TEXT:  
   
  THE MUNDANE ITEMS TABLES 
  (200 Miscellaneous Discoveries) 
  BONUS Eldorian content including Nalarian Tiles and Red Averaach 
  Also includes Sorcerer’s Marbles: not available in the Encyclopedia Eldoria 
  by Keith Done 
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  This product makes use of the Pathfinder RPG Core Rulebook. These rules can be found online as part of the Pathfinder Roleplaying Game Reference 
  Document at paizo.com/prd.Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.  
  Credits 
  Author –Keith Done 
  Editor – Angela Caffery 
  Artwork- Bob Jones, Keith Done, Nigel Bell 
  Layout Artists – Angela Caffery, Keith Done 
  About the Author 
  Keith Done is the founding member of ‘Friends of Eldoria’ (FOE). FOE people write modules for the rich world of 
  Eldoria created by Keith himself. Keith Done worked for Auran for many years and has had a number of modules 
  previously published including Encyclopedia Eldoria, Shades of Grey, Guardian and Mindbane. He is currently working 
  on an updated Encyclopedia Eldoria and the Reliquarium Eldoria, a book totally devoted to the religions of Eldoria. 
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  Contents 
  Credits ........................................................................................................................................................... 2 
  About the Author .......................................................................................................................................... 2 
  About this Publication ................................................................................................................................... 4 
  The Setting .................................................................................................................................................... 4 
  Mundane Item Tables ................................................................................................................................... 5 
  Eldorian Specific Items ................................................................................................................................ 10 
  Copyright ..................................................................................................................................................... 19 
   .................................................................................................................................................................... 20 
   
   
   
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  About this Publication 
   
  “I want to loot the body!” 
  Have you ever felt the pressure and frustration of coming up with multiple mundane items as players loot 
  bodies or search rooms? Then the Mundane Items Tables is your solution. Not only are there a variety of 
  mundane objects, the table also includes the macabre and unusual – perhaps even sparking an idea for a new 
  adventure. The Mundane Items Tables will add a rich layer to your own game. 
  The Setting 
  This resource has been written for the fantasy world of Eldoria and throughout are explanations for terms 
  specific to that campaign setting. However if you want to use it in your own campaign, the details and 
  statistics can very easily changed to suit the world you are playing in. If you find the world of Eldoria 
  intriguing, more information can be found in Encyclopedia Eldoria and Reliquarium Eldoria. 
   
   
   
   
   
   
   
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  Mundane Item Tables 
  How to Use the Mundane Tables 
  Often players will be searching for ‘stuff’ that you have not planned for in your game design. This may be 
  that they are searching the pockets of that enemy they have just sent to a sticky end or they are going 
  through the drawers and cupboards in a long-forgotten derelict. Whatever the situation, the Mundane 
  Items Table is the answer 
   
  First determine how many things may be likely to be found; I often allow a single item or allocate a number 
  of items equal to a die range such as 1d4 or 1d6 items. Then you can determine what they actually are by 
  first rolling 1d10 to determine which table to refer to (1-5 = Table 1 and 6-10 = Table 2); then roll percentile 
  dice to determine the specific item on the table just rolled.  
   
  However, don’t always be compelled to follow the result rolled. Sometimes the result may not make sense 
  (e.g. 50’ rope found in someone’s pocket) or you may decide that there is something specific on the tables 
  that you want to give to the players. Use the tables as a guide and ignore or substitute items as you see 
  fit. 
   
  You may also find that certain items that are found using the tables develop their own plotline (e.g. if the 
  players find a map); so what starts out as a chance discovery gives you an idea for a whole adventure! 
   
  Note that some items are from the Eldoria world setting and are indicated by this symbol: 
   
  More information on these can be found in the rear of this resource under, Eldorian Specific Items. 
   
