Hapter Quipment
Hapter Quipment
Hapter Quipment
THE MARKETPLACE OF A LARGE CITY TEEMS M em bers o f the nobility trade either in legal rights, such
w ith buyers and sellers o f m any sorts: as the rights to a m ine, a port, or farmland, or in gold
dw arf sm iths and elf w oodcarvers, halfling bars, m easuring gold by the pou n d rather than by the
farm ers and gnom e jew elers, not to mention coin. Only m erchants, adventurers, and th ose offering
hum ans o f every shape, size, and color professional serv ices for hire com m on ly deal in coins.
draw n from a sp ectru m o f nations and
cultures. In the largest cities, alm ost C o in ag e
anything im aginable is offered for sale, from exotic
C om m on coin s co m e in several different denom inations
sp ices and luxurious cloth in g to w ick er baskets and
ba sed on the relative w orth o f the m etal from w h ich they
practical sw ords.
are m ade. The three m ost com m on co in s are the gold
For an adventurer, the availability o f armor, w eapon s,
p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).
backpacks, rope, and sim ilar g o o d s is o f param ount
W ith on e gold piece, a character can buy a belt
im portan ce, sin ce p roper equipm ent can m ean the
pouch, 50 feet o f g o o d rope, or a goat. A skilled (but
difference betw een life and death in a du ngeon or the
not exception al) artisan can earn on e gold p iece a day.
untam ed w ilds. T his chapter details the m undane and
T h e gold p iece is the standard unit o f m easu re for
exotic m erchandise that adventurers com m only find useful
w ealth, even if the coin itself is not com m on ly used.
in the face o f the threats that the w orlds o f D & D present.
W h en m erchants d iscu ss deals that involve g o o d s or
serv ices w orth hundreds or thousands o f gold p ieces,
St a r t i n g E q u i p m e n t the transactions d on t usually involve the exch an ge o f
W h en you create y ou r character, you receive equipm ent individual coin s. Rather, the gold p iece is a standard
ba sed on a com bination o f your class and background. m easu re o f value, and the actual exch an ge is in gold
Alternatively, you can start w ith a num ber o f gold p ieces bars, letters o f credit, or valuable g ood s.
ba sed on your cla ss and spend them on items from the O ne gold p iece is w orth ten silver p ieces, the m ost
lists in this chapter. S e e the Starting W ealth by Class prevalent coin am ong com m on ers. A silver p iece buys a
table to determ ine h ow m uch gold you have to spend. la borers w ork for a day, a flask o f lam p oil, or a nights
You d ecide h ow your character ca m e by this starting rest in a p o o r inn.
equipm ent. It m ight have been an inheritance, or g o o d s O ne silver p iece is w orth ten cop p er p ieces, w h ich are
that the character purchased during his or her upbringing. com m on am ong laborers and beggars. A single cop p er
You might have been equipped with a w eapon, armor, and p iece buys a candle, a torch, or a p iece o f chalk.
a backpack as part o f military service. You might even have In addition, unusual co in s m ade o f other preciou s
stolen your gear. A w ea p on cou ld b e a fam ily heirloom , m etals som etim es appear in treasure hoards. The
pa ssed dow n from generation to generation until your electrum p iece (ep) and the platinum p iece (pp) originate
character finally took up the m antle and follow ed in an from fallen em pires and lost kin gdom s, and they
an cestors adventurous footsteps. som etim es a rou se su spicion and skepticism w hen u sed
in transactions. A n electrum p iece is w orth five silver
S t a r t in g W ealth by C lass pieces, and a platinum p iece is w orth ten gold p ieces.
A standard coin w eigh s about a third o f an ou nce,
Class Funds
so fifty coin s w eigh a pound.
