains: four Official
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Ghostbuster's Proton Packs, one Atmospheric Ionization Analyzer, two
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Ecto Visors, twenty Ghost Traps, four PKE Meter, and one Spectroscope.
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All items are described in the "Ghostbusters" section of THE COMPLETE
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GUIDE TO TECHNOLOGY.
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88. A plastic bag of 100 assorted rubber bands.
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89. A crate of various spell components like bat guano, hemlock, salt,
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diamond powder, spider webs, eye of newt, etc.
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90. A condom.
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91. A ring with florescent swirling colors that flow in the ring not
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allowing it to be any one color. When a person puts the ring on, he/she
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turns into a cartoon character (possible that of an animal). GMs should
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treat the character as a character from the TOON RPG universe.
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92. Magical armor. Roll on the appropriate table in your core rules
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book.
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93. A tarot card. This card tells the future of the person who drew
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this item from the bag.
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94. A Hershey's chocolate candy bar.
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95. A katana sword that belonged to an Immortal (see the GUIDE TO
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HIGHLANDER for more information). The sword bestows a +1 to hit, +1 to
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damage, and a +1 to initiative. The person who possesses this sword has
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flashes and visions of its previous owner (the Immortal). The character
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should be shocked to see much of the world's history in the visions of
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the Immortals life.
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96. 10 ft. pole.
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97. A tiny piece of paper with the address of a prostitute named
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Honey. There are five stars by her name.
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98. A cute magical teddy bear that when touched causes 5d4 points of
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electrical damage. Rubber gloves will negate the effect.
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99. A dead horse because sometimes one feels like beating a dead
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horse.
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00. Bag O' Beans.
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