   
   
   
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  Roll 1d10 then percentile dice 
  (D10 roll 1-5 Refer Table 1            65 = Table 1 and 6-10-10 Refer Table 2) 
  Roll 
  Table 1 Item 
  Table 2 Item 
  1 
  handkerchief (plain) 
  A piece of broken pottery 
  2 
  sewing kit 
  a pair of cheap cloth gloves 
  3 
  pair of bone dice 
  a pair of socks 
  4 
  bone comb 
  used under-garments 
  5 
  leather pouch of tobacco 
  a severed finger wrapped in crude bandages 
  6 
  1d20 copper trades 
  a block of cheese 
  7 
  dried food 
  a piece of hard jerky 
  8 
  leather hip flask 
  a metal flask filled with: 
  9 
  whetstone 
  fishing equipment - hooks, lures, and string 
  10 
  flint and tinder 
  a smooth river stone in the shape of a heart 
  11 
  Leather flask of oil 
  a clove of garlic 
  12 
  prepared poultice: 
  healing time for burns is reduced by 50% 
  a cheap necklace made of beads 
  13 
  small carved animal 
  a small bell 
  14 
  magnifying lens 
  a black dragon playing card 
  15 
  handkerchief (silk) 
  a broken dagger 
  16 
  pouch of seasoning 
  a sprig of mistletoe 
  17 
  1d3 sticks of chalk 
  a bone needle and a bit of thread 
  18 
  lock of hair 
   a stone arrowhead 
  19 
  1d6 plain pieces of parchment 
   bird feathers 
  20 
  travelling cloak 
  a buckle from a belt 
  21 
  1d3 bronze spoons 
  wooden ring with mystic runes 
  22 
  ball of string 
  carved figure of a person 
  23 
  empty brass vial 
  roundel piece 
  24 
  set of merchant’s scales 
  map of a dungeon complex 
  25 
  battered leather cap 
  perfume-scented letter 
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  Roll 
  Table 1 Item 
  Table 2 Item 
  26 
  well-worn leather slippers 
  brass knuckles 
  27 
  pig's tusk 
  iron file 
  28 
  coffer (with a secret panel compartment) 
  piece of amber (value 5gp) 
  29 
  penny whistle 
   rabbit's foot 
  30 
  1d6 silver pieces 
   large fang from mythical creature 
  31 
  small knife 
   horseshoe 
  32 
  lodestone 
   bar of expensive soap 
  33 
  packet of buttons 
  bounty poster 
  34 
  wallet of small tools  
   small silver button 
  35 
  brass torc 
   wooden comb 
  36 
  pair of woollen gloves 
   fur from a monster 
  37 
  quill and sharpening knife 
    wooden scroll tube 
  38 
  20 marbles (10% chance 1d3 Sorcerer’s Marbles) 
  1d6 copper pieces (foreign currency) 
  39 
  manacles (with key) 
  small lockable box 
  40 
  vial of perfume (valued at 100gp) 
  four-leaf clover 
  41 
  small silver mirror 
  A double-sided coin 
  42 
  red ribbons 
  pouch of seeds 
  43 
  decorative clay pipe 
  quartz crystal 
  44 
  charcoal 
  1d3 pieces of lead 
  45 
  peacock feather 
  bracelet made of glass  
  46 
  small abacus 
  bracelet of braided leather 
  47 
  1d4 metal platters 
    small bottle filled preserving fluid 
  48 
  2 pronged fork (damage = 1d2) 
  sewing thimble  
  49 
  bone necklace  
  deathwatch beetle in a cage 
  50 
  Treasure map 
    piece of fresh fruit 
  51 
  a set of iron keys 
  a pouch of human teeth 
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  Roll 
  Table 1 Item 
  Table 2 Item 
  52 
  a set of iron keys 
  gold cameo locket (value 5gp) 
  53 
  pack of Dragon Cards  
  polished crystal (value 5gp) 
  54 
  1d6 polished stones ( value 1gp each) 
  snuffbox (value 10gp) 
  55 
  spinning top 
  necklace with rose pendant (value 4gp) 
  56 
  1d6 candles 
  set of lead soldiers  
  57 
  50' coil of rope 
  a cat’s ear 
  58 
  lantern 
  holy symbol of an evil god 
  59 
  box of fish hooks and lures 
    book of animal sketches 
  60 
  Razor (dmg = 1d3) 
  black lace mask 
  61 
  dog collar 
  metal bottle of mercury 
  62 
  hand bell 
  sea-shells 
  63 
  1d6 pieces of  bitterwort 
  scrimshaw  
  64 
  pouch of seasoning 
  bottle of live leeches 
  65 
  silver hip flask 
   handbell 
  66 
  journal 
  Jade jewellery box 
  67 
  vial of black liquid (poison?) 
  earrings of fairies (value 2gp) 
  68 
  1d10 gold pieces 
  bottle of paint for illuminations 
  69 
  eye-patch 
  a small decorative key 
  70 
  flash-powder (spellcraft DC18 to recognize) 
  Pottery figure of a witch 
  71 
  archery glove 
  copper ring with birthstone (value 5gp) 
  72 
  Silver charm bracelet 
  pipe carved from whalebone (8gp) 
  73 
  honeycomb 
  invitation to a celebration  
  74 
  coffer (with a secret panel compartment) 
  piece of amber (value 5gp) 
  75 
  a packet of candied almonds 
  wax seal kit 
  76 
  1d10 caltrops 
  baby bonnet 
  77 
  3x silver tipped arrows 
  a vial of honey 
   