Barbarian 2d4 x 10 gp
Bard 5d4 x 10 gp
S t a n d a r d Ex c h a n g e Rates
Cleric 5d4 x 10 gp
Coin cp sp ep gp pp
Druid 2d4 x 10 gp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Fighter 5d4 x 10 gp
Silver (sp) 10 1 1/5 1/10 1/100
Monk 5d4 gp
Electrum (ep) 50 5 1 1/2 1/20
Paladin 5d4 x 10 gp
Gold (gp) 100 10 2 1 1/10
Ranger 5d4 x 10 gp
Platinum (pp) 1,000 100 20 10 1
Rogue 4d4 x 10 gp
Sorcerer 3d4 x 10 gp
Warlock 4d4 x 10 gp
Wizard 4d4 x 10 gp
W ealth
W ealth appears in m any form s in a D & D w orld. Coins,
gem stones, trade g ood s, art objects, anim als, and
property can reflect your characters financial w ell-being.
M em bers o f the peasantry trade in g ood s, bartering for
what they n eed and paying taxes in grain and cheese.
Se llin g T reasu re T h e A rm or table sh ow s the cost, w eight, and other
p roperties o f the com m on types o f arm or w orn in the
O pportunities aboun d to find treasure, equipm ent,
w orld s o f D&D.
w eapon s, armor, and m ore in the du ngeon s you explore.
Armor Proficiency. A n yone can put on a suit o f arm or
Normally, you can sell your treasures and trinkets w hen
or strap a shield to an arm . Only th ose proficient in the
you return to a town or other settlement, provided that you
a rm ors use k n ow h ow to w ea r it effectively, however.
can find buyers and m erchants interested in your loot.
Your class gives you proficiency w ith certain types o f
Arms, Armor, and Other Equipment. A s a general armor. If you w ea r arm or that you lack proficiency with,
rule, u ndam aged w eapon s, armor, and other equipm ent
you have disadvantage on any ability check, saving
fetch h alf their cost w hen sold in a market. W eapon s
throw, or attack roll that involves Stren gth or Dexterity,
and arm or u sed by m on sters are rarely in g o o d enough
and you ca n t cast spells.
condition to sell.
Armor Class (AC). A rm or protects its w earer from
Magic Items. S ellin g m a gic item s is problem atic.
attacks. The arm or (and shield) you w ea r determ ines
F inding som eon e to buy a potion or a scroll isnt too
your b a se A rm or Class.
hard, but other items are out o f the realm o f m ost but the
Heavy Armor. Heavier arm or interferes w ith the
w ealthiest n obles. L ikew ise, aside from a few com m on
w ea rers ability to m ove quickly, stealthily, and freely.
m agic item s, you w o n t n orm ally co m e a cross m agic
If the A rm or table sh ow s Str 13 or Str 15 in the
item s or spells to purchase. T h e value o f m agic is far
Strength colum n for an arm or type, the arm or redu ces
beyond sim ple gold and should always be treated as such.
the w ea rers sp eed by 10 feet u nless the w earer has a
Gems,Jewelry, and Art Objects. T h ese items retain Strength score equal to or h igher than the listed score.
their full value in the m arketplace, and you can either
Stealth. If the A rm or table sh ow s D isadvantage in
trade them in for coin or u se them as cu rren cy for other
the Stealth colum n, the w earer has disadvantage on
transactions. For exception ally valuable treasures, the
D exterity (Stealth) checks.
D M m ight require you to find a buyer in a large tow n or
Shields. A shield is m ade from w o o d or m etal and
larger com m u n ity first.
is carried in one hand. W ieldin g a shield in creases
Trade Goods. O n the borderlands, m any p eople
your A rm or C lass by 2. You can benefit from only one
con du ct transactions through barter. Like gem s and art
shield at a time.
objects, trade g o o d s bars o f iron, bags o f salt, livestock,
and s o on retain their full value in the m arket and can
L ig h t A rm or
be u sed as currency.
M ade from supple and thin m aterials, light arm or favors
agile adventurers sin ce it offers som e protection w ithout
A r m o r a n d Sh i e l d s sacrificin g m obility. If you w ear light armor, you add
D & D w orld s are a vast tapestry m ade up o f m any your D exterity m odifier to the ba se num ber from your
different cultures, each w ith its ow n tech n ology level. arm or type to determ ine your A rm or Class.
