TEXT: Random Treasure Table d1000  
  Specifically Nephilidian Item: Roll d8 here 
  Random Items: roll d100+500 here Random Potion: roll d100+600 here Interesting Book: roll 
  d100+700 here Magic Weapon: roll d100+800 here Other Magic Items: roll d100+900 here  
  1. Mantle of the Ray—This smoothly-textured cloak will be found rolled tightly in a fat 
  scrollcase. It will immediately bond to whoever puts it on and cannot be removed for 24 hours 
  thereafter. It grants the wearer the following abilities: 
  -Water breathing 
  -Infravision in water 
  -Swim at 120’ 
  -Deliver a stinging touch once every 10 minutes doing 2d6hp damage 
  However the mantle will slowly encourage the wearer to believe they are a manta ray and they 
  will require a wisdom check during any stressful situation (combat, for instance) to do 
  anything that manta rays don’t do, including cast spells, speak, or fight when running away 
  would be easier. The wearer is allowed a check each round. 
   
   
  2. Nephildian Sleeve—This variety of long glove reaches nearly to the shoulder and have the 
  runes of strange magic worked into their lace. When pulled on, the wearer’s arm immediately 
  self-amputates and becomes an eye of dread under the wearer’s control. The user may see 
  through the creature’s eye. Only one of them may act in a combat round. The creature may 
  reattach at any time up to an hour—if it is gone longer the separation is permanent. 
   
   
  3. Dissolving Cubes—A blue velvet-lined case containing 6 translucent cubes of different 
  colors, the size of ice cubes. Each has a different effect upon contact with water… 
   
  -Ice-9, turns water into a form of room-temperature ice. It doesn’t work on, like, the moisture 
  and water inside someone’s body, just on open water, extends to 30’ radius. 
  -Healing salts, heals d8 hp to everyone within 5’. 
  -Blood smell, attracts random encounters. 
  -Electrical charge does d12hp to everyone in a 10’ radius. 
  -Purify Water—10’ radius. 
  -Forms a water wyrd. 
   
  Chipping off a small piece will allow a PC to test the effect. 
   
  4. Gospel of Slime Sacred text of the Nephilidian sect of the Spider Church, her clerics gain 
  an extra Cause Serious Wounds, Curse, or Power Word spell once per day and a level. It also 
  contains the spells listed under Scrolls below. Any other caster gains 1000xp.  
   
  5-8 Scrolls—these phonetically-written spells can be found on scrolls throughout Nephilidia. 
  They may be cast once by any character able to read the common trade tongue, or transcribed 
  
  by a magic-user for use at the given level., but not both. The scroll disintegrates after use or 
  transcription. 
   
  5. Eelcurse 
  Level: 3 
  Duration: Permanent Range: 50’ 
  Save: None 
  Area of effect: One creature 
  Any creature of 5 hit dice or less that the target touches or anyone the target kills in mêlée will 
  immediately erupt in a mass of writhing pale lamprey eels that attacks the nearest enemy 4 
  times per round at +10 to hit for d6 points of damage. The creatures have hit points, Armor 
  and speed as the original creature but will die after 4 rounds. They will automatically win 
  initiative unless the target takes precautions. Remove Curse will end this awfulness. 
   
  6. Gout Of Corruption 
  Level: 5 
  Duration: Instantaneous 
  Save: Yes 
  Area of effect: 10’ wide, 50’ long path or 500 cubic feet 
  : Bishop vomits a small steaming river of putrescent ooze. Evmust save (by dodging) or inhale 
  the miasmatic white goo. This causes damage as Cause Serious Wounds and causes the victim 
  to lose a point of Wisdom per day until they drink holy water or until Remove Curse, Cure 
  Disease or similar magic is cast. All objects in the Gout are corroded beyond use unless they 
  are magic or magically protected. Any holy object touching the substance becomes unholy.  
   
  7. Touch of Antithesis 
  Level: 5 
  Duration: Instantaneous 
  Save: No 
  Area of effect: A single enemy Cleric touched cannot use or be affected by any divine magic for 
  two days. This spell can be learned by clerics. 
   
  8. White Tentacles  
  Level: 3 
  As Web, inflicts d6 damage per round of entrapment. 
   
  9-99 Key. Roll d100. (roll d100 and have the player write it down. Don’t tell them this but that 
  is the chance the key will open any ordinary lock in the nearest ordinary locked door. Once 
  used, it won’t work on any other door.)  
  100-500 Amount of gp worth number just rolled x 10  
  501-600 Random items (some are minor magic)  
  
  501-502 Candle-eels—d8 fatty fish that can be burned and last as long as a torch. 
  503-504 Map showing (only) the path from one of this area’s exits to the closest other exit. 
  505 Silver dagger and sprig of wolvesbane. 
  506-507 Glowstone. Provides 5’ of blue light when wet. 
  508-509 Taskmaster dust--put it on yourself (first) and then someone else and you'll be able to 
  copy their dex for the rest of the day. 2 doses. 
  510-511 Goblin moon putty: fix any broken thing which uses gears with a tinkering roll. 
  512-514 Grappling hook, 50’ rope, dagger, backpack 
  515-516 Net 
  517 Drafts of semi-literate marriage proposal written by last intelligent creature PC’s killed. 
  518 Elephant’s tusk knife. 
  519 Sketches, clearly from life and by a talented hand, depicting daughter of a noble house in 
  compromising positions. 
  520-521 Small mirror. 
  522 D10 x 100 living snails with specially-made shells cast from pure silver worth 1 sp. Snails 
  are sentient, communicate 
  telepathically, and will beg PCs not to trade them away. 
  523-525 Padlock (Strength 17) and key. 
  526-530 d6 Days rations and fresh water 
  531-532 Partial and crappy map of this area. To simulate it, any player is allowed to look at the 
  GM’s map for a number of seconds equal to their PC’s intelligence divided by 2. 
  533 Bag of flour 
  534 Bear trap 
  535 d4 vials of acid (d8 damage to flesh) 
  536-37 Bag of marbles 
  538 Small glass sphere filled with water and lodestone shavings. Works as a compass. 
  539-540 Telescope 
  541 Caltrops and 700gp 
  542 Jar of black ink 
  543 Spare suit of leather armor 
  544 Spare suit of chain armor 
  545 Jar of angry bees 
  546 Wax seal of the Goblin King (goblins will obey any order written there if its sealed) 
  Enough wax for 2 impressions 
  547 Alchemist’s kit 
  548-549 Severed head (nearest species besides this one) 
  550 Cat in a box 
  551-553 561 Brick of salt 
  562 Box of chalks 
  563 Svengali deck for performing card tricks 
  