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  Roll 
  Table 1 Item 
  Table 2 Item 
  78 
  leather gauntlets 
  ring with a secret compartment 
  79 
  miniature crystal ball 
  pair of severed ears on a string 
  80 
  1d4 wooden stakes 
  cargo manifest 
  81 
  water-skin 
  a mousetrap 
  82 
  damaged chainmail shirt – only 50% AC 
  Jeweller’s monocle 
  83 
  stout padlock and key 
  glass eye 
  84 
  ornate hairpin (value 6 gp/dmg 1d2) 
  set of measuring spoons 
  85 
  vial of iron filings 
  leather tape measure 
  86 
  skeleton key 
  topaz brooch (value 7gp) 
  87 
  collapsible telescope 
  gold knife and spoon in a wallet 
  88 
  scented talc 
  Odressi token 
  89 
  packet of iron nails 
  bootlaces 
  90 
  decorative leather belt 
  vial of toothpicks 
  91 
  locket with a picture 
  cloth cap 
  92 
  silver hairbrush (value 10sp) 
  gingerbread biscuits 
  93 
  woollen scarf 
  set of Nalarian Tiles 
  94 
  surgeon's knife 
  eggcup 
  95 
  1d4 doses of liacca moss 
  mandolin strings 
  96 
  healer's kit - half used 
  corkscrew 
  97 
  holy symbol of a Good God 
  make-up kit 
  98 
  potion (GM to determine) 
  bag of 1d10 gems (each worth 10x10gp) 
  99 
  1d3 averaach crystals 
  ancient icon of a church (value 2,000gp to 
  that church) 
  100 
  Minor Magic item (GM to determine) 
  Minor Magic item (GM to determine) 
   
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  Eldorian Specific Items 
  . 
   
  Roundels 
  Roundels is a popular board game throughout Eldoria, but particularly in Sard and on the Holy Isle, where 
  tournaments are held. It has similar elements to chess but is played on a circular board with a stylised keep. 
  The game is abstract and is supposed to loosely simulate a siege. There is an attacking player and a 
  defending player and each side has some unique pieces in addition to their common pieces. The etiquette 
  of playing Roundels requires players to participate in two games, one as the attacker and the other as 
  defender. Some of the pieces include: 
  - 
  The King 
  - 
  The Knight 
  - 
  The Cleric 
  - 
  The Foot-soldier 
  - 
  The Ram (unique to the Attacker) 
  - 
  The Cauldron (unique to the Defender) 
  Sorcerer’s Marbles 
  While the game of marbles is mostly a popular child’s past-time 
  (as it is in our world) its origins in Eldoria are very different. In 
  Eldoria’s dark ages there were many powerful rival Sorcerers 
  known as the Serpent Kings, who ruled across what is now Llan, 
  Sard and Elkia for hundreds of years, constantly waging magical 
  wars upon each other. They were more skilled that their 
  modern-day counterparts and had reduced the dependence on 
  material components to one item, the fine mineral sands that 
  were prevalent in the region. So instead of using bat guano and 
  sulphur to cast a Fireball Spell, one of the Serpent Kings would 
  simply use mineral sands. 
   
  When a spell was cast using this method, instead of being consumed, the sands would be converted into a 
  sphere of glass, often with colored striations inside, which were linked to the type of magic cast. These 
  were discarded and, over the centuries, these ‘marbles’ were littered all over the countryside. In the 
  centuries after the fall of the Serpent Kings, people would find these marbles. They did not know their origin 
  but they became keep-sakes and eventually, children began to play games with them. In addition to finding 
  ‘naturally-occurring marbles’ glass-makers began to manufacture marbles around 1100R (these were cast-
  offs on the industry and it was recognised they could be sold as children’s’ toys). 
   
