TEXT: A Baker’s Dozen of
  Sorcerous Items
  Azukail
  Games
  
  I
  A Baker’s Dozen of
  Sorcerous Items
  Credits
  Design, Editing and Layout: Adrian Kennelly
  Cover and Page Backgrounds: Lord Zsezse Works
  Image: Some artwork copyright William McAusland, used with permission.
  Published by Azukail Games, a trading style of eGDC Ltd
  Copyright Information
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  this product your are entitled to print one copy for personal use. Reproduction, reselling 
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  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved
  Eldritch Tales: Lovecraftian White Box Role-Playing ™ is a trademark of Joseph D. Salva-
  dor III.
  Product Identity: The following items are hereby identified as Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open Con-
  tent: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
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  1
  Introduction
  This supplement has 13 new sorcerous 
  items for your Eldritch Tales game. Each 
  is given a name, description and powers. 
  Though many of these powers are useful, 
  be warned, magic in such a setting is rarely 
  safe, and these items can cause problems, 
  sometimes terminal ones, if they are over-
  used by their owners.
  Bone of the Deeps
  An ancient, yellow and cracked piece of 
  bone, bound with straps of blackened gold. 
  A Natural Science feat indicates that the 
  bone is not from any known natural crea-
  ture; a Mythos Lore check identifies it as 
  belonging to a deep one. The bone and the 
  gold bands have been inscribed with var-
  ious symbols. When the bone is held, the 
  user can breathe underwater and gains a 
  +3 modifier for Athletics feats related to 
  swimming.
  If the bone is used for more than 2 hours 
  a week, the user must make a Constitu-
  tion Saving Throw or start to take on the 
  appearance of a deep one. This will be 
  gradual, with each failed check resulting in 
  a new change. Roll 1d6 to determine the 
  change.
  Roll
  Change
  1
  Blubbery mouth
  2
  Gill slits
  3
  Hair loss
  4
  Protruding eyes
  5
  Scaly skin
  6
  Webbed extremity
  Brass Oracle
  A brass bust the same size as a human 
  head, but with its eyes closed. Symbols 
  have been carved into the forehead and 
  cheeks that appear to be occult in nature. 
  Unless the brass head is activated, that is 
  all that it appears to be. Activation requires 
  that the user anoint the three carved sym-
  bols with 1 HP of their own blood; the head 
  will not work if the blood of someone else 
  is used. Once this is done, the head’s eyes 
  and mouth will open, revealing living eyes 
  and flesh inside the mouth and it will take 
  a raspy breath; seeing this will require a 
  Saving Throw vs. insanity the first time it is 
  seen.
  Once the head is activated, it will remain 
  activated for 2d6+2 rounds. It may only 
  be activated once per day. The head can 
  be spoken to and it will answer questions. 
  The effect of these questions is to add a 
  +2 modifier to all checks made for Mythos 
  knowledge by the questioner; this bonus 
  will stack with any others.
  Canopic Jar of Set-Hotep
  A canopic jar carved from limestone with a 
  falcon-headed lid. By the looks of it, there 
  was once an inscription of some sort on 
  the side of the jar, perhaps hieroglyphics, 
  but these appear to have been worn away 
  over time. If the jar is opened, there is still 
  a piece of preserved intestines inside it. If 
  a small piece of the intestines is ground up 
  and added to liquid, which is then drunk, 
  the imbiber will gain insights until the sun 
  sets that day. If an Intelligence Saving 
  Throw is made, all rolls and Saving Throws 
  will be done at +1; failure will result in the 
  imbiber taking 1d6 points of damage and 
  not gaining the bonus. There is a cumu-
  lative -1 penalty to the Saving Throw for 
  every consecutive day the intestines are 
  used, and failure increased the damage by 
  +1 per day. If the Saving Throw is failed 
  a cumulative three times by the imbiber, 
  they will be exposed to strange visions of 
  past times and will need to make a Saving 
  Throw vs. insanity.
  When the lid is replaced on the jar, any bits 
  of the intestines that have been removed 
  will somehow grow back, as long as the 
  intestines are left inside it, meaning that 
  