  564 Stoppered tank of helium (enough for one pig-sized balloon) 
  565 Recipe for elephant-shaped cake involving three hit points of blood and 3 drops of sweat. 
  When baked, it will know whatever the blood donor knows and will answer whatever questions 
  about that information the sweat-donor asks. This information is in the recipe. 
  566 Vial containing fresh human blood 
  567 3.5 liters of glue. 
  568 Scrawled note: “Crypt Lord in library” 
  569 Scrawled note: “Dragon on the last level” 
  570 Scrawled note: “Some goblins are nilbogs and attacks heal them” 
  571 Scrawled note: “Manticores love poems”  
  572 Scrawled note: “Toad gods hate the Insect Cult” 
  573-575 Blonde halfling mead from the Pudding Coast, 6 bottles 
  576-578 Heavy ale from the Dwarves of the Freak Mountains, 6 bottles 
  579 Anesthetized bats held in individual baseball-sized cheesecloth nets. Throwing them with 
  full strength will wake them up in midflight. They are bloodthirsty and will attack whatever 
  they're thrown at. 5hd total. 
  580 Smoking tobacco and pipe 
  581 Baby 
  582 10’ of chain 
  583 Pulley 
  584 100’ of string and a fishhook 
  585 Bag of living worms 
  586-587 Poisoner’s ring 
  588 Crumpled musical composition in unknown notation. Any bard can roll an intelligence 
  check + (level divided by 3) to understand it. Playing it will require will require 8 hours of 
  intensive study as well as modifications to any musical instruments present requiring 3 hours 
  of peaceful, solitary work. The song, when finally played, will cause all intelligent creatures 
  within hearing range to go "Wow. That's a song alright. I'm so glad we brought you down 
  here." 
  It resembles "Pop Goes The Weasel" in most important respects. 
  589-590 Vial containing a form of perfect glue. Sets instantly and covers 1' square area. 
  591 Animated severed hand (1 hd). Obeys whoever finds it. 
  592 Fancy hinged box. Inside is an elaborately-wrought carved scalpel and illustrated 
  instruction book (in a foreign tongue) in a velvet-lined case. The scalpel can be used to remove 
  an eye from any creature (of roughly equal size) and insert it into another creature's head, 
  enabling them to use any vision-related abilities or gaze attacks of that creature. The surgeon 
  can't be either patient and must make a dexterity roll. Rolling over dex means the operation 
  fails and causes d20 hp damage. Rolling under causes d20 minus (number of points under dex 
  rolled) hp. Works once. Whenever the recipient of the new eye rolls a 1 it means the new eye 
  has rebelled and will spend the next d4 rounds causing as much trouble as it can for the PC. 
  
  593 Claw shoes: d4 on a kick, advantage to climb checks. They have a hinged platform you can 
  fold over to walk on floors. 
  594 Frost mask. This icy substance, when painted over a creature's eye will lighten and twist it 
  into a shape which frightens fire. No flames, magical or otherwise will come within 5 feet of the 
  creature. Lasts 1 day. 3 doses. 
  595-596 Halfling Pie from the Pudding Coast. Carefully wrapped and unaccountably fresh. 
  “Just” a pie but anyone who’s been in a dungeon or away from good food more than a day will 
  give quite a bit to get their face into one. 
  597 Null paint. This substance will only function if applied to living flesh. Any part of the body 
  covered in this paint becomes nonreflective black and intangible. Weapons cannot be held in a 
  painted hand, clothing cannot be worn over a painted body part (it will pass through), etc. If 
  painted over sensory organs they become useless. If painted in a stripe pattern on the skin 
  then items may be held or worn and 50% of all piercing or slashing attacks will pass harmlessly 
  through the wearer. Lasts one day. 
  598-599 Net trap kit. Tripwire activated, catches up to 4 humanoids. 
  600 Diary of dead adventurer describing nearest/this dungeon in sketchy detail (mostly 
  worthless but has 2d20% chance of working on any device the PCs consult it about. 
  HOWEVER, once it works, that's it.)  
  601-700 Potions  
  601 D4 aqua-green potions: each heals d6. 
  602 Acid resistance potion (half damage lasts and hour) 
  603 Aging Potion (double your age permanently) 
  604 Digestive juices of a rustbeast. 
  605 Amputation Potion (save or lose a random limb) 
  606-607 Antidote Potion (cures any poison) 
  608 Vial of liquid shadow. Not the kind in Ptolus, which just gives you a bonus to shadow 
  magic (though it does that, too, why not?). This stuff can be used to create a deep shadow--
  about twice human-sized--where there shouldn't be one. A thief can hide in it as if it were an 
  ordinary shadow, at -20%. It can also be used to move from any liquid shadow to any other 
  pool of liquid shadow the character knows about. It can also be used to replace a lost shadow. 
  609 Blindness Potion (save allowed)(lasts an hour) 
  610 Charisma Potion (score: 18 lasts an hour) 
  611 Clairaudience Potion (like Clairaudience but lasts 10 minutes and you can only hear, not 
  see) 
  612-614 Cold resistance Potion (half damage lasts and hour) 
  615 Constitution Potion (score:18 lasts an hour) 
  616 Pinking Draught (You think it’s exactly the potion you want but it isn’t, the delusion lasts 
  an hour) 
  617 Dexterity Potion (score: 18 lasts an hour) 
  