  Around 1700R artificers of the College of Arcane Science discovered that Sorcerer’s Marbles occasionally 
  retained a partial amount of their spell signature and that the original spell could be triggered by 
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  channelling any spell (even a level 0 cantrip or orison) into the marble but not allowing that spell to take 
  form.  
  The original signature still contained inside a Sorcerer’s Marble is much weaker than the original spell. All 
  aspects of the triggered spell are the same as if cast by a 1st level magic-user, regardless of the level that it 
  was originally cast at. For example, if a 8th level wizard triggered a Sorcerer’s Marble with a Fireball signature 
  still active inside it, a 1d6 Fireball would result. 
  In addition, a Sorcerer’s Marble has a 25% chance of failing completely. Regardless of the spell functioning 
  or failing, the marble becomes a mundane glass sphere at the end of the process. 
  The existence of Sorcerer’s Marbles is known to anyone with at least one rank in Knowledge Arcana. That 
  person knows that a Detect Magic spell (or any similar spell) is useless when trying to identify the properties 
  of the marbles, as the magic actually activates the spell in the marble. In this case the GM may be required 
  to designate a random target or random direction for the spell. 
  The type of magic stored in a marble can be identified by a Knowledge Arcana check at DC12: 
  Abjuration = solid white with silver striations 
  Conjuration = clear with yellow striations 
  Divination = clear with orange and green striations 
  Enchantment = clear with yellow striations 
  Evocation = solid red with orange bursts 
  Illusion = clear with blue stars inside 
  Necromancy = solid green with black striations 
  Transmutation = clear with red and black striations 
   
  A successful Spellcraft Check at DC15 by a person with Knowledge Arcana, will identify the actual spell 
  contained in the marble. 
   
  Deathwatch Beetle This is a charm of the Ormocean religion. 
  Ormocea is a lawful good deity opposed to Undead.  The Deathwatch 
  Beetle is a small insect native to the islands of the Sea of Souls as well 
  as parts of southern Elkia and Sard. It is a lustrous black in color with 
  white markings that resemble a skull. The beetle is placed within a 
  miniature silver cage about 1 inch in diameter. The cage is blessed 
  with special wards and etched with Ormocean sigils. 
   
  If negative energy (such as that which is manifested by the Undead) 
  comes within 1’ of the Charm, the beetle emits a high-pitched shriek 
  for 2+2d6 minutes. The beetle dies at the end of the effect and a new 
  beetle must be found. The cage can be reused).  
   
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  Dragons (a Card Game) 
  Dragons is a popular card game throughout northern Eldoria and the islands of the Sea of Souls. A typical 
  deck consists of 50 cards. There are nine suites, each represented by a different animal (lion, antelope, 
  bear, serpent, spider, wolf, elephant, boar and monkey). There are five cards in each suite (numbered 1-
  5). There are also an additional suite of cards consisting of five unnumbered dragons of different colors 
  (black, red, gold, green and white). This is a special suite that operates differently to the others. 
  The game has similar elements to poker. You are dealt five cards and have an option to purchase a new 
  selection of 1-4 cards (discarding the same number as drawn). 
  You are trying to get the highest score after the second draw. The numbered animals of the same suite 
  add their values together. Only one animal suite can be used in this way. However, if you have one 
  dragon you can use the scores of all animals in your hand. Two dragons allow you to also double all 
  values. Three dragons triples values; four dragons quadruples. Nothing beats five dragons. 
  Bitterwort (a mild poison) 
  Type: Poison (Plant), ingested/Save: DC15 
   
  Onset: 1 hour/Frequency: 1/minute for 3 minutes 
   
  Initial Effect: 1d4 Str damage/Secondary Effect: 1d6 Str damage 
   
  Description: This appears as a watery liquid, a rich red in color, with a slightly soapy consistency. Being a 
  water-based liquid it mixes well with most beverages and absorbs easily into foods. It has a strong 
  strawberry smell that is quite pleasant, but by contrast, it has a bitter taste. Its olfactory and culinary 
  qualities can somewhat limit its usefulness; it works best in sweets or strong-smelling foods that can mask 
  its odor and taste. After consuming a sufficient quantity of Bitterwort, the victim almost immediately begins 
  to feel quite ill, as its active ingredient reacts with the victim’s digestive fluids. The effects begin with a 
  feeling of nausea and wind, sometimes accompanied by a painful pressure in the chest and back, caused 
  by severe indigestion.  
   
