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D100 Random Item List

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D100 Random Item List

Uploaded by

jerivev628
Copyright
© © All Rights Reserved
Available Formats
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D100 Random Item list – Gold Quest Bandit Camp

1. Half-burnt charcoal sketch: A detailed charcoal sketch of a dragon's wing anatomy, with notes and measurements scribbled in the
margins.
2. Leather-bound journal: Filled with detailed observations of dragon behavior, hunting patterns, and habitat preferences. Gives
advantage to tracking dragons.
3. Crinkled map: Roughly drawn on parchment, this map details a nearby mountain range rumored to be a dragon's lair.
4. Tarnished compass: This once-reliable compass no longer points north, but instead seems to veer slightly whenever the researchers
approach a source of strong magic.
5. Collection of polished stones: Each stone is meticulously labeled with a location and date, hinting at a collection of samples gathered
near previous dragon sightings.
6. Empty vials: A dozen or so empty vials, some stoppered with cork, others left open, lie scattered across a workbench.
7. Magnifying glass: An ornate magnifying glass with a polished brass handle rests beside a pile of loose feathers, most likely scavenged
from a recent dragon encounter.
8. Herbalist pouch: Made from worn leather and tied shut with a frayed cord, this pouch contains a variety of dried plants and herbs,
some commonly used for healing, others less recognizable. 3 uses, advantage on medicine checks.
9. Rusted cage trap: This small, collapsible cage trap sits propped against a tree, hinting at previous attempts to capture smaller creatures
for study. 1 Broken shovel:** The handle of this shovel is splintered and the blade bent at an odd angle. Perhaps it met its end while
excavating a dragon's ancient nesting ground.
10. Crumbling book: The leather cover of this book is worn and cracked, its pages filled with faded illustrations and indecipherable text
in a forgotten language.
11. Pitchers with dried residue: Several clay pitchers lie empty, their inner surfaces stained with a reddish-brown residue. Were they used
to store potions or some other concoction?
12. Bedroll: A simple bedroll lies unfurled, revealing a worn leather satchel tucked beneath it. What secrets might it hold?
13. Sharpening stone: A well-used sharpening stone lies beside a collection of daggers and knives, their edges glinting in the sunlight.
14. Half-eaten rations: Dried meat, nuts, and hardtack are scattered across a makeshift table, enough to sustain a small group for a few
days.
15. Waterskin: A leather waterskin hangs limply from a nearby branch, a testament to the dry conditions of the region.
16. Dented cooking pot: Hanging over a small firepit, a blackened cooking pot sits empty, awaiting its next use.
17. Stack of weathered parchments: These parchments seem to be official documents, detailing taxes, trade agreements, and bandit
activity in the region. Are they simply forgeries to add legitimacy to their disguise, or do they hint at a deeper connection to the local
authorities? Points to the sheer amount of Treasure lord money bags has under his castle.
18. Disguised notebook: Bound in plain leather and filled with seemingly mundane notes on bandit life, a closer inspection reveals coded
messages and references to dragon research hidden within the text.
19. Small, polished dragon scale: Nestled amongst a pile of coins, a single, gleaming dragon scale catches the light. A valuable memento,
or a critical piece of evidence for a watchful eye?
20. Potion of Climbing When drunk, a creature gains a climbing speed equivalent to its walking speed for 1 hour and gains advantage on
Strength (Athletics) checks made to climb.
21. Potion of Healing When drunk, a creature regains 2d4 + 2 HP.
22. Oil of Slipperiness The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. Creature gains the effect of a
freedom of movement spell for 8 hours. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect
for 8 hours.
23. Potion of Fire Breath When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. The target must
take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. The effect ends after exhaling fire 3 times, or
after 1 hour.
24. Potion of Greater Healing When drunk, a creature regains 4d4 + 4 HP.
25. Potion of Growth When drunk, a creature gains the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration
required).
26. Potion of Hill Giant Strength When drunk, a creature’s Strength score is increased to 21 for 1 hour.
27. Potion of Resistance A potion that when drunk, grants a creature resistance to one type of damage for 1 hour. The DM chooses
the damage type.
28. Elixir of Health When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions.
29. Oil of Etherealness The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. Creature gains the effect of the
etherealness spell for 1 hour.
30. Potion of Fire Giant Strength When drunk, a creature’s Strength score is increased to 25 for 1 hour.
31. Potion of Frost Giant Strength When drunk, a creature’s Strength score is increased to 23 for 1 hour.
32. Potion of Gaseous Form When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required).
33. Potion of Heroism When drunk, a creature gains 10 temporary HP that last for 1 hour as well as the effects of the bless spell (no
concentration required) for the same duration.
34. Potion of Invulnerability When drunk, a creature gains resistance to all damage for 1 minute.
D100 Random Item list – Gold Quest Bandit Camp