  618 Disenchantment Potion (makes a magic item nonmagic) 
  619 Electricity resistance Potion (half damage lasts and hour) 
  620 ESP Potion (as Clairvoyance spell, lasts ten minutes) 
  621-622 Extra Eye Potion (rub it on and get an eye wherever you want, advantage on 
  perception checks)(permanent) 
  623 Potion reincarnates you as the last thing under 10hd that you killed.  
  624 Fire Breathing Potion (save or take 3d6, lasts ten minutes) 625-626 Confusion (as spell, 
  lasts 5 rounds) 
  627-628 Frog tongue Potion (you get a long sticky tongue—6’, forever) 629 Fumbling Potion 
  (Dex 3 for an hour)  
  630 Growth Potion (as Enlarge spell, ten minutes) 
  631-632 Healing Potion (d8+1 or removes a condition) 
  633-634 Heat Resistance Potion (half damage from heat for an hour) 
  635 Inflation Potion (you’re super-fat for an hour, you can be rolled around) 
  636 Infravision Potion (lasts a day) 
  637 Intelligence Potion (Int 18, lasts a day) 
  638 Invisibility Potion (as the spell) 
  639-640 Invisibility to Demons Potion (as the spell but only on demons) 
  641-642 Invisibility to Fae Potion (as the spell but only on fae, kinda works on elves and 
  goblins, too—they perceive you at disadvantage) 
  643-644 Invisibility to Reptiles Potion (as the spell but only on reptiles) 
  645-646 Invisibility to Undead Potion (as the spell but only on undead) 
  647 Invulnerability Potion (lasts 5 rounds) 
  648 Vial of medusa tears. Application to a body part will turn it to stone for 5 minutes. 2 hand-
  sized doses. 
  649 Laughter Potion (save to get anything done each round except laugh, lasts 5 rounds) 
  650 Looks similar to healing potions but it’s actually a love potion. Drink it and fall in love 
  with whoever last wounded you. 
  651 Love Potion (lasts a day) 
  652 Vial of mirror water. Anyone reflected in a puddle of mirror water must face the evil clones 
  of themselves who crawl out of it. 
  653 Madness Potion (lasts a day, you can’t do anything helpful to your allies) 
  654-655 Detect Magic Potion (as spell, lasts 10 minutes) 
  656 Muteness Potion (lasts an hour) 
  657 Oil of Sharpness (put it on a weapon, it inflicts +5 damage) 
  658-659 Oil of Slipperiness (perfect lubricant, permanent) 
  660 Vial of infinite water. A puddle of infinite water is a shaft as deep as an ocean. 
  661 Oil of Mouths (as 537 above) 
  662-663 Poison (save or d20hp) 
  
  664 Polymorph Potion (as spell, lasts 10 minutes) 
  665 d6 vials of holy water 
  666 Prophecy Potion (your eyes go milky and you deliver a Fortune as in Vornheim, if you 
  don’t have it, buy one from me) 
  667-668 Purify Food and Water Potion (as spell) 
  669 Regeneration Potion (regrow lost body parts and 3d6 damage) 
  670 Remove Paralysis Potion 
  671 See Invisible Potion (lasts an hour) 
  672-673 Shark Teeth Potion (inflict 2d6 on a bite, lasts a day) 
  674 d6 vials of unholy water 
  675 Shrinking Potion (as Reduce spell, lasts an hour) 
  676 Language in a bottle. GM’s choice which. 
  677 Sleep Potion (as spell cast by a 5th level wizard) 
  678 Oil of Disruption (Rub it on a weapon and it does triple damage to undead and acts as a 
  magic weapon. Can kill a vampire. Lasts 5 rounds.) 
  679 Slow Potion (as spell, lasts 5 minutes) 
  680-681 Speak with Animals Potion (lasts an hour) 
  682-683 Speak with Dead Potion (lasts ten minutes) 
  684 Vial of a substance derived from mindeater digestive juices. If a PC drinks it immediately 
  after eating the brain of another living creature it will allow the PC to know everything the 
  creature knew. However the PC must save or gain an insanity. 1 dose. 
  685 Speak with Monsters Potion (lasts ten minutes) 
  686-687 Speak with Plants Potion (lasts a day) 
  688 Speed Potion (as Haste , lasts 5 minutes) 
  689 Spike Potion. (If rubbed on any part of the body (5 square inches), spikes made of fused 
  bone and hardened flesh will form there. A successful strike with these spikes will cause d4 
  damage or normal punch damage plus 2 hp damage, depending on system. 2 doses.) 690 Stone 
  to Flesh Potion 
  691 Strength Potion (Str 18 lasts an hour) 
  692 Oil of Brutal Noise. Anyone drinking this or stabbed with a blade coated in it becomes 
  painfully sensitive to all sounds. Mechanics here are up to you. d6 doses. 
  693 Suggestion Potion (as spell) 
  694 Healing potion: d8 HP but pictographic label says it requires a finger from a dead 
  humanoid to become active. 
  695 Tongues Potion (lasts ten minutes)  
  696 Razor potion. 1 dose. Drinking it and then spitting it out allows the imbiber to spit a cone-
  shaped "breath weapon" full of gnat-sized barbs which does 3d6 damage to exposed flesh. 
  697 Ventriloquism (throw your voice up to 60 feet, lasts a day) 
  698-699 Water Breathing Potion (lasts 24 hours)  
  
  700 Youth Potion (become half your age permanently)  
  701-800 Interesting books. Roll d6: 1-The Valuable entry, it indicates a book nobody in the 
  party can read, so reroll if they like know all languages or whatever 2-4 Manual entry 
  (leveling up with this book improves your skill in that area) 5-6 Special entry  
  701 VALUABLE: Worth # of GP just rolled 
  MANUAL: Far Eastern Languages 
  SPECIAL: Book of Ten Thousand Fists: Level up with this and do double damage on an 
  unarmed strike.  
  702 VALUABLE: Worth # of GP just rolled. 
  MANUAL: Goblin/Orc Languages 
  SPECIAL: The Offices of Ool: Level up with this and learn ritual breathing methods that grant 
  50% immunity to magic cast by elves  
  703 VALUABLE: Worth # of GP just rolled. 
  MANUAL: Librarian/Serpent Language 
  SPECIAL: The Naga-Ta: Allows anyone spending an hour to conjure a serpent-demon, 
  otherwise as the Summon spell.  
  704 VALUABLE: Worth # of GP just rolled. 
  MANUAL: Grey Elven Languages 
  SPECIAL: Codex of Unutterable Tedium by Ryne Bland. This book is so boring. Anyone 
  reading it will fall asleep after a number of rounds equal to their wisdom for d10 rounds. 
  Reading aloud from the book will cause anyone hearing it and able to understand it to make a 
  save or just walk out of hearing distance. If the reader pursues the fleeing creature and 
  continues reading, the creature will be affected as with a Sleep spell (even Elves). Anyone 
  hearing or reading the book more than three times will attempt to destroy or discard it.  
  705 VALUABLE: Worth # of GP just rolled 
  MANUAL: Nephilidian Language 
  SPECIAL: Naxyrite Codex: Contains a six hour spell to change a vampire back into a human.  
  706 VALUABLE: Worth # of GP just rolled 
  MANUAL: Languages of Cesaire 
  SPECIAL: The Book of Leopards: Magic users leveling up with this can gain a Command spell 
  (1/day) that works on animals, requiring no spell slot.  
  707 VALUABLE: Worth # of GP just rolled 
  MANUAL: Languages of the Peacock Isles 
  