  As the toxin progresses, it causes stomach cramps and cold chills. In more severe cases it may also cause 
  vomiting and diarrhoea as the victim’s body tries to purge itself of the toxin. It has never been known to kill 
  anybody but can leave people of lower constitution, particularly children or elderly victims, incapacitated 
  with nausea and stomach cramps for days. 
   
  Cure: Being a strongly acidic toxin, its effects can be lessened by drinking lots of milk or cream. Doing so 
  immediately reduces the effects by -1 damage per die but only to rolls not yet made. In addition, an 
  increased recovery rate applies of 1 point of strength damage recovered every hour. 
   
  Background: Bitterwort is a plant growth, commonly found on shade rocks in the forests of Llan. The wort 
  grows in long pale green clumps, on the base of rocks, close to the moisture of the ground and only during 
  late spring to early summer. The people of Llan have always known that Bitterwort is toxic and causes mild 
  nausea, if the hands are not washed after coming in contact with the growths. However, the actual process 
  of distillation that increases the potency of the wort is not widely known. In fact, if cooked, Bitterwort is 
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  still very bitter to taste but loses its toxins and becomes quite safe to eat. It is known that people in the 
  Llanish shire of Hallesta add Bitterwort to their pies and jams. As a poison, it is occasionally made by Rangers, 
  who use it to drive troublesome animals away from human settlements. 
   
  Creation: Bitterwort is scraped from rocks and dried; then it is mixed with various herbs, syrups and juices 
  and left to stand and ferment in the sun for a few days. Water is slowly added, and as the level drops, the 
  color turns a darker red. The process continues until the majority of water content has evaporated. At this 
  point, the remaining residue is transferred to an air tight container for storage, where it will retain its 
  effectiveness for about 1-2 years. 
   
  Bitterwort requires a Craft (Alchemy) creation check (DC 15), but has a relatively low handle poison check 
  (DC 3). The recipe requires 5 handfuls of the wort (the scrapings from about twenty good sized rocks) and 
  about 15gp worth of materials, mainly syrup and fruit juices, to produce 1d4 effective doses of Bitterwort 
  poison. 
   
  Nalarian Tiles (a divining medium) 
   “The Crystal….the Rose….and the Skull. Sire, I counsel you to postpone your campaign this day. Retire to 
  your most steadfast sanctuary and wait four full days before you venture forth.” 
  Final words spoken by Deleriath, soothsayer to General Landas Kedriz, before the Battle of Thunder Ridge. 
   
  The Nalarian people have wandered the lands of Eldoria for generations and are the equivalent of our 
  gypsies. They maintain a belief that nobody owns the land, it is there for all to use. As a consequence, they 
  have always moved from place to place, living a hunter-gatherer lifestyle; at times, of their own volition, 
  and at times, under the threat of local authorities. As regions of Eldoria became more urbanized and it was 
  difficult to find food by traditional methods, the Nalarians bartered their skills with established 
  communities in return for money or supplies. They have always been adept at such crafts as woodcarving 
  and tapestry work and they have found a market for their creations, wherever they travelled. Whereas 
  gypsies in our culture are often treated with suspicion and hostility, Nalarians are always welcomed by the 
  common-folk, for their craft, their knowledge of ancient medicines and their colorful entertainments. Their 
  only opponents are draconic officials who do not like their ‘disrespect’ for regional boundaries, taxes and 
  bureaucracy. Being a superstitious folk, the Nalarians often look for portents and omens to aid them in 
  making decisions or in providing guidance to where their tribes should venture next. Since the Darktime 
  they have used “the Tiles” to predict the future and this part of their culture also proved to be a popular 
  way of earning money and favors from communities that their wagon trains camped near. The image of 
  the Nalarian fortune-teller casting the Tiles became commonplace throughout Eldoria, so much so, that the 
  practice was adopted by the College of Arcane Science and the University of Pharidor’s Watch, in teaching 
  the oracular arts to their Diviners. 
   
