Order of the D30: 30 cliches turned into magical items

Inspired by The Book of Marvelous Magic by Frank Mentzer and Gary Gygax

This list inspired by page 14.  The honest to goodness “Barrel of Monkeys”,  I list it here as number one.  I have tried to balance the list out with good and bad items.

1. Barrel of Monkeys, when opened PC must save vs. spell or be turned into a white ape.  Regardless of the save vs. roll on white per turn climbs out of the barrel until remove curse is applied to the barrel.

2. Ton of Bricks, single brick that can be carried by hand.  However when used as a weapon and thrown, victim his hit by the apparent force of 2,000 lbs of bricks.

3. Ace Up Your Sleeve, an enchanted playing card that alters probability in the PCs favor.  This card must be kept secure in the PCs sleeve for the affect to work.

4. An Apple a Day, an enchanted miniature tree that grows one apple every day.  The PC who consumes the apple is immune to all disease, poison, and other physical ailments for 24 hours.

5. An Axe to Grind, this axe is always dull.  Attempts to sharpen it do not work.  However the PCs nemesis suffers 2d10 psychic damage when the axe is sharpened.

6. Sword Beaten into a Ploughshare, this seemingly innocuous ploughshare was actually once a warforged sword.  When in the PC’s possession enemies will seek a peaceful solution to the problem if not attacked first.

7. Candle Burnt at Both Ends, a two wick’d candle.  When lit from both ends the PC has a burst of energy and does not need rest.  Effect lasts until the candle is gone.

8. Midnight Oil, special oil for your lamp that actually grants energy to the whole party when burned in one of the party’s lamps.

9. A Can of Worms, when opened the PC has unleashed the absolute worst the dungeon can throw at the party.  There is no avoiding anything.  They WILL find every monster or be found.

10. The Cat that Got Your Tongue, petting this cursed feline statue requires a save vs. spell, failure means you’ve lost your voice.

11. Cat Nap, petting this cursed feline statue requires a save vs. spell, failure and the pc falls asleep for 1d6 rounds.  Upon awakening, however PC has regained the same number of HP.

12. Bag of Hammers, The PC is dumber than this bag (no matter how high the INT score).  Ask this bag any question (only once) and you will get the correct answer.  For fun the DM can chose to answer a really innocuous question to reveal its existence.

13. Dry Bone, throwing this bone at any body of water will cause the body of water to dry up long enough for the PC to get across.

14. The Silver Lining, the actual silver lining of a cloud.  If kept the PC will have incredibly good luck, but lousy weather will follow the party.  The weather will worsen to the point the PCs will WANT to return the silver lining.  However, they’ll have to put it back into the cloud.

15. Eye and Tooth Amulet, this charmed amulet with an embossed eye and tooth will cause any wound given to the PC to appear on the attacker as well.

16. Fly by the Seat of Your Pants, enchanted knickers that will allow the PC to levitate.

17. Fly on the Wall, this enchanted statue will allow the PC to see through the eyes of any fly in any room of the dungeon the PC has already visited.

18. The Frog in My Throat, picking up this statue needs a save vs. spell. Failure causes one frog per round to emerge from the PCs mouth until someone cast remove curse.

19. The Glimmer of Hope, when all seems lost this amulet will cause a faint glow to appear around the clue the PC needs to solve the dilemma.

20. Glasses of 20/20 Hindsight, when wearing these glasses the solution to the problem will become clear after failing once.

21. Hit of the Book, when smacked upside the head with this tome, the Knowledge contained within is transferred to the PC.  It only work if someone else smacks the PC with the book.

22. It’s in the Cards.  This RARE magical item is a D&D deck of Gambling with NO black cards.  Each member of the party pulls one card and then the deck vanishes.

23. It’s in the Cards 2.  The other half of the deck.  same rules.

24. Jack’s Toolbelt, you know Jack, he’s good at everything.  Well there was a reason why he had this magical toolbelt that gave better chances at success on ANY project.  He lost the belt and you’ve found it.

25. The Unturned Stone, this looks like a normal smooth skipping stone with the exception of a mystical rune carved on one side.  Turning this stone over will reveal any treasure (unless concealed by a wizard of a higher level than the PC) in the current room.

26. The Pot from the Land of Milk and Honey, this pot always contains just enough sustenance to ward off starvation.

27. Elephant Memory Charm, this amulet with an inscribed pachyderm will allow the PC to remember (even if the player doesn’t) any clue dropped by the DM.  The DM should remind the PC of the clue when needed but tell how the clue solves the puzzle.

28. The Bad Apple. picking up this peice of cursed fruit spoils ALL foodstuffs in the party’s stores.

29. One Man’s Garbage, this seeming pile of trash is really on closer examination a pile of treasure.

30. The Needle in The Haystack, finding this needle in the haystack is an accomplishment.  The runes inscribed on this needle grant the PC the increased ability to find secret doors.

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