  SPECIAL: The Fire Wheel: New second level spell. A flaming hoop circles the caster for 10 
  minutes, inflicting d8+level damage on anyone within 5’.  
  708 VALUABLE: Worth # of GP just rolled 
  MANUAL: Languages of the Scorpion Lands 
  SPECIAL: The Jewelled Moon Scroll: A spell of exorcism. A cleric must plant their feet and 
  chant the incantation in the demon’s presence. Each round the demon must save, at the first 
  round at -1, the second at -2, etc so long as the priest chants from the book. Each successful 
  usage has a 50% chance of destroying the book.  
  709 VALUABLE: Worth # of GP just rolled 
  MANUAL: Dwarvish Language 
  SPECIAL: The Orders of Gryy Ironeye: Revered dwarven weaponsmithing manual. Level up 
  with this and gain the ability to customize or forge a “perfect” steel weapon to fit a specific 
  wielder. One weapon per client, takes three weeks. Weapon is not magic but +1 to hit and 
  damage.  
  710 VALUABLE: Worth # of GP just rolled 
  MANUAL: Drownesian Languages 
  SPECIAL: Rangda Nasaka Amm: Sacred text of the spider-cult: Valuable beyond anything to 
  Drownesian NPCs and spider cultists, they’ll trade almost for it. Level up with it and gain a 
  Web or Summon (spider-demons only) spell that takes up no spell slot.  
  711 VALUABLE: Worth # of GP just rolled 
  MANUAL: Old Selenian and Eliatoran Language (see Maze of the Blue Medusa) 
  SPECIAL: Labyrinth of the Pavonated Gorgon: Ritual in this book takes ten minutes and 
  transports everything within a 10-foot radius to the Maze of the Blue Medusa. It will also 
  transport you back to wherever you cast it.  
  712 VALUABLE: Worth # of GP just rolled 
  MANUAL: Reptileman/Chameleon Woman Languages (incl. Ancient Saurian) (see Maze of the 
  Blue Medusa) 
  SPECIAL: The Book of the Night Princes: This sad tale induces uncontrollable weeping in any 
  who hear it read aloud. Save each round to do anything but cry.  
  713 VALUABLE: Worth # of GP just rolled 
  MANUAL: White Elven Languages 
  SPECIAL: The Kelth Ochnnyn: The sacred brands and strange tortures here take half and hour 
  to inflict but will induce any creature to tell the truth.  
  714 VALUABLE: Worth # of GP just rolled 
  MANUAL: Sea Elven Languages 
  
  SPECIAL: Gyth Asculum: Incantation here takes half and hour and turns any humanoid into a 
  cannibal mermaid.  
  715 VALUABLE: Worth # of GP just rolled 
  MANUAL: Human Languages of Broceliande & Vlegt 
  SPECIAL: The Vorn Vekt: A sacred text of Vorn. A cleric may use it once per day to bless any 
  weapon, so that it will damage lycanthropes, demons, and immaterial and otherwise protected 
  undead—it will also do d6 extra damage. Lasts one day.  
  716 VALUABLE: Worth # of GP just rolled 
  MANUAL: Demonic Languages 
  SPECIAL: The Registry Infernal: Contains the true names of 70% of all demons.  
  717 VALUABLE: Worth # of GP just rolled 
  MANUAL: Dead Languages 
  SPECIAL: Gnysic Gospels: Contains a minute-long incantation that banishes elementals 
  within 30’. Requires no spell slot to use.  
  718 VALUABLE: Worth # of GP just rolled 
  MANUAL: Obscure Languages 
  SPECIAL: The Hours of the Malachite Dog: Contains a fifteen-minute spell which summons a 
  massive storm which lasts 24 hours. Anyone may use it.  
  719 VALUABLE: Worth # of GP just rolled 
  MANUAL: Maps/Atlas of a random region (i.e. the regions in the library) 
  SPECIAL: Map of this place. 
    
  720 VALUABLE: Worth # of GP just rolled 
  MANUAL: Diseases 
  SPECIAL: Codex of Iptis Os: Cure any disease once per month by performing the half hour 
  ceremony under a full moon.  
  721 VALUABLE: Worth # of GP just rolled 
  MANUAL: Surgery 
  SPECIAL: Codex of Ospis Ipt: Graft a dead limb onto a living host to replace a missing arm or 
  leg. Takes 6 hours. The limb will work.  
  722 VALUABLE: Worth # of GP just rolled 
  MANUAL: Medicinal herbs 
  SPECIAL: Book of Hadru: Tale of a monkey prince who solves puzzles. Serendipitously 
  contains clues to three conundra the reader may face (“As you look at the door, you remember 
  reading in the Book of Hadru...”). It doesn’t work unless the player brings it up. Works three 
  times, maximum.  
  
  723 VALUABLE: Worth # of GP just rolled 
  MANUAL: Medicine in general 
  SPECIAL: The Pagoda in White: Identify any disease in two minutes by consulting this book.  
  724 VALUABLE: Worth # of GP just rolled 
  MANUAL: Alchemy 
  SPECIAL: Orbik Hekk: Identify any harmful chemical in two minutes by consulting this book.  
  725 VALUABLE: Worth # of GP just rolled 
  MANUAL: Demonology 
  SPECIAL: The Vyracohedron: Level up with this book and be able to spot any portal or object 
  that takes you to another dimension or extradimensional space.  
  726 VALUABLE: Worth # of GP just rolled 
  MANUAL: Cosmetics 
  SPECIAL: The Book of the Black Crane: Gain +1 Charisma by leveling up while in possesion of 
  this make-up manual.  
  727 VALUABLE: Worth # of GP just rolled 
  MANUAL: Decorative Arts 
  SPECIAL: The Yew Thistle Manual: Level up with this and be able to identify when any elven 
  object was made.  
  728 VALUABLE: Worth # of GP just rolled 
  MANUAL: Music 
  SPECIAL: Allows for the creation of hypnotic musical compositions so long as the target 
  species is known. Takes one hour to compose and the music must be played by a competent 
  musician (though it can be on any instrument). So long as the music plays, members of the 
  target species cannot move. A new song must be composed after each full moon.  
  729 VALUABLE: Worth # of GP just rolled 
  MANUAL: Poetry and fiction 
  SPECIAL: The Octarium Of Leucis Threen: You’ve read the Octarium! Oh I adore Threen! 
  Leveling up with this book allows you to impress any educated aesthete not wholly hostile to 
  you.  
  730 VALUABLE: Worth # of GP just rolled 
  MANUAL: Architecture (in LotFP, add a pip if you level up with this book) 
  SPECIAL: The Mead and Pensver Guide to Notable Structures: Legendary halfling travel-
  writers provide the location of every large temple, palace, castle etc created before the Age of 
  Human Dominion except places the Referee has specifically decided are “forgotten”. Also 
  provides the benefit of the Manual result  
  