  A set of Tiles always consists of twenty-seven pieces, each representing one of the Gods of the Pantheon. 
  These can be as simple as runic symbols etched onto river pebbles or as intricate as porcelain disks, each 
  painted with a detailed representation of a God. The most expensive set ever made was reputed to be 
  owned by the Empress Taranae and consisted of cards made from wafers of Diamondwood, with images 
  rendered in layered gold, Excellium and jade. 
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  Symbol 
  God 
  Associated Meanings 
  Scales 
  Ormocea 
  Law, prison, father-figure, balance, justice, order, authority 
  Tear drop 
  Esmia 
  Healing, relief, safety, sanctuary, comfort, grief, mourning 
  Sword 
  Siritar 
  Fight, duel, champion, sword, son, hero, courage, guardian 
  Scroll and Casket 
  Theydori 
  Teaching, a lesson, education, mystery, puzzle, ancient number 
  The Circles 
  Gaien 
  Mother, birth, women, secrecy, marriage, sister, disagreement, fertility 
  The Dream 
  Priath 
  Sleep, dreams, prophecy, time, priority, warning, prompt action 
  Harp 
  Ahridaar 
  Arts, music, food, drink, dance, travel, color, celebration, Bard, 
  The Four Seasons 
  Faar 
  Seasons, weather, rural, farm, simplicity, livestock, harvest 
  Unicorn 
  Rhioria 
  Health, vitality, beauty, youth, innocence, love 
  The Winged Moon 
  Tarimth 
  Night, lost, missing, stars, portent, Elves, exploration, inaction 
  The Figure 
  Phelltar 
  Self, other races, of the body, commoner, poverty, rebellion 
  The Sun and Serpent 
  Pharidor 
  Daytime, snakes, light, revelation, tower, great height, gold 
  Tree Cross 
  Ulliah 
  Forest, wood, nature, sylvan creatures, Druids, growth, wilderness 
  The Eyes 
  Yhancia 
  Land, mountains, Dwarves, rock, gems, unwavering, underground 
  Lion 
  Hirath 
  Animals, hunting, meat, Rangers, lion, bear, king 
  The Shell 
  Gurthor 
  Sea, ships, ocean voyages, sea creatures, ports, sailors, pirates 
  Waterfall 
  Liraan 
  Water, bridge, obstacle, purity, a link, swim, border, direction 
  The Feather 
  Se 
  Storm, conflict, quick action, lightning, bird, surprise, sudden change 
  Pierced Skull 
  Trezkillian 
  War, Goblinkynd, castle, battle, soldiers, control, domination 
  Flame 
  Daugron 
  Fire, heat, desert, cleansing, uncompromising, total change 
  Lightning Bolt 
  Imaar 
  Magic, arcane, power, arrogance, Averaach, unstable, otherworldly 
  The Emerald 
  Xullia 
  Fear, monsters, illusion, blindness, cowardice, darkness 
  The Hung Skeleton 
  Sirrith 
  Death, undead, prison, trap, blood, outcast, ward, constant 
  The Pierced Die 
  Tiea 
  Deceit, assassin, a thief, hidden enemy, broken trust, betrayal, lies 
  The Shattered Flask 
  Sadir 
  Apocalypse, disaster, ruin, downfall, impending doom, breakage 
  The Triangles 
  Yaarneya 
  Lust, jealousy, wealth, indulgence, corruption, selfishness 
  Rose 
  Kharic-Ohrm 
  Hurt, harm, pain, pestilence, insect, disease, suffering, malady 
   
   
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  Images of the complete set of Nalarian Tiles are provided in the Encyclopedia Eldoria with permission to 
  reproduce them so you can make your own physical set of the tiles to use in your campaign. 
  A set of Tiles is kept within a small, decorated coffer, called a Thirrin. It is usually decorated with mystic 
  symbols and contains a tablemat (the Thar) used to lay the Tiles upon, during a reading. It is very important 
  that only the person, who the Tiles were made for, ever touches them, otherwise their prophetic potency 
  is said to be lost.  
   
  When performing a prediction of future events, the caster of the Tiles enters a trance-like state, reciting a 
  calming mantra. During this time they stir the Tiles with their left hand, and, upon completion of the ritual, 
  they grasp a fistful and draw them from the Thirrin. The Tiles are then dropped upon the Thar and if there 
  are more than three Tiles upon the tablemat, the excess are discarded with the priority being given to face-
  up Tiles being cast aside, followed by those closer to the right hand side of the Thar. At the end of this 
  process, only a maximum of three tiles can remain for the reading. 
   
