Be careful, some of these items could get out of hand. Roll 1d12.

  1. The Omega Bauble: This silver ball, resembling a Christmas ornament that hinges open in the middle. It is locked with a magical command phrase that is never found with the Bauble. Once opened, the ball floats into the air and reveals a miniature black hole. The Bauble can only be resealed by a different command word also found separately from the open word and itself.

    Otherwise, once opened the miniature black hole sucks up everything in a 100 foot cone in front of where it was opened and deposits them somewhere in deep space. It pulls with a +10 Str modifier and will eventually even begin to pull in the air and ground around it. This effect continues until the Bauble is sealed again. It can still be approached from behind.

    This item almost inevitably comes with all kinds of warnings, guards, wards, and preventative measures to prevent someone from taking it. Likewise, the command phrase to open the ball was hidden away from prying mortal eyes by its creator. The words to close the Bauble are likewise well hidden to prevent the knowledge that this item even exists.
  2. The All Seeing Glass Eye: This green glass eye is a well hidden secret of an ancient monastery following its discovery. The monks all swear an oath to protect the box it is kept in when joining the monastery. It was originally plucked from the monk who defeated its sorcerous inventor.

    The eye replaces whichever eye it deems healthiest and painfully replaces it. The new owner gains the benefits of being able to see in the dark, through any illusion, Astral, Ethereal, Spirit, Good, Evil, and the auras of anyone around it. (Within 100’) Even behind it. The owner may never close that eye again.

    The curse: Any time the owner attempts to sleep, they will see visions of hell, enough to give anyone nightmares. This nightly trauma never gets any easier as the eye can sense its owner’s thoughts. It can’t be removed surgically once embedded without killing the owner. If the owner dies, it flies straight at the nearest creature with eyes until it finds a satisfactory host once again. If it wants to leave voluntarily, the eye will cause the head of its former owner to explode in order to prevent anyone from knowing its secrets.
  3. The Devil’s Card: This heavily enchanted tarot card may possibly be part of an entire deck, but it is unknown where the rest of these cards are located. As the name would indicate, it is a plain brown card on the back with a picture of a devil on the other side. The devil always appears to be watching the owner whenever it is face up. When face down, the card still causes anyone within 50’ to have an uneasy feeling as if being watched. Whomever picks up this card is cursed. The card can’t be burned or destroyed. If discarded it will always reappear in the owner’s hand or pocket the next morning.

    The curse: As if simply coming in contact with this card wasn’t bad enough. The little devil on the card curses its owner to engage in compulsory addictive behavior and debauchery as much as reasonably possible. The owner can no longer control actions that could potentially be addictive. For example, instead of eating a light meal, the owner of the card will continually stuff their face with as much food as they can easily obtain. Instead of making $10, the card’s owner will push for as much money as possible on every deal. Any other vice including alcohol and drugs that the card’s owner might encounter, are taken to the extreme.
  4. The One in a Million Lucky Coin: This shiny gold coin stamped with symbols no one can fathom makes its owner infinitely wealthy for ONE purchase. Once the coin has changed hands it can never go back to the person who paid with it. The coin radiates immense magic due to its Wish-like abilities. Like the other items on this list, the coin can never be destroyed.

    -Donating the coin grants ONE wish of the user’s choice.
    -Casting the coin in a fountain or wishing well will likewise grant whatever what wished for.
    -Gambling with the coin guarantees ONE win. (i.e. a single hand of cards, toss of the dice, or lottery.)  Remember, it can’t go back to anyone who wins it once it has been used to bet or gamble. If everyone in the immediate vicinity has used it once, it teleports to a new random location.
  5. Tiny Tailor’s Gizmo: This curious metal box about 12” cubed contains a small brass man carrying a pair of scissors, needle, and endless thread. The tiny man only seems to understand commands related to sewing. It can create an entire ball gown if given the cloth. It will mend clothes that are torn. It can even repair some types of armor if asked. When finished, he always returns to his box until it is opened again. It can even suture wounds closed if asked but prefers not to do so unless necessary.
  6. The Scribbling Scribe: This quill pen floats in the air until blank paper or parchment is placed underneath it. When commanded, the quill takes perfect dictation, never straying from exactly what is said. It is able to magically erase its mistakes and rewrite them. It never runs out of ink and can even change colors if asked. It can also draw a sketch or portrait if asked. (Quality may vary based on descriptions.)
  7. Universal Battery: This small rectangular box about six inches long is simply marked with a + at one end and a – at the other. Inside the box are wires at each end. Each wire ends in a small clamp. When attached to any device, it will provide up to 8 continuous hours of charge. The battery will then glow red until placed in the sun for 8 hours. Once it’s ready to be used again, it turns green. When not in use, it goes back to being a dull gray metal.

    The battery has been able to provide power to a number of things one would not expect. Magic wands, staves, and rods can be recharged with the battery up to 8 full charges. Cars, deactivated magic brooms, toys, lights, and factory machinery have been operated by the battery. If attached to a living creature, it will give a mild tingling sensation, but no harm.
  8. Self-Filling Cereal Bowl: As the name suggests, this round white porcelain bowl approximately 12 inches in diameter by 7 inches deep fills with the cereal and milk or porridge and bowling water of the user’s choosing. It has also been able to create grits, oatmeal, and even soup. It can do this three times per day per user. It does not have an attunement, and anyone can use it.
    (You still have to provide your own spoon.)
  9. Arcane Scrying Reader: This 9 inch glass tube is set in a bronze wheeled roller with windows on the front and back. When rolled over a written page or scroll, it translates whatever is on the page into whatever language the reader best understands.
  10. Instant Unstoppable Fire Starter: This bronze and brass lighter never runs out of fuel and can’t be blown out or doused. The flame stays out in any weather as long as the button is depressed. It does get very hot around the flame and can’t be held down more than a minute before causing harm to the holder.
  11. Windup Orchestra: This cantaloupe sized ball opens on a hinge to reveal a miniature orchestra full of tiny brass musicians waiting to play for whomever opened it. There is a small crank that can be inserted into the ball to wind it up. When they start playing, their sound is amplified so everyone in the room is able to hear. The maestro knows any song the user desires to hear. They stop playing when the ball is closed or one hour when the wind up runs out.

    There is a musician’s union mandated 30 minute intermission between performances. If closely observed, all of the little musicians can be seen talking, eating, drinking and relaxing before the next performance. Some will even look up and wave at observers.
  12. Bandage in a Pen: This magic marker heals 1d6 damage when rubbed over any wound no matter how large. Also stabilizes dying characters by writing “Live” on the victim’s forehead. Will not regrow limbs, but it helps to prevent excessive shock and blood loss. Unlimited uses per day.

Usable in most d20 compatible games, preferably ones where the steampunk level of technology is available. Thank you for stopping by. I appreciate you.