  731 VALUABLE: Worth # of GP just rolled 
  MANUAL: Painting 
  SPECIAL: Archnyria’s Lives of the Painters: Leveling up with this work gives the PC advantage 
  to identify paintings and gives them enough information to get twice the usual gp value for 
  selling paintings.  
  732 VALUABLE: Worth # of GP just rolled 
  MANUAL: Sculpture 
  SPECIAL: The Incarnations: Allows the identification of statues—culture of origin, religion, 
  etc. 90% accurate.  
  733 VALUABLE: Worth # of GP just rolled 
  MANUAL: Puppetry 
  SPECIAL: Kaasingha L’Eatte: A grimoire of shadow magic—leveling up with this book in your 
  posession allows a PC to consecrate a weapon to cut off and steal a victim’s shadow. The victim 
  will be at disadvantage to stealth rolls and the shadow can be folded into a 5” tall puppet which 
  acts out their actions in real time wherever they are.  
  734 VALUABLE: Worth # of GP just rolled 
  MANUAL: Clothing & fashion 
  SPECIAL: The Book of Remnants: Leveling up with this minutely-detailed guide to costume 
  and etiquette will allow anyone following its instructions to perfectly resemble a generic 
  member of any social class of any nonhuman culture on a successful charisma check.  
  735 VALUABLE: Worth # of GP just rolled 
  MANUAL: Jokes 
  SPECIAL: Lollard’s Guide to Special Japes: These jokes are so funny it was banned in the 
  2000th century to prevent unnecessary deaths. Anyone leveling up with this book will know 
  jokes appropriate to any intelligent nonhuman culture that inflict d12 damage on anyone of the 
  given culture able to understand (so one joke would only work on dwarves, one only on White 
  Elves, etc). Only works once per individual.  
  736 VALUABLE: Worth # of GP just rolled 
  MANUAL: Meteorology 
  SPECIAL: Book of Nine Winds: Get out of one incident of bad weather free, once per sea 
  journey.  
  737 VALUABLE: Worth # of GP just rolled 
  MANUAL: Engineering (LotFP: level up with this and add a pip to Tinkering) 
  SPECIAL: Book of Brass Wonders: Level up with this book and do D20 damage to any 
  mechanical golem with one successful tinkering roll.  
  
  738 VALUABLE: Worth # of GP just rolled 
  MANUAL: Construction 
  SPECIAL: Cesaire at any time—Book of the Blue Viizier: Identify any gem given half an hour.  
  739 VALUABLE: Worth # of GP just rolled 
  MANUAL: Siege engines 
  SPECIAL: Guide to New Engines: Level up with this and weaknesses in siege engines and 
  fortifications instantly.  
  740 VALUABLE: Worth # of GP just rolled 
  MANUAL: Armor and Weapons 
  SPECIAL: Contains a one-hour ceremony to consecrate an otherwise non-magic weapon to 
  assassinate a specific target. It will do double damage to that target. Only one such weapon can 
  exist at a time.  
  741 VALUABLE: Worth # of GP just rolled 
  MANUAL: Golems and alchemical mechanisms 
  SPECIAL: The Automachia: Build 1hd golem with the ablities of any 1hd animals after a week.  
  742 VALUABLE: Worth # of GP just rolled 
  MANUAL: Flowers 
  SPECIAL: The Chrysanthemum Palace: Elven epic poem/botany manual about every kind of 
  flowering plant. Level up while reading it to gain advantage on any Charisma check to seduce 
  femme-y elves. Note: all poems are prized by manticores.  
  743 VALUABLE: Worth # of GP just rolled 
  MANUAL: Trees 
  SPECIAL: Nochlys Yst: The names and genealogies of all trees in Broceliande at the time. 
  Probably useful somehow maybe? Luckily also a "Rosetta stone" book translating between 
  elvish and the language of rats.  
  744 VALUABLE: Worth # of GP just rolled 
  MANUAL: Unusual plants 
  SPECIAL: The Green Opus: Leveling up with this book allows the PC to know all the stats and 
  abilities of any plant monster on a successful Int roll of 10 or better.  
  745 VALUABLE: Worth # of GP just rolled 
  MANUAL: Herbs and useful plants 
  SPECIAL: Nahaii Botanica: gain advantage on all medicine checks if you level up with this 
  book and keep a kit of prepared herbs when adventuring.  
  