  All remaining Tiles are turned face up and the interpretation is made. No specific questions are asked of 
  the Tiles; they simply give a hint of what is to come, unless the individual acts to prevent the course of 
  events. Each Tile has a multiple number of associated meanings and from this events of the next one to 
  three days can be divined. A serious practitioner of Nalarian Tiles will not overuse them. Traditionally, they 
  should only be consulted once between the rising and setting of the sun (darkness clouds the powers of 
  divination).  
   
  A GM can easily include Nalarian Tiles in a campaign as they know the general immediate future that ‘might’ 
  be in store for players. The skill required for reading the Tiles is Craft: Nalarian Tiles. Also, an Oracle who 
  selects Lore as their Mystery can select Craft: Nalarian Tiles as one of their Revelations.  
  To see the future, use a DC of 15 for a typical reading. Make the DC roll secretly for the NPC or player 
  character divining the Tiles and also roll 1d3 for the number of Tiles placed upon the Thar.  In the case 
  where a player has the required skill and is telling their own fortune or the fortune of someone else (and 
  the roll is successful) the GM should select Tiles that would be pertinent to the immediate future of the 
  subject. In the case that the DC was failed, the required trance-like state was not achieved or no tiles fell 
  upon the Thar. 
   
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  In the case where an NPC is telling the fortune (and makes a successful DC) use the level of success as a 
  guide to how accurate you should be in your interpretation of the Tiles. The twenty-seven Tiles and their 
  common meanings appear in the table on page 14. 
   
  An example of a Nalarian reading follows. Drusara the Seer has +2 ranks as a Nalarian Tile Reader and she 
  has been asked to cast Tiles for a party of adventurers who are travelling through a short cut in the 
  mountains over the next few days in order to make a deadline to board a vessel bound for overseas. As GM 
  I secretly roll 14 and add my +2 rank and +1 INT bonus to the roll. The result of 17 means I successfully read 
  the future. I roll for the number of tiles and draw 3. I know I have planned a bandit encounter in the 
  mountains and that may delay the players sufficiently that they miss their ship. I select the following tiles 
  as a portent of what may come: 
   
  (The Shell) meaning a sea voyage 
  (The Dreamer) meaning time is of the essence 
  (Pieced Die) meaning thieves 
   
  As GM, I am trying to convey that there will be an attack by thieves that may cause the players to miss the 
  ship unless they do not delay.  
   
  Ruby Averaach (a rare and dangerous crystal)  
   
  Averaach is a crystal that occurs throughout Eldoria as a result of 
  periodic strikes by minute meteorites that manifest themselves for 
  approximately two weeks during the year. At that time, the world 
  passes through a belt of tiny asteroids and gasses and the skies flare 
  with colorful displays and detonations. Occasionally these aerial 
  pyrotechnics result in firestorms, whereby burning ashes are scattered 
  over a wide area or, a rarer occurrence, a meteorite shower, is created. 
   
  Called “Daugron’s Fire” by the followers of the Goddess of Fire, most 
  meteors burn up in the atmosphere but those few that do manage to 
  crash  to earth explode and can create Averaach crystals in the 
  surrounding rock, as a result of the thermal dynamics involved during the impact. The crystals are 
  exceedingly rare and most are no bigger than a pinhead in size, although larger specimens have been found, 
  ranging from stones the size of pea to shards as big as a plum.  
   
  The most common type of Averaach is red in color and crystals are often mistaken for rubies. A DC Check 
  of 20 is required by a character possessing the Skill, Profession: Jeweller, in order to differentiate between 
  the two. Similarly, the jeweller skill is required to identify the difference between other forms of Averaach 
  and gem-stones they mimic. 
   
  Averaach reacts to an amplification of magic as a result of a person connecting to the Tas field to create a 
  spell-form or to the presence of a construct imbued with powerful enchantments. The crystal seems to 
  resonate in tune with the Tas, usually resulting in it reacting and producing a specific effect, depending on 
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  the type of crystal. Similarly, magical items trigger a similar effect in Averaach. If magical spells are cast 
  within 10’ of the crystal (or magical items with a GP value of 5000+ come within 10’), make a DC check 
  against a base of DC12 and add/subtract the following modifiers: 
   
   -1 For each level of the spell cast. 
   
  -1 For every 1,000 GP worth of magical items present (round up to the nearest 1,000). 
   
   
   
   
  +2 Averaach is in contact with gold (at least equal to its own size). 
   