  2
  there will always be intestines to harvest.
  Clay Guardian
  A statue made from fired clay, about half 
  the height of a human. The statue holds a 
  polearm and is dressed in ancient armour, 
  all carefully moulded into the clay itself. If 
  it wasn’t for the height and the colour, the 
  statue would look almost like a real person. 
  The statue is an ancient protective figure 
  that used to stand by the bed of its own-
  er and protect them from nightmares and 
  supernatural threats.
  The owner, as long as the statue is within 
  the same room as them, will always gain 
  a peaceful night’s rest. Whilst they are 
  asleep, they will also be guarded against 
  ghosts and any mind-affecting magics, and 
  Hounds of Tindalos and night-gaunts will 
  be unable to enter the room unless invited 
  by someone already present. The statue 
  maintains a link to its owner at all times 
  and, should the owner ever harm an in-
  nocent, they will need to make a Saving 
  Throw vs. insanity, suffering 1/1d6 points 
  lost. The statue will also disappear.
  Cloak of the Hidden
  This cloak is woven from fine grey wool, 
  and is so light it feels almost without 
  weight. The slightest draft will cause the 
  cloak to swirl about the body of one wear-
  ing it. When the cloak is worn, it makes the 
  wearer much harder to see as the watch-
  er’s eye slips away from them. To notice 
  that the wearer is there requires a Wisdom 
  Feat with a -5 penalty; even when noticed, 
  all attacks against the wearer are done at 
  -3.
  Though it may seem as if the wearer is 
  partly invisible, and spells to detect the 
  invisible as well as the powder of Ibn Ghazi 
  will reveal them, they are actually partly in 
  another dimension. For every ten minutes 
  that the cloak is worn, a d20 should be 
  rolled, with a +1 modifier for every cumu-
  lative ten minutes of wear. On a 15 or over, 
  a Hound of Tindalos will detect the wear-
  er’s presence outside the normal dimen-
  sions and home in on them to attack.
  Elder Rock
  This piece of greenish rock has been 
  smoothed by years of handling. Projecting 
  out of the rock on one side is what looks 
  like the fossil of a starfish, but the arms of 
  the starfish have peculiarly truncated ends; 
  a Mythos Lore check results in the realisa-
  tion that the starfish bears a resemblance 
  to part of an Elder Thing, though it is not 
  close to the same size.
  The possessor of the fossil gains a +1 
  situational modifier to all attacks against 
  Shoggoths as long as they have it on their 
  person. They also gain a situational modifi-
  er of +2 to all attempts to gain knowledge 
  related to the Elder Things, whether this is 
  to understand writing or remember Mythos 
  Lore. After a character has possessed the 
  fossil for seven days, they will start to have 
  strange dreams during the night if they 
  fail an Intelligence Saving Throw, of the 
  strange cyclopean cities of the Elder Things 
  and the creatures themselves. A Wisdom 
  Saving Throw will be needed after a night 
  of such dreams; failure means that the 
  character will suffer a -1 on all Intelligence 
  rolls and Intelligence Saving Throws for 
  that day. The dreams stop when the fossil 
  is permanently disposed of.
  Grey Dagger
  A dull and pitted grey dagger that 
  has been forged in a single piece 
  from meteoric iron. The dagger’s 
  handle has tattered hide wrapped 
  around it and the blade refuses to 
  take a sharp edge and is of no use 
  as a traditional weapon, though it is 
  very strong.
  The dagger is capable of piercing 
  illusions, by the user pointing it at 
  
  3
  what they believe is cloaked by an illusion 
  or is illusionary in nature. This requires an 
  Intelligence Saving Throw; failure results in 
  the truth of the world being revealed and 
  the user will be stunned for 1d6 rounds 
  by what they see beyond the comforting 
  veil. The dagger also provides protection 
  against the influence of a Colour out of 
  Space; the user will not be affected by that 
  influence as long as the dagger is on their 
  person.
  Globe of Seeing
  A crystal ball mounted on a stand made 
  from what appears to be the severed claw 
  of some unknown creature, but is believed 
  to just be carefully shaped wood. A Mythos 
  Lore check suggests that the stand is in-
  deed a claw. At rest, the crystal ball just 
  looks like an ordinary crystal ball, a slightly 
  cloudy glass sphere. With an Intelligence 
  Saving Throw, a user can get the crystal 
  ball to act like a commune spell and con-
  tact Mythos entities in the same way and 
  with the same limitations. Failure means 
  the attempt doesn’t work.
  Once per day, for up to 10 minutes at a 
  time, a user may attempt to use the ball 
  to see a place they know and have visited 
  in the past, no matter where on earth it is. 
  This requires an Intelligence Saving Throw 
  with a situational modifier of -1. If the at-
  tempt succeeds, they get to view the place 
  from a fixed angle, though the scrying can 
  be detected by some beings. If the attempt 
  fails, the user sees a terrifying image of a 
  person screaming as they die from fire and 
  suffer the effects of a confusion spell with 
  no saving throw.
  Lens of Perception
  A 3” diameter lens made from a type of 
  smoky crystal that cannot be easily identi-
  fied set into a tarnished brass mount that 
  will not come clean. The mount has a hook 
  through which a ribbon can be passed. 
  When the lens is held up to an eye, the 
  viewer can see creatures and objects that 
  are invisible or extradimensional in nature, 
  and will suffer the normal consequences 
  for doing so; anything that would require 
  a Saving Throw vs. insanity if seen will 
  require one. Looking through the lens will 
  also allow the user to read languages (as 
  per the spell) once per day.
  Every time the lens is used, there is a risk 
  to the user. Each time it is used, the user 
  must make an Intelligence Saving Throw 
  to use the lens properly. Failure will result 
  in them seeing into other, horrific, dimen-
  sions, and they will suffer 1 point of Intelli-
  gence and Wisdom damage from the sight, 
  which will regenerate the normal way.
  Sanctified Cloth
  This piece of rectangular red silk cloth has 
  been embroidered in gold thread in the 
  centre. The embroidery is of a star inside 
  a circle, with various runes and symbols 
  stitched inside it. The cloth may be draped 
  on items, or around an individual’s neck, 
  for it to be used. Any item it is placed on 
  cannot be touched or harmed by the un-
  dead or by non-corporeal beings for long 
  as it is in place. Neither physical nor mag-
  ical attacks will hurt the item, and such 
  beings will not be able to pass it if it is 
  placed on a threshold, though they may go 
  around.
  Similarly, someone wearing the cloth can-
  not be harmed physically or magically by 
  undead or non-corporeal beings, though 
  they are not protected against mental at-
  tacks or immune to Sanity effects. Howev-
  er, if the cloth is worn by a living creature 
  for too long, they will start to fade from ex-
  istence. At the end of every hour the cloth 
  is worn, the wearer must make a Consti-
  tution Saving Throw, with a -1 penalty for 
  every subsequent hour worn. Failing the 
  Saving Throw results in the cloth fluttering 
  to the ground as the wearer becomes a 
  ghost.
  