  746 VALUABLE: Worth # of GP just rolled 
  MANUAL: Cookbook 
  SPECIAL: The Universal Taster: Following this halfling guide’s instructions allows the reader 
  to concoct a meal that will attract and please any chosen species in half an hour using simple 
  ingredients. It is also a complete guide to identifying the edible tissues of most species.  
  747 VALUABLE: Worth # of GP just rolled 
  MANUAL: Wine 
  SPECIAL: The Imperial Catalogue: Elven aristocracy judge visitors harshly based on the wine 
  they bring. Owners of this guide always bring the right one.  
  748 VALUABLE: Worth # of GP just rolled 
  MANUAL: Beer and ale 
  SPECIAL: The Mead and Pensver Guide to Alehouses: Legendary halfling travel-writers 
  provide the location of every extant inn, with maps. Wrtten thousands of years ago but pubs 
  tend to stay put. Still 90% accurate in nonhuman lands and 50% accurate in human ones.  
  749 VALUABLE: Worth # of GP just rolled 
  MANUAL: Other alcoholic beverages 
  SPECIAL: The Intoxicantatium: Learn the spell, Drunk Reversal—switch blood alcohol levels 
  of two targets in line of sight. 1st Level Wizard.  
  750 VALUABLE: Worth # of GP just rolled 
  MANUAL: Food and agriculture 
  SPECIAL: The Vorphic Cantos: Learn the secret calls that allow goblins to control giant toads, 
  caterpillars, rustbeasts, etc. as easly as elves control horses.  
  751 VALUABLE: Worth # of GP just rolled 
  MANUAL: Fishing 
  SPECIAL: The Compleat Fisher: Level up with it and know the historical means used to catch 
  and eat any sea creature.  
  752 VALUABLE: Worth # of GP just rolled 
  MANUAL: Mathematics and geometry 
  SPECIAL: Scorpion Lands after 2300—The Five Spheres: Level up with this and you’ll be at 
  advantage to checks involving summoning, engineering and anything requiring calculations.  
  753 VALUABLE: Worth # of GP just rolled 
  MANUAL: Extradimensional geometry 
  SPECIAL: The Gates of Ni’Hab: Level up with this and you’ll immediately recognize the nature 
  of rooms/places with spatial distortions or altered physical laws—as soon as you mention to 
  the DM that you read it.  
  
  754 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of Tittivila, the flesh-goddess 
  SPECIAL: The Mistress of All Changes: Sacred text of Tittitvila, clerics of Tittivila gain an extra 
  mutation (any) or (any) healing spell per day and a level. Any other caster gains 1000xp.  
  755 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of Gor, bull-headed lawgiver 
  SPECIAL: The House Unchanging: Sacred text of Gor, clerics of Gor gain an extra Command, 
  Detect Lie or Forbiddance spell per day and a level. Any other caster gains 1000xp.  
  756 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of Ch’od, the meta-god 
  SPECIAL: The Dungeon Master’s Guide: Sacred text of Ch’od, clerics of Ch’od gain an extra 
  Bless, Dispel Magic, or True Seeing spell per day and a level. Any other caster gains 1000xp.  
  757 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of Vorn, grim gray god of iron and rain 
  SPECIAL: The Iron Tomb: Sacred text of Vorn, clerics of Vorn gain an extra Heroism, Rusting 
  Grasp (as rustbeast), or Control Weather spell per day and a level. Any other caster gains 
  1000xp.  
  758 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of the White Web and Rangda, spider-queen 
  SPECIAL: Zyr’ot Mol: Sacred text of Rangda (mostly pictographic), clerics of Vorn gain an 
  extra Web, Darkness, Silence 15’ Radius or Cause Fear spell per day and a level. Any other 
  caster gains 1000xp.  
  759 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of the Akayle Ozph, lord of chaos 
  SPECIAL: The Sirocc: Sacred text of Akayle Ozph (mostly an incomprehensible word collage), 
  clerics of Akayle Ozph gain a Chaos and Confusion spell once per day and a level. Any other 
  reader gains a permanent mental illness.  
  760 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of White-Lipped Goddess, Lady of the moon and mother of lycanthropes 
  SPECIAL: The Pale Eye: Sacred text of White-Lipped Goddess, her clerics gain an extra Howl 
  of the Moon, Light, or Wall of Fog spell once per day and a level. Any other caster gains 
  1000xp.  
  761 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of the Great Grub, patron of Gaxen Kane 
  
  SPECIAL: The Maggotry: Sacred text of the Great Grub, its clerics gain an extra Cause 
  Paralysis, or Confusion spell once per day and a level. Any other caster gains 1000xp.  
  762 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of the Insect God 
  SPECIAL: The Sign of the Locust: Sacred text of the Insect God, its clerics gain an extra Insect 
  Plague or Mutation spell once per day and a level. Any other caster gains 1000xp.  
  763 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of the She-Jackal 
  SPECIAL: The Sundered Veil: Sacred text of the She-Jackal, her clerics gain an extra 
  Suggestion or Illusion (any) spell once per day and a level. Any other caster gains 1000xp.  
  764 VALUABLE: Worth # of GP just rolled 
  MANUAL: Church of the Toad God 
  SPECIAL: Ooadd Nad: Sacred text of the Toad Gods, mostly written in the form of musical 
  scores, its clerics gain the ability to leap up to 30’ and a 6’ sticky tongue. Any other reader 
  gains a horrible cosmetic mutation.  
  765 VALUABLE: Worth # of GP just rolled 
  MANUAL: Philosophy 
  SPECIAL: The Gray Opulence: Levelling up in the posession of this work of hedonistic/stoic 
  philosophy inures a reader from fear. They are immune to fear of any kind.  
  766 VALUABLE: Worth # of GP just rolled 
  MANUAL: Law 
  SPECIAL: The Book of All Restrictions: Text spelling out all the many laws of the Seelie, 
  Unseelie and Goblin courts, as well as Goblin law. Never be caught flat-footed again by such 
  strictures as “Never touch a snail on a Sunday or you’ll lose an ear” etc.  
  767 VALUABLE: Worth # of GP just rolled 
  MANUAL: Genealogies of the ruling houses 
  SPECIAL: The Diaries of Milia Nul: Legendary and legendarily long-lived half-elven 
  courtesan’s memoirs contain blackmail material on 70% of elves encountered and all of their 
  noble houses.  
  768 VALUABLE: Worth # of GP just rolled 
  MANUAL: Unusual weapons 
  SPECIAL: The Most August Armory: Leveling up while in possession of this book allows for 
  the construction of bizarre collapsing, custom telescoping anime-style chain weapons that do 
  something normal weapons don’t but ones in anime do. One can be constructed per year.  
  