   
   
  +4 Averaach is totally shielded by gold (e.g. a gold coffer).  
   
   
  Failure to make the DC of 12 causes the specified reaction.  
   
  The effect is determined by the size of the crystal and the distance of the target from the epicenter of the. 
  Larger pieces of Averaach may be included in a campaign at the GM’s discretion and the appropriate 
  damage assigned according to its size. 
  Note that Ruby Averaach is destroyed when it reacts with the Tas. All other forms (except the pinhead size 
  of each type) are not destroyed immediately. Each time they react with the Tas make a DC 10 check. If you 
  fail the roll the Averaach crystal cracks and it is no longer has any effect. 
   
  Ruby Averaach has the dubious title of “Wizard’s Bane” due to its peculiar reaction to strong magical fields, 
  which cause the crystal to react explosively, if a spell is cast in close proximity to the crystal. The size and 
  reactive properties of Ruby Averaach are detailed on the Ruby Averaach Table. An example follows: 
   
  A Cleric, wearing a +1 suit of plate armor tries to use the 2nd Level Spell Shatter to destroy a Stone of 
  Averaach. He stands 10’ away and rolls 1 d20 (adding a penalty of -2 adjustment for the spell level and -2 
  for the armor). The number rolled is 14 but when adjusted the final result is 10, so the Averaach detonates. 
  Being stone-sized, the damage is 2d12 and a result of 18 is rolled, The Cleric is able to make a successful REF 
  Check at DC 18 so he only takes 9 points of damage (this is further reduced to 5, as the Cleric is 10’away 
  from the blast). 
   
  In addition to the destructive Ruby form of Averaach, the other varieties of the crystal exist and have only 
  recently coming to the attention of the College of Arcane Science. These seem to have formed by their 
  chance binding with certain dominant minerals present at the site of the meteor impacts. Although distinct 
  properties have been identified, research continues into their powers and the applications that they can 
  be put to. Other forms of Averaach are fully detailed in the Encyclopedia Eldoria. 
   
   
   
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  Odressi Token 
  Odressi was founded in 1002R and is a unique city, unlike any other Human center, being created as a 
  sanctuary for all religions, in order to preserve the scriptures and relics of the Pantheon against the ravages 
  the war. It is the great religious hub of Eldoria, a city that most people make a pilgrimage to some time in 
  their life. 
   
  There have been some recent ‘innovations’ in Odressi in the last 50 years. One of these is a new pilgrim’s 
  tax, designed as both an income generator and a means of limiting the stay of foreigners to the city. Getting 
  inside the gates of the city proper can be an arduous affair for base-born people, who often have to spend 
  several days queuing outside Commoner’s Gate, before being allowed inside. If granted entrance, 
  foreigners are issued with a tin token stamped with 
  a date of expiry (usually five days from the date of 
  issue). These ‘pilgrim badges’, as they are called, 
  cost an exorbitant fee of 10 gold trades; pious 
  common-folk use all their savings to make the 
  journey to Odressi, once in their lifetime. It is most 
  important to keep your token on you at all times 
  and have it renewed before it expires, otherwise 
  you face heavy fines and even imprisonment on the 
  island penal colony of Pilgrim’s End, south of the 
  Holy Isle. 
   
   
  Size 
  Effect/Damage 
  Save 
  GRAIN 
  Pinhead 
  (common) 
  No damage (the crystal consumes itself in a short burst of flame. It will inflict 1d6 
  subdual damage to those in direct unprotected contact with it and it may ignite a 
  larger fire). 
   
  DC 12 Reflex 
  Save = no damage 
  GEM Pea-
  size 
  (uncommon) 
  Damage is 1d10 (less 2 points of damage for every 5’ the target is from ground 
  zero). 
   
   
  DC 15 Reflex  
  Save = half damage 
  (rounded up) 
  STONE 
  Grape-size 
  (rare) 
  2d12 (less 2 points of damage for every 5’ the target is from ground zero). 
   
   
  DC 15 Reflex 
  Save = half damage 
  (rounded up) 
  SHARD 
  Plum-size 
   (very rare) 
  3d20 (less 2 points of damage for every 5’ the target is from ground zero). 
   
   
  DC 15 Reflex 
  Save =half damage 
  (rounded up) 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Pedro Cabral (Order #1782896)
  
SOURCE: textdata/thevault/Tables & Charts/Curious Details/200-Mundane-Items.pdf