35. Potion of Stone Giant Strength When drunk, a creature’s Strength score is increased to 23 for 1 hour.
36. Potion of Superior Healing When drunk, a creature regains 8d4 + 8 HP.
37. Oil of Sharpness The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to
apply. The coated item has a +3 bonus to attack and damage rolls for 1 hour.
38. Potion of Cloud Giant Strength When drunk, a creature’s Strength score is increased to 27 for 1 hour.
39. Potion of Flying When drunk, a creature gains a flying speed equal to its walking speed for 1 hour.
40. Invisability Potion When drunk, a creature becomes invisible for 1 hour along with anything it’s carrying or wearing. The effect ends
early if the creature makes an attack or casts a spell.
41. Arrow of Fire (+1d6 fire damage and ignites flammable objects): An arrow that erupts in flame upon hitting a target, potentially setting
them or their surroundings on fire.
42. Arrow of Lightning (+1d6 lightning damage with 1/10 chance to stun): An arrow that strikes a target with a jolt of lightning upon
impact.
43. Freezing Arrow (+1d6 cold damage and reduced target movement by 10ft for 5 rounds): An arrow that deals cold damage and has a
chance to freeze the target in place.
44. Acid Arrow (+1d6 acid damage, reduce target AC by 1) An arrow that deals acid damage, destroying parts of the targets armour when
hit.
45. Arrow of Wounding (Deals 1d6 bleed damage per round for 3 rounds): A wicked arrow that causes a target to bleed continuously for a
short time after being struck.
46. Arrow of Dragon Slaying (+3 to hit and +3d6 damage vs. Dragons): A standard arrow imbued with magic that deals extra damage to
dragons.
47. Flashbang Grenade: Upon detonation, this grenade emits a blinding flash of light and a deafening boom, stunning all creatures within a
10-foot radius for 1 round. Creatures must succeed on a Constitution saving throw (DC 15) or be deafened for 1 additional round.
48. Smoke Grenade: When thrown, this grenade explodes into a thick cloud of opaque smoke that fills a 20-foot radius for 1 minute.
Creatures within the cloud have disadvantage on Perception checks and are heavily obscured.
49. Shrapnel Grenade: This grenade bursts into a shower of razor-sharp metal shards upon detonation. All creatures within a 10-foot radius
must make a Dexterity saving throw (DC 15), taking 3d6 piercing damage on a failed save, or half as much on a successful one.
50. Illusion Grenade: This seemingly harmless grenade explodes in a burst of shimmering illusions. Creatures within a 15-foot radius must
make an Intelligence saving throw (DC 15). On a failed save, the creature is affected by a powerful illusion for 1 minute, as determined
by the DM. On a successful save, the creature is immune to the illusion for 1 hour.
51. Healing Grenade: Unlike its destructive counterparts, this magical grenade releases a burst of radiant energy upon detonation. All
creatures within a 10-foot radius must make a Constitution saving throw (DC 15). On a successful save, a creature takes no effect. On a
failed save, a creature regains 4d6 hit points.
52. Dispel Magic (Level 3): End a single spell or magical effect on a touched object or creature. Useful for countering enemy buffs or
disabling magical traps.
53. Find Familiar (Level 1): Summon a tiny creature to act as a scout and companion. Perfect for exploration and battlefield awareness.
54. Fly (Level 3): Grant the ability to fly for 10 minutes. Ideal for bypassing obstacles and reaching high places.
55. Pass Without Trace (Level 2): Makes the caster and up to 3 willing creatures invisible to magical detection and leaves no tracks for 1
hour. Great for sneaking past guards or avoiding magical surveillance.
56. Silence (Level 2): Creates a 20-foot-radius zone of silence for 10 minutes. Blocks verbal communication and spellcasting that requires
verbal components. Useful for tactical maneuvers or disrupting spellcasters.
57. Bless (Level 1): Grant advantage on attack rolls and saving throws to up to 3 creatures for 1 minute. A strong buff for boosting party
offense and defense.
58. Enhance Ability (Level 2): Enhance one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) of a
touched creature for 1 hour, granting advantage on checks using that ability and saving throws that depend on it.
59. Haste (Level 3): Grant one creature double its movement speed, advantage on Dexterity (Initiative) checks, and the ability to take one
additional action on each of its turns until the end of its next turn. Powerful for a quick burst of damage or mobility.
60. Invisibility (Level 2): Grants invisibility to a creature for 1 hour. Great for scouting ahead, flanking enemies, or setting up an ambush.
61. Spiritual Weapon (Level 2): Create a floating spectral weapon that attacks creatures of the caster's choice for 1 minute. Useful for
ranged damage or providing a distraction in combat.
62. corching Ray (Level 2): A classic damage dealer, this scroll fires three rays of searing hot energy at a target, each dealing 2d6 fire
damage. Great for taking down single enemies or softening up a group.
63. Fireball (Level 3): This iconic scroll explodes in a 20-foot-radius sphere of flames, dealing 8d6 fire damage to any creature caught in
the blast. Powerful for clearing out groups of enemies, but beware of collateral damage!
64. Shatter (Level 1): This scroll targets objects made from nonmagical glass or crystal within 10 feet. On a failed Dexterity saving throw,
the object is shattered and creatures within 10 feet of it take 3d8 thunder damage. Useful for collapsing bridges, breaking through
barriers, or dealing bonus damage to enemies wielding glass weapons or armor.
D100 Random Item list – Gold Quest Bandit Camp