F or this reason , adventurers have a c c e s s to a variety Padded. P added arm or con sists o f quilted layers of
o f arm or types, ranging from leather arm or to chain cloth and batting.
m ail to costly plate armor, w ith several other kinds o f Leather. The breastplate and sh ou lder protectors o f
arm or in betw een . T h e A rm or table collects the m ost this arm or are m ade o f leather that has been stiffened
com m on ly available types o f arm or found in the gam e by b ein g boiled in oil. The rest o f the arm or is m ade o f
and separates them into three categories: light armor, softer and m ore flexible materials.
m edium arm or, and heavy armor. M any w arriors Studded Leather. M ade from tough but flexible
supplem ent their arm or with a shield. leather, studded leather is rein forced w ith close-set
rivets or spikes.
Va r ia n t : Eq u ip m e n t S iz e s
M ed iu m A r m o r
In most campaigns, you can use or wear any equipment that
you find on your adventures, within the bounds o f common M edium arm or offers m ore protection than light armor,
sense. For example, a burly half-orc won't fit in a halflings but it also im pairs m ovem ent m ore. If you w ear m edium
leather armor, and a gnome would be swallowed up in a armor, you add your Dexterity modifier, to a m axim um
cloud giants elegant robe. o f +2, to the ba se num ber from your arm or type to
The DM can impose more realism. For example, a suit of determ ine your A rm or Class.
plate armor made for one human might not fit another one
Hide. T his cru de arm or con sists o f thick furs and
without significant alterations, and a guards uniform might
pelts. It is com m on ly w orn by barbarian tribes, evil
be visibly ill-fitting when an adventurer tries to wear it as a
hum anoids, and other folk w h o lack a c c e s s to the tools
disguise.
Using this variant, when adventurers find armor, clothing, and m aterials n eeded to create better armor.
and similar items that are made to be worn, they might need Chain Shirt. M ade o f in terlocking m etal rings, a chain
to visit an armorsmith, tailor, leatherworker, or similar expert shirt is w orn betw een layers o f cloth in g or leather. This
to make the item wearable. The cost for such work varies arm or offers m od est protection to the w ea rers upper
from 10 to 40 percent o f the market price o f the item. The b od y and allow s the sou n d o f the rings rubbing against
DM can either roll 1d4 x 10 or determine the increase in cost one another to be muffled by outer layers.
based on the extent o f the alterations required. Scale Mail. T h is arm or con sists o f a coat and leggings
(and perhaps a separate skirt) o f leather covered with
overlapping p ieces o f metal, m uch like the sca les o f a
fish. T h e suit includes gauntlets.
B reastplate. T h is arm or con sists o f a fitted metal
chest p iece w orn w ith supple leather. A lthough it leaves
the legs and arm s relatively u nprotected, this arm or
p rovides g o o d protection for the w ea rers vital organs
w hile leaving the w earer relatively u nencum bered.
H a lf Plate. H alf plate con sists o f shaped m etal plates
that cover m ost o f the w ea rers body. It d o e s not include
leg protection beyon d sim ple greaves that are attached
with leather straps.
H eavy A rmor
O f all the arm or categories, heavy arm or offers the best
protection. T h ese suits o f arm or cover the entire body
and are design ed to stop a w ide range o f attacks. Only
proficient w arriors can m anage their w eight and bulk.
H eavy arm or d oesn t let you add your Dexterity
m odifier to your A rm or Class, but it also d oesn t
pen alize you if your D exterity m odifier is negative.
Ring Mail. T h is arm or is leather arm or w ith heavy
rings sew n into it. T h e rings help rein force the arm or
against blow s from sw ord s and axes. R in g m ail is
inferior to chain m ail, and it's usually w orn only by th ose
w h o ca n t afford better armor.
Chain Mail. M ade o f interlocking m etal rings, chain
m ail includes a layer o f quilted fabric w orn underneath
the m ail to prevent chafing and to cushion the im pact o f
blow s. The suit includes gauntlets.
Splint. T h is arm or is m ade o f n arrow vertical strips
o f m etal riveted to a back ing o f leather that is w orn over
cloth padding. F lexible chain m ail protects the joints.
Plate. Plate con sists o f shaped, interlocking metal
plates to cover the entire body. A suit o f plate includes
gauntlets, heavy leather b oots, a v isored helmet, and
thick layers o f padding underneath the armor. B uckles
and straps distribute the w eight over the body.