  769 VALUABLE: Worth # of GP just rolled 
  MANUAL: Military history 
  SPECIAL: The Eight Campaigns of the Obsidian Plain: Moon T’Che’s classic work of strategy 
  and history is viewed with a near superstitious awe by many generals and kings. They consider 
  anyone who has read it and can quote it (i.e. anyone who’s leveled up with it) to be a great 
  military mind and will appoint them to lead squadrons and armies in times of need.  
  770 VALUABLE: Worth # of GP just rolled 
  MANUAL: Goblin Culture 
  SPECIAL: Qurac Neian’s Guide to Gaxen Kane: A shockingly complete atlas and travel guide to 
  Gaxen Kane, written during the Second War and still 90% accurate.  
  771 VALUABLE: Worth # of GP just rolled 
  MANUAL: Fae culture 
  SPECIAL: Tales of the Grasshopper Prince: A poem describing the courts of the Seelie and 
  Unseelie fae in embarassing detail. Faeries aware that you possess this book will avoid 
  upsetting you—at least until they can steal or destroy it. Note: all poems are prized by 
  manticores.  
  772 VALUABLE: Worth # of GP just rolled 
  MANUAL: Grey Elves 
  SPECIAL: Song of the Scheer Skald: A book of grey elven war magic which anyone can cast 
  including 15 minute rituals that activate Bless, Army of One, and Heroism spells.  
  773 VALUABLE: Worth # of GP just rolled 
  MANUAL: White Elves of Nornrik 
  SPECIAL: Song of the Marble Vein: A book of white elven war magic written in Nornrik which 
  anyone can cast including 15 minute rituals that activate Summon, Earthquake, and Wall of Ice 
  spells.  
  774 VALUABLE: Worth # of GP just rolled 
  MANUAL: Drownesia 
  SPECIAL: Song of the Jade Fang: A book of dark elven war magic which anyone can cast 
  including 15 minute rituals that activate Charm Monster, Shadow Monsters, and Witchlamp 
  Aura spells.  
  775 VALUABLE: Worth # of GP just rolled 
  MANUAL: Cesaire 
  SPECIAL: The Unseen Fortress: An account of a journey undertaken by a Cesairean spice 
  trader to take revenge on a zebra priest. Includes details on geography and legends of Cesaire—
  70% accurate.  
  
  776 VALUABLE: Worth # of GP just rolled 
  MANUAL: Halflings of Broceliande 
  SPECIAL: Glowgut’s Guide to Improved Gustation: Halfling cookbook allows for the extension 
  of potions by baking them into wholesome pastries and pies. With an oven and 5gp of 
  ingredients, these baked goods can effectively double the number of doses a potion provides. 
  Works once per potion.  
  777 VALUABLE: Worth # of GP just rolled 
  MANUAL: Human Cultures of Broceliande 
  SPECIAL: The Account of the Woodpig War: Account of the war between Annwn in the south 
  of Broceliande and the Hunger Kings in the north. Contains marginal notes by Prince Roualt of 
  Strode proving the true king of Annwn is not the man on the throne.  
  778 VALUABLE: Worth # of GP just rolled 
  MANUAL: Humans of the Northern Continent (Vlegt and Vornheim) 
  SPECIAL: Throne of Omnilex: Contains magic which turns one Summon spell into three.  
  779 VALUABLE: Worth # of GP just rolled 
  MANUAL: Nephilidia 
  SPECIAL: Gospel of Slime: Sacred text of the Nephilidians, her clerics gain an extra Cause 
  Serious Wounds, Curse, or Power Word spell once per day and a level, if you have Cube World 
  #11: Nephilidia, you can also learn the spells there. Any other caster gains 1000xp.  
  780 VALUABLE: Worth # of GP just rolled 
  MANUAL: Gaxen Kane 
  SPECIAL: The Grophylic Swoon: The great goblin epic poem of the First War. Reading even a 
  page will drive any non-goblin permanently insane. Note: all poems are prized by manticores. 
  Even this one.  
  781 VALUABLE: Worth # of GP just rolled 
  MANUAL: Peacock Isles 
  SPECIAL: The Vyradja: General text of magic and philosophy. Any caster gains 1000xp if they 
  spend a week reading it.  
  782 VALUABLE: Worth # of GP just rolled 
  MANUAL: Scorpion Lands 
  SPECIAL: The Red Pyramid: a description of the fiendish devices of the Necropharoah. 
  Leveling up while reading it grants advantage on saving throws vs traps of all kinds.  
  783 VALUABLE: Worth # of GP just rolled 
  MANUAL: The Lands of the East 
  
  SPECIAL: The Gates of Discord: A book of magic. 15 minute rituals anyone can perform 
  activate Weird Vortex, Chaos, Contact Outer Sphere, and Forget spells.  
  784 VALUABLE: Worth # of GP just rolled 
  MANUAL: Dwarven Cultures 
  SPECIAL: Saga of Vovvynd Spaul: Dwarven epic of wild heroism and vast exaggeration. 
  Leveling up while reading it gives a smattering of dwarven knowledge including advantage to 
  hit on trolls and giant-sized creatures.  
  785 VALUABLE: Worth # of GP just rolled 
  MANUAL: Sea Elven Culture 
  SPECIAL: The Last Pearl: A book of sea elven war magic which anyone can cast including 15 
  minute rituals that activate Speak With Plants, Water Breathing, Strange Waters II, and Airy 
  Water spells.  
  786 VALUABLE: Worth # of GP just rolled 
  MANUAL: The Devoured Land (see Frostbitten & Mutilated) 
  SPECIAL: The Cloven Edda: A magic user who levels up with this spell can access any of the 
  witch spells in Frostbitten & Mutilated. If you don’t have it: buy it.  
  787 VALUABLE: Worth # of GP just rolled 
  MANUAL: Voivodja (see Red & Pleasant Land) 
  SPECIAL: A Location Vermillion and Desirable: Lists all mirrors through which one can enter 
  and leave Voivodja.  
  788 VALUABLE: Worth # of GP just rolled 
  MANUAL: Death rituals 
  SPECIAL: The White Seasons: A book of the dead. Allows anyone to cast Raise Undead as if a 
  5th level caster.  
  789 VALUABLE: Worth # of GP just rolled 
  MANUAL: Traps 
  SPECIAL: The Ozrias Runes: Allows anyone spending 15 minutes to case a spell someone 
  present can already cast to be attached to a drawn, written or tattooed rune, and activate under 
  conditions the caster describes.  
  790 VALUABLE: Worth # of GP just rolled 
  MANUAL: Potion-making 
  SPECIAL: Omnibus Mil Morpheum: Level up with this manual of alchemy and you can 
  duplicate any potion given an Int check and and hour. Works once per sample.  
  