65. Blight (Level 3): This potent scroll withers a creature or plant touched by it. On a failed Constitution saving throw, the target takes 4d8
necrotic damage. Additionally, a creature that is a plant or has part of a plant growing on it has disadvantage on Constitution saving
throws until the spell ends. Useful against plant-based creatures, swarms, or for weakening a powerful enemy.
66. Cloak of the Chameleon: This cloak grants the wearer the ability to blend into their surroundings as a bonus action, effectively granting
advantage on Stealth checks for 1 hour. Ideal for sneaking past guards or scouting enemy positions.
67. Ring of Deflection: While wearing this ring, the wearer gains a +2 bonus to their AC. A simple but effective way to improve
survivability in combat.
68. Bead of Force: When crushed, this bead creates a 10-foot-radius sphere of invisible, but impassable, force for 1 minute. Useful for
blocking enemy movement, creating choke points, or protecting allies.
69. Pendant of Heroism (Non-Consumable): This magical trinket can be activated once per day as a bonus action. When activated, it grants
the user the effects of the Heroism spell for 1 minute, boosting their movement speed, melee attacks, and saving throws.
70. Bag of Holding (Miniature): This miniature version of the classic bag of holding has a reduced capacity (perhaps 50 cubic feet) but still
allows for convenient storage of loot and supplies during adventures.
71. Gloves of Warning: These gloves tingle whenever magic is being used within 30 feet of the wearer, giving them a heads-up on
approaching spells or magical traps.
72. Lucky Coin: Once per day. This coin, when flipped, allows the user to reroll a single attack roll, ability check, or saving throw they
have just made. Adds a touch of luck to critical moments in the game.
73. Cloak of Many Faces: Once per day. This cloak allows the wearer to disguise themselves as another humanoid creature as an action.
The disguise lasts for 1 hour or until dismissed. Perfect for infiltration missions or social encounters where a different identity is
needed.
74. Bracelet of Blinding Light: As a bonus action, the wearer can activate this bracelet, causing a flash of blinding light in a 15-foot cone.
Creatures in the cone must make a Constitution saving throw (DC 15) or be blinded for 1 round.
75. Cloak of Falling Feathers: Once per day, as a reaction when falling, the wearer can activate the cloak to slow their descent, taking only
1d6 bludgeoning damage per 10 feet fallen.
76. Gauntlets of Ogre Power: While wearing these gauntlets, the user gains advantage on Strength checks and their unarmed strikes deal
1d6 + Strength modifier bludgeoning damage. However, they suffer disadvantage on Dexterity (Sleight of Hand) checks.
77. Mindflayer Earring: This silver earring, adorned with a tiny tentacle, allows the wearer to telepathically communicate with any creature
within 30 feet that shares a language with them. However, there is a 1 in 10 chance that the mindflayer who created the earring
attempts to establish a dominant mental link with the wearer each time it is used.
78. Necklace of Fireballs: This fiery necklace can store up to 3 charges. As an action, the wearer can expend 1 charge to hurl a fireball (as
the spell) from the necklace. The necklace regains all expended charges daily at dawn.
79. Ring of Climbing: This simple ring grants the wearer a climbing speed equal to their walking speed. Additionally, they have advantage
on all Strength (Athletics) checks made to climb.
80. Dragonslayer (Longsword): This +1 longsword deals an extra 1d6 damage to Dragons. (Perfect for monster slayers or characters facing
a dragon threat)
81. Dancing Axe (Handaxe): This +1 handaxe returns to the wielder's hand immediately after a thrown attack. Useful for throwing weapon
fighters like Rangers or Barbarians.
82. Scimitar of Speed: This scimitar grants the wielder a +2 bonus to their initiative rolls. Ideal for Rogues or Monks who rely on striking
first.
83. Whispering Staff (Quarterstaff): This +1 quarterstaff can cast the "Guidance" cantrip. Useful for any spellcaster who wants a reliable
buff for allies.
84. Cloak of Elvenkind: This cloak grants advantage on Dexterity (Stealth) checks and provides resistance to magical damage. (Great for
Rogues or any character needing stealth and defense)
85. Breastplate of Valor: This +1 breastplate gives the wearer advantage on saving throws against being frightened or charmed. Ideal for
characters who need to stay focused in combat, like Fighters or Paladins.
86. Boots of Striding and Springing: These boots grant the wearer a +10 bonus to their walking speed and the ability to jump an extra 3
feet. Perfect for characters who need to traverse difficult terrain or close the distance quickly in combat (Monks, Barbarians).
87. Bracers of Archery: These bracers grant the wearer a +2 bonus to attack rolls made with ranged weapons. Ideal for Rangers, Fighters,
or any character who relies on ranged attacks.
88. Helm of Telepathy: This helm allows the wearer to communicate telepathically with any creature they share a language with within 60
feet. Perfect for negotiating, gathering information, or coordinating tactics (for Bards, Clerics, or any leader in the party)
89. Gloves of Thievery: These gloves grant the wearer a +2 bonus to Dexterity (Sleight of Hand) checks and allow them to climb walls at a
climbing speed equal to their walking speed. Perfect for Rogues or anyone needing to be nimble and discreet.
90. Amulet of Proof against Detection and Location: This amulet protects the wearer from spells that reveal their location or track them.
Useful for avoiding magical traps or escaping pursuit (valuable for any class)
91. Ring of Spell Storing: This ring can store one spell of up to 5th level cast by the wearer or another creature. As an action, the wearer
can cast the stored spell from the ring. (Versatile for any spellcaster)
D100 Random Item list – Gold Quest Bandit Camp