  4
  Smoking Lamp
  A polished brass oil lamp that is decorated 
  with various symbols; the Seal of Solomon 
  appears to be the most prominent. The 
  lamp appears to be of a design that is at 
  least hundreds of years old, yet shows not 
  a speck of tarnish or wear, looking as if it 
  was only recently made.
  If the lamp is rubbed, in the expectation 
  that it might contain a genie, nothing hap-
  pens. The lamp may be filled with oil and 
  lit like a normal oil lamp, though it gives off 
  an unusual amount of smoke, billowing out 
  to form a cloud 10’ in radius. Those within 
  the smoke, other than the lamp’s bearer, 
  must make a Constitution Saving Throw or 
  be affected as if by a cloudkill spell. If the 
  lamp is used more than once per week, for 
  each subsequent use the owner must make 
  a Constitution Saving Throw themselves, 
  with a cumulative -1 modifier for each time 
  the lamp has been used, or be affected by 
  the cloudkill effects themselves, no mat-
  ter what level they are. Transdimensional 
  beings within the smoke are affected as if 
  it was a banish spell.
  True Viol
  A viol, old but well cared for, nestled in-
  side a velvet-lined case. The viol is per-
  fectly tuned and never appears to need 
  retuning. When played, the music the viol 
  plays always sounds disturbing, no matter 
  what the piece played is, requiring a Sav-
  ing Throw vs. insanity for any first-time 
  listener. If the player knows the true abili-
  ties of the viol, and succeeds at a Perform 
  feat when playing the instrument, they can 
  charm person as the spell once per day, if 
  given a round in which to play. If this abil-
  ity is attempted more than once per day, 
  the music sounds harsh and the player is 
  affected by a confusion spell.
  The viol has another ability. If used, it will 
  start to play itself and will function like a 
  commune spell, with the entity contacted 
  communicating through the sounds the viol 
  plays. Watching this happen is disturbing 
  and requires a Saving Throw vs. insanity. 
  If this ability is used more than once per 
  lunar month, it will fail and the user will be 
  struck by a feeblemind effect for 1d6 days.
  Trojan Helm
  This ancient bronze 
  helm covers much 
  of the face and 
  head but is worn in 
  places and fragile, 
  and is clearly un-
  able to function as 
  a protective piece 
  of headgear. This 
  is true, when it 
  comes to weapons, 
  because the helm’s 
  speciality is pro-
  tecting the mind 
  and granting certain mental abilities.
  When the helm is worn, the user gains a 
  +3 modifier to Intelligence Saving Throws 
  vs. mind control effects, mind reading and 
  charms. The user also gains the ability to 
  read the thoughts of others, as per the de-
  tect thoughts spell, though with a range of 
  120 feet and they can penetrate thin lead 
  and up to 4 feet of stone. Whenever this 
  latter ability is used, the user must make 
  an Intelligence Saving throw or have their 
  mind flooded with the thoughts of dozens 
  of people, gaining 1 Insanity as a result.
  
  5
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  A Baker’s Dozen of Sorcerous Items © 2021, eGDC Ltd; 
  Author: Adrian Kennelly
  
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