Light Armor
Padded 5 gp 11 + Dex modifier Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier 10 lb.
Studded leather 45 gp 12 + Dex modifier 13 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
Ring mail 30 gp 14 Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Shield
Shield 10 gp +2 6 lb.
G e t t in g In t o a n d O u t of A rm o r
T h e tim e it takes to don or d off arm or depen ds on the
a rm ors category.
Don. T h is is the tim e it takes to put on arm or. You
benefit from the arm or's AC only if you take the full tim e
to don the suit o f armor.
Doff. This is the tim e it takes to take o ff armor. If you
have help, reduce this tim e by half.
W eapons
Your cla ss grants proficiency in certain w eapon s,
reflecting both the class's fo cu s and the tools you are
m ost likely to use. W h eth er you favor a lon gsw ord or
a longbow , your w ea p on and your ability to w ield it
effectively can m ea n the difference betw een life and
death w hile adventuring.
Th e W ea pon s table sh ow s the m ost co m m o n w eap on s
u sed in the w orld s o f D&D, their price and w eight,
the dam age they deal w hen they hit, and any sp ecia l
p roperties they p o s se ss . Every w eap on is classified
as either m elee or ranged. A m elee weapon is u sed to
attack a target w ithin 5 feet o f you, w h ereas a ranged
weapon is u sed to attack a target at a distance.
W eapo n P r o ficien cy
Your race, class, and feats can grant you proficiency
w ith certain w eap on s or categories o f w eapon s. T h e tw o
categories are simple and martial. M ost p eop le can
u se sim ple w ea p on s with proficiency. T h ese w eap on s
include clubs, m a ces, and other w ea p on s often found in
the hands o f com m on ers. M artial w eapon s, including
sw ords, axes, and polearm s, require m ore sp ecia lized
training to u se effectively. M ost w arriors use m artial
w ea p on s b eca u se th ese w ea p on s put their fighting style
and training to best use.
P roficien cy w ith a w ea p on allow s you to add your
proficiency bon u s to the attack roll for any attack you
m ake w ith that w eapon . If you m ake an attack roll using
a w ea p on w ith w h ich you lack proficiency, you do not
add your proficiency bon u s to the attack roll.
W e a p o n P r o perties
M any w eapons have special properties related to their use,
as show n in the W eapons table.
Am m unition. You can u se a w eap on that has the
am m unition property to m ake a ranged attack only if
you have am m unition to fire from the w eapon . E ach
tim e you attack w ith the w eapon , you expend on e piece
o f am m unition. D raw ing the am m unition from a quiver,
case, or other container is part o f the attack. At the
end o f the battle, you can recov er h alf your expen ded
am m unition by taking a m inute to sea rch the battlefield.
If you use a w eapon that has the ammunition property
to m ake a m elee attack, you treat the w eapon as an
im provised w eapon (see "Im provised W eapons" later in
the section). A sling must be loaded to deal any dam age
w hen u sed in this way.
Finesse. W h en m akin g an attack with a finesse
w eapon , you use your ch oice o f your Strength or
Dexterity m odifier for the attack and dam age rolls. You
must use the sam e m odifier for both rolls.
Heavy. S m all creatu res have disadvantage on attack
rolls w ith heavy w eapon s. A heavy w ea p on s size and
bulk m ake it too large for a S m all creature to use
effectively.
Light. A light w eap on is sm all and easy to handle,
m aking it ideal for u se w hen fighting w ith tw o w eapon s.
S e e the rules for tw o-w eapon fighting in chapter 9.
Loading. B ecau se o f the time required to load this
w eapon, you can fire only one piece o f am m unition
from it w hen you use an action, bonus action, or reaction
to fire it, regardless o f the num ber o f attacks you can
n orm ally make.
Range. A w eap on that can b e u sed to m ake a ranged
attack has a range sh ow n in paren th eses after the
am m unition or throw n property. The range lists tw o
n um bers. T h e first is the w ea p on s n orm al range in feet,
and the se co n d indicates the w ea p on s m axim um range.
W h en attacking a target beyon d n orm al range, you have
disadvantage on the attack roll. You c a n t attack a target
beyon d the w ea p on s long range.