92. Shield of Missile Absorption: This shield grants a +2 bonus to AC and has a chance to absorb a missile attack. Whenever a ranged
weapon attack hits the shield, the wearer can use their reaction to roll a 1d8. On a result of 7 or 8, the attack is negated. (Great for
characters who struggle with ranged attacks, like Fighters or Clerics)
93. Shattered Starblade (Longsword) (Broken needs repairing. See legendary items)
94. Drakeskin Armor of Immolation (Heavy Armor): (Broken needs repairing. See legendary items)
95. The Festering Ring (Cursed)
96. The Siren's Lament (Instrument):
97. The Bloodthirsty Greaves (Greaves)
98. The Tome of Forbidden Lore (Tome)
99. The Deck of Many things
100. Roll another 4 times, taking each result.

Appendix: Broken legendary items:


Legendary Broken Items:
Shattered Starblade (Longsword):
Legend: This longsword was once wielded by a legendary hero who used its celestial power to vanquish a great evil. The blade was forged from
a fallen star, imbued with radiant energy.

Broken State: During the final battle, the hero shattered the blade while dealing the final blow to the evil entity. Now, the once brilliant blade is
fractured, its celestial light flickering erratically.

Current Effects:

+1 bonus to attack and damage rolls.


Deals an extra 1d6 radiant damage to fiends and undead.
1/Day: Can cast "Guiding Bolt" as a bonus action. (However, there is a 20% chance the blade flares uncontrollably, dealing 2d6 radiant damage
to the wielder.)
Repair Cost: An unimaginable amount of radiant energy is needed to mend the blade. Some believe the tears in reality caused by the shattered
star itself must be mended to restore the weapon. The cost is likely a high-level quest in itself, with potentially world-altering consequences.
(Estimated Repair Cost: Priceless, requires an epic quest)

Drakeskin Armor of Immolation (Heavy Armor):


Legend: This magnificent armor was crafted from the hide of a colossal obsidian drake, said to be nearly impervious to fire and magic.