Reach. T his w ea p on adds 5 feet to your reach w hen
you attack with it.
Special. A w ea p on w ith the sp ecia l property has
unusual rules governing its use, explained in the
w ea p on s description (see "S p ecia l W ea pon s" later in
this section).
Thrown. If a w eap on h as the th row n property, you
can th row the w ea p on to m ake a ranged attack. If the
w eap on is a m elee w eapon , you u se the sam e ability
m odifier for that attack roll and dam age roll that you
w ou ld u se for a m elee attack w ith the w eapon . For
exam ple, if you th row a handaxe, you u se your Strength,
but if you th row a dagger, you can use either your
Strength or your Dexterity, sin ce the dagger has the
fin esse property.
Two-Handed. T h is w ea p on requ ires tw o hands to use.
Versatile. T his w eap on can b e u sed w ith one or tw o
hands. A d am age value in paren th eses appears w ith the
propertythe dam age w hen the w eap on is u sed with
tw o hands to m ake a m elee attack.
Im pr o v ise d W eapons
S om etim es characters d on t have their w ea p on s and
have to attack w ith w hatever is clo se at hand. An
im provised w eap on includes any o b ject you can w ield
in one or tw o hands, such as broken glass, a table leg, a
frying pan, a w agon w heel, or a dead goblin.
In m any cases, an im provised w eap on is sim ilar
to an actual w eap on and ca n be treated as such. For
exam ple, a table leg is akin to a club. At the D M s option,
a character proficient w ith a w eap on can use a sim ilar
object as if it w ere that w eap on and u se his or her
proficiency bonus.
A n object that bea rs no resem b lan ce to a w eap on creatu res that are form less, or creatu res that are H uge
deals 1d4 dam age (the DM assigns a dam age type or larger. A creature can u se its action to m ake a D C 10
appropriate to the object). If a character u ses a ranged Strength check, freeing itself or another creature within
w eap on to m ake a m elee attack, or throw s a m elee its reach on a su ccess. D ealing 5 slashing dam age to the
w eap on that d o e s not have the throw n property, it also net (AC 10) also frees the creature without h arm in g it,
deals 1d4 dam age. A n im provised throw n w eap on has a ending the effect and destroying the net.
norm al range o f 20 feet and a lon g range o f 60 feet. W h en you u se an action, bon u s action, or reaction
to attack w ith a net, you can m ake only on e attack
Silv e r e d W eapons regardless o f the num ber o f attacks you can
S om e m on sters that have im m unity or resistan ce norm ally make.
to n onm agical w ea p on s are su sceptible to silver
w eapon s, s o cautious adventurers invest extra coin to
plate their w ea p on s w ith silver. You can silver a single
A d v e n t u r in g G ear
w eap on or ten p ieces o f am m unition for 100 gp. This T h is section d escrib es item s that have sp ecia l rules or
co st represents not only the price o f the silver, but the require further explanation.
tim e and expertise n eed ed to add silver to the w eapon Acid. A s an action, you can splash the contents o f
w ithout m akin g it less effective. this vial onto a creature w ithin 5 feet o f you or th row
the vial up to 20 feet, shattering it on im pact. In either
Sp e c ia l W eapons case, m ake a ranged attack against a creature or object,
W ea p on s w ith sp ecia l rules are d escrib ed here. treating the acid as an im provised w eapon . O n a hit, the
Lance. You have disadvantage w hen you u se a lance target takes 2d 6 acid dam age.
to attack a target w ithin 5 feet o f you. A lso, a lance Alchem ists Fire. T h is sticky, adhesive fluid ignites
requ ires tw o hands to w ield w hen you arent m ounted. w h en e x p osed to air. A s an action, you can th row this
Net. A Large or sm aller creature hit by a net is flask up to 20 feet, shattering it on im pact. M ake a
restrained until it is freed. A net has no effect on ranged attack against a creature or object, treating
W e a p o n s
Ta c k , H a r n e s s , a n d D ra w n V e h ic l e s
Services
A dventurers can pay nonplayer characters to assist them
or act on their beh alf in a variety o f circu m stan ces. M ost
such hirelings have fairly ordinary skills, w hile others
are m asters o f a craft or art, and a few are experts with
sp ecia lized adventuring skills. Skilled hirelings include anyone h ired to perform a
serv ice that involves a proficiency (including w eapon,
S o m e o f the m ost basic types o f hirelings appear on
tool, or skill): a m ercenary, artisan, scribe, and s o on.
the S e rv ice s table. Other com m on hirelings include
any o f the w id e variety o f p eople w h o inhabit a typical T h e pay sh ow n is a m inim um ; som e expert hirelings
require m ore pay. U ntrained hirelings are hired for
tow n or city, w hen the adventurers pay them to
p erform a sp ecific task. For exam ple, a w izard might m enial w ork that requires no particular skill and can
include laborers, porters, m aids, and sim ilar w orkers.
pay a carpenter to con stru ct an elaborate chest (and
its m iniature replica) for u se in the Leomunds secret
chest spell. A fighter m ight com m ission a blacksm ith to
Sp e l l c a s t in g Services
forge a sp ecia l sw ord. A bard might pay a tailor to m ake P eop le w h o are able to cast spells d on t fall into the
exquisite cloth in g for an u p com in g p erform a n ce in category o f ordinary hirelings. It m ight be p ossib le to
front o f the duke. find som eon e w illin g to cast a spell in exch an ge for coin
O ther hirelings provide m ore expert or dangerou s or favors, but it is rarely easy and no established pay
serv ices. M ercenary soldiers paid to help the rates exist. A s a rule, the higher the level o f the desired
adventurers take on a h obgoblin arm y are hirelings, as spell, the h arder it is to find som eon e w h o can cast it
are sa ges hired to research ancient or esoteric lore. If a and the m ore it costs.
high-level adventurer establishes a stron ghold o f som e H iring som eon e to cast a relatively co m m o n spell
kind, he or sh e m ight hire a w hole staff o f servants and o f 1st or 2nd level, such as cure wounds or identify, is
agents to run the place, from a castellan or steward easy enough in a city o r town, and m ight cost 10 to 50
to m enial laborers to k eep the stables clean. T h ese gold p ieces (plus the co st o f any expensive material
h irelings often enjoy a long-term contract that includes com pon ents). Finding som eon e able and w illin g to
a place to live w ithin the stron ghold as part o f the cast a higher-level spell m ight involve traveling to a
offered com pen sation . large city, perhaps one w ith a university or prom inent
tem ple. O nce found, the spellcaster m ight ask for a
S e r v ic e s serv ice instead o f paym entthe kind o f serv ice that
Service Pay
only adventurers can provide, such as retrieving a rare
item from a dangerou s loca le or traversing a m onster-
Coach cab
infested w ild ern ess to deliver som eth in g im portant to
Between towns 3 cp per mile
a distant settlem ent.
Within a city 1 cp
Hireling
Skilled 2 gp per day
T r in k e t s
Untrained W h en you m ake your character, you can roll o n ce on
2 sp per day
the Trinkets table to gain a trinket, a sim ple item lightly
Messenger 2 cp per mile
touched by mystery. T h e DM m ight also u se this table.
Road or gate toll 1 cp
It can help stock a room in a du ngeon or fill a creatu res
Ships passage 1 sp per mile
pockets.