Broken State: The armor was heavily damaged in a volcanic eruption, the drakehide singed and cracked. The magical runes etched into the
armor are faint and unreliable.

Current Effects:

+2 bonus to AC.
Resistance to fire damage.
1/Day: Can cast "Burning Hands" as an action. (However, the armor overheats, dealing 1d4 fire damage to the wearer.)
Repair Cost: The drakehide needs a rare volcanic forge, rumored to exist deep within an active volcano, to be reforged. Additionally, the
magical runes require a powerful enchanter to decipher and re-inscribe them. (Estimated Repair Cost: 100,000 gold pieces, requires a high-level
crafter and access to a dangerous location)

Appendix B: Cursed Items


1. The Festering Ring (Ring): This once elegant silver ring is now marred by a single, pulsating pustule.
Curse: The Festering Ring grants advantage on Dexterity (Sleight of Hand) checks and allows the wearer to climb walls at a climbing speed
equal to their walking speed. However, the pulsating pustule writhes and oozes a foul-smelling ichor. The wearer suffers disadvantage on
Charisma (Persuasion) checks due to the repulsive stench, and any creature starting their turn within 5 feet of the wearer must succeed on a
Constitution saving throw (DC 15) or become nauseated for 1 minute.
Removal: The ring can only be removed by another person while the wearer is unconscious or magically restrained. However, the removal
process is excruciatingly painful, inflicting 2d6 necrotic damage on the wearer. Destroying the ring risks a magical explosion, dealing 4d8
necrotic damage to anyone within 10 feet.

2. The Siren's Lament (Instrument): This beautifully crafted harp, once a symbol of joy, now emanates an unsettling chill.
D100 Random Item list – Gold Quest Bandit Camp

Curse: The Siren's Lament grants the user proficiency in the Performance skill. However, the harp is no longer capable of producing beautiful
melodies. Instead, it compels the user to play a mournful dirge that chills the listener's bones. Any creature, friend or foe, who hears the music
played by the harp suffers disadvantage on all attack rolls and saving throws. Additionally, the user themself is wracked with despair, gaining
vulnerability to psychic damage for the duration of the music.
Removal: The curse can be broken by a successful Dispel Magic cast on the harp itself, at a cost of 2d6 psychic damage to the caster.
Alternatively, a creature immune to fear effects must play a triumphant fanfare on the harp, shattering its mournful enchantment.

3. The Bloodthirsty Greaves (Greaves): These ornately decorated greaves, once a warrior's pride, now seem to pulsate with a faint red
glow.
Curse: The Bloodthirsty Greaves grant the wearer a +2 bonus to Strength checks and saving throws. However, the greaves hunger for the
wearer's own life force. Whenever the wearer defeats a creature in combat, they regain 1d4 hit points. However, they must also make a
Constitution saving throw (DC 15). On a failure, the greaves leech 2d6 hit points from the wearer instead, fueling their dark magic.
Removal: The curse can be lifted by performing a ritual that requires sacrificing a sentient creature to appease the spirits bound within the
greaves. Alternatively, a powerful cleric can attempt to exorcise the spirits, requiring a successful Wisdom (Religion) check (DC 20) but risking
possession by the dark entities themselves.

4. The Tome of Forbidden Lore (Tome): This leather-bound tome appears ancient, its pages filled with cryptic symbols and forbidden
knowledge.
Curse: The Tome of Forbidden Lore grants the reader a +1 bonus to all Intelligence checks related to lore and history. However, the knowledge
slowly warps the reader's mind. For every hour spent reading the book, the reader suffers psychic damage equal to their Intelligence modifier.
Additionally, they gain a cumulative -1 penalty to Wisdom saving throws. On a failed Wisdom saving throw (DC 8, increasing by 2 for each
failed save), the reader is permanently stricken with a random form of powerful madness, determined by the DM. This madness could be a
debilitating phobia, uncontrollable outbursts of violence, or a complete disconnect from reality.
Removal: The curse can be broken by following a complex ritual outlined within the book itself. However, the ritual requires deciphering
specific passages written in a forgotten tongue and carries a high risk of failure. A failed attempt summons a horrific entity from the pages of the
book, attacking the reader and anyone else nearby.

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