Tr in k et s
d 100 Trinket
d100 Trinket 27 A shard o f obsidian that always feels warm to the
01 A mummified goblin hand touch
02 A piece o f crystal that faintly glows in the moonlight 28 A dragon's bony talon hanging from a plain leather
03 A gold coin minted in an unknown land necklace
04 A diary written in a language you dont know 29 A pair o f old socks
05 A brass ring that never tarnishes 30 A blank book whose pages refuse to hold ink, chalk,
06 An old chess piece made from glass graphite, or any other substance or marking
07 A pair of knucklebone dice, each with a skull symbol 31 A silver badge in the shape o f a five-pointed star
on the side that would normally show six pips 32 A knife that belonged to a relative
08 A small idol depicting a nightmarish creature that 33 A glass vial filled with nail clippings
gives you unsettling dreams when you sleep near it 34 A rectangular metal device with two tiny metal cups
09 A rope necklace from which dangles four mummified on one end that throws sparks when wet
elf fingers 35 A white, sequined glove sized for a human
10 The deed for a parcel o f land in a realm unknown 36 A vest with one hundred tiny pockets
to you 37 A small, weightless stone block
11 A 1-ounce block made from an unknown material 38 A tiny sketch portrait of a goblin
12 A small cloth doll skewered with needles 39 An empty glass vial that smells o f perfume when
13 A tooth from an unknown beast opened
14 An enormous scale, perhaps from a dragon 40 A gemstone that looks like a lump o f coal when
15 A bright green feather examined by anyone but you
16 An old divination card bearing your likeness 41 A scrap of cloth from an old banner
17 A glass orb filled with moving smoke 42 A rank insignia from a lost legionnaire
18 A 1-pound egg with a bright red shell 43 A tiny silver bell without a clapper
19 A pipe that blows bubbles 44 A mechanical canary inside a gnomish lamp
20 A glass jar containing a weird bit o f flesh floating in 45 A tiny chest carved to look like it has numerous feet
pickling fluid on the bottom
21 A tiny gnome-crafted music box that plays a song 46 A dead sprite inside a clear glass bottle
you dimly remember from your childhood 47 A metal can that has no opening but sounds as if it
22 A small wooden statuette o f a smug halfling is filled with liquid, sand, spiders, or broken glass
23 A brass orb etched with strange runes (your choice)
24 A multicolored stone disk 48 A glass orb filled with water, in which swims a
25 A tiny silver icon of a raven clockwork goldfish
26 A bag containing forty-seven humanoid teeth, one 49 A silver spoon with an M engraved on the handle
of which is rotten 50 A whistle made from gold-colored wood
d 100 Trinket d100 Trinket
51 A dead scarab beetle the size o f your hand 79 An invitation to a party where a murder happened
52 Two toy soldiers, one with a missing head 80 A bronze pentacle with an etching o f a rat's head
53 A small box filled with different-sized buttons in its center
54 A candle that cant be lit 81 A purple handkerchief embroidered with the name o f
55 A tiny cage with no door a powerful archmage
56 An old key 82 Half o f a floorplan for a temple, castle, or some other
57 An indecipherable treasure map structure
58 A hilt from a broken sword 83 A bit o f folded cloth that, when unfolded, turns into
59 A rabbits foot a stylish cap
60 A glass eye 84 A receipt o f deposit at a bank in a far-flung city
61 A cameo carved in the likeness of a hideous person 85 A diary with seven missing pages
62 A silver skull the size o f a coin 86 An empty silver snuffbox bearing an inscription on
63 An alabaster mask the surface that says dreams
64 A pyramid o f sticky black incense that smells very bad 87 An iron holy symbol devoted to an unknown god
65 A nightcap that, when worn, gives you pleasant 88 A book that tells the story of a legendary hero's rise
dreams and fall, with the last chapter missing
66 A single caltrop made from bone 89 A vial of dragon blood
67 A gold monocle frame without the lens 90 An ancient arrow of elven design
68 A 1-inch cube, each side painted a different color 91 A needle that never bends
69 A crystal knob from a door 92 An ornate brooch of dwarven design
70 A small packet filled with pink dust 93 An empty wine bottle bearing a pretty label that says,
71 A fragment o f a beautiful song, written as musical The Wizard o f Wines Winery, Red Dragon Crush,
notes on two pieces of parchment 331422-W"
72 A silver teardrop earring made from a real teardrop 94 A mosaic tile with a multicolored, glazed surface
73 The shell of an egg painted with scenes of human 95 A petrified mouse
misery in disturbing detail 96 A black pirate flag adorned with a dragon's skull
74 A fan that, when unfolded, shows a sleeping cat and crossbones
75 A set of bone pipes 97 A tiny mechanical crab or spider that moves about
76 A four-leaf clover pressed inside a book discussing when its not being observed
manners and etiquette 98 A glass jar containing lard with a label that reads,
77 A sheet of parchment upon which is drawn a complex Griffon Grease
mechanical contraption 99 A wooden box with a ceramic bottom that holds a
78 An ornate scabbard that fits no blade you have living worm with a head on each end of its body
found so far 100 A metal urn containing the ashes o f a hero