  791 VALUABLE: Worth # of GP just rolled 
  MANUAL: Reptile biology 
  SPECIAL: Codex Saurianaxx: Everything you ever wanted to know about dragons, including 
  the location, name, kind, disposition and age of the nearest one and the behaviors, garb and 
  rituals of their worshippers.  
  792 VALUABLE: Worth # of GP just rolled 
  MANUAL: Insect/arthropod biology 
  SPECIAL: Kyr’Aleen Compendium: Level up with this book and you instantly know the 
  characteristics of any insect species you see, including how dangerous any poisons they have 
  might be.  
  793 VALUABLE: Worth # of GP just rolled 
  MANUAL: Bird biology 
  SPECIAL: The Scrolls of the Simurgh: Level up with this and learn the language of birds.  
  794 VALUABLE: Worth # of GP just rolled 
  MANUAL: Mammal biology 
  SPECIAL: The Hunter’s Enchiridion: Level up with this and get advantage to damage on any 
  animal you can sneak attack.  
  795 VALUABLE: Worth # of GP just rolled 
  MANUAL: Unnatural (monster) biology 
  SPECIAL: Thee Folio of Fiends: Describes every monster. Takes two minutes to consult. As 
  accurate as any rules-as-written game book ever is.  
  796 VALUABLE: Worth # of GP just rolled 
  MANUAL: Marine biology 
  SPECIAL: The Iltar Text: Decribes rituals and formulae which allow up to ten creatures to 
  grow gills permanently.They can breathe water but will need to drink twice as much as normal 
  when on land.  
  797 VALUABLE: Worth # of GP just rolled 
  MANUAL: Halluicinogens and drugs 
  SPECIAL: The Lavender Pearl: Decadent elven poem also doubles as a drug guide, allowing 
  those who level up while reading it to save at advantage versus intoxicants and hallucinatory 
  effects. Note: all poems are prized by manticores.  
  798 VALUABLE: Worth # of GP just rolled 
  MANUAL: Lycanthropes 
  SPECIAL: The Vealdean Lycanthropica: Contains a two-hour ritual whch reverses lycanthropy.  
  
  799 VALUABLE: Worth # of GP just rolled 
  MANUAL: The undead and death rituals 
  SPECIAL: The Second Path: Anyone reading aloud from this book casts Turn Undead as a 
  cleric of their level.  
  800 VALUABLE: Worth # of GP just rolled 
  MANUAL: Lockpicking (LotFP: level up and add a pip to Tinkering) 
  SPECIAL: Fourfiths Guide to Mechanisme: A guide to locks, allows the same benefit as the 
  Manual result above plus allows the user to open one non-magical lock that isn’t supposed to 
  be able to be unlocked with normal lockpicking skills.  
  801-900 
  Magic Weapons  
  801Attachable steel fangs. Enables bite for d4 (even if grappled, usually). 
  802 Iron fist gauntlet: Wearer’s punch does d8+Str bonus. Only someone with a Str bonus can 
  use it. 
  803 Magic goblin shortsword Earcutter—d20 damage to elves but makes you talk backwards 
  804 Hammer of Exorcism: Does d8 damage and drives out any demon possession. Does 
  d12+Cleric level hp to demons. 
  805 Thursday Blade: Longsword does triple damage once per day every Thursday. 
  806 Consecrated dagger, advantage to hit and damage vs whatever humanoid species the 
  nearest hostile humanoid species considers its enemy. 
  807 Shield made of null-magic metal. Basically gives a reflex save/dex check against magic 
  attacks that might be blocked by a shield. 808 Morningstar of Ridiculous Wounding. This 
  magic weapon can hit gods, demons, etc. as if it were a +6 weapon (though it has no bonus), 
  however a successful hit on an intelligent creature will strike the target as hilarious, causing 
  them to laugh so hard their armor class is reduced by 1. Successive hits will seem even more 
  hilarious, again reducing the target's AC by 1 for each hit. If the target survives the combat 
  s/he/it will continue laughing for 8 more rounds. 
  The user becomes increasingly grim and humorless. His/her charisma is reduced by 1 for all 
  purposes except intimidation checks for each foe slain with the morningstar. 
  809 Lachrymaxe. This weapon appears to be merely a very ancient and finely-made battleaxe, 
  however, it feeds on misery, and gains a +1 for each intelligent creature whose tears are rubbed 
  onto the blade (up to a maximum of +5). Each application of tears must be from a different 
  species. 
  The Lachrymaxe is intelligent, though it will never engage in a duel of wills with its owner. It 
  will, however, whisper to the wielder constantly, subtly encouraging him/her to slay, to 
  conquer, and to tread the jewelled thrones of the Earth under his/her feet. 
  810 Hideous Cleaver : Inflicts d12+Str damage at advantage to exposed flesh. Save each round 
  to stop chopping living things.  
  
  811 Runic arrow inflicts 3d6 lightning damage—works once 
  812 Runic arrow causes enemy to act as Faerie Fired and fail all saves until removed—works 
  once 
  813 Runic arrow sticks into anything (penetrates any AC) and powerfully magnetizes on 
  contact, everything metal in 20’ leaps toward target—works once 
  814 Runic arrow disintegrates metal on contact—works once 
  815 Runic arrow inflicts Sleep as 5th level caster—works once 
  816 Runic arrow covers enemy in paralyzing ice every round until the victim breaks out (Str 
  roll)—works once 
  817 Runic arrow inflicts blindness every round until victim saves—works once 
  818 Arrow contains reservoir full of powerful intoxicant—target must save or be drunk—works 
  once 
  819 Runic arrow teleports foe 10’ in a random direction—works once 
  820 As 811 but shuriken 
  821 As 812 but shuriken 
  822 As 813 but shuriken 
  823 As 814 but shuriken 
  824 As 815 but shuriken 
  825 As 816 but shuriken 
  826 As 817 but shuriken 
  827 As 818 but shuriken 
  828 As 819 but shrunken 
  829 As 812 but chakram 
  830 As 813 but chakram 
  831 As 814 but chakram 
  832 As 815 but chakram 
  833 As 816 but chakram 
  834 As 817 but chakram 
  835 As 818 but chakram 
  836 As 819 but chakram 
  837 As 811 but chakram 
  838-839 As 812 but crossbow bolt 
  840-841 As 813 but crossbow bolt 
  842-843 As 814 but crossbow bolt 
  844-845 As 815 but crossbow bolt 
  846-847 As 816 but crossbow bolt 
  848-849 As 817 but crossbow bolt 
  850-851 As 818 but crossbow bolt 
  852-853 As 811 but crossbow bolt 
  854-855 As 819 but crossbow bolt 
  
  856-857 As 813 but dart 
  858-859 As 814 but dart 
  860-861 As 815 but dart 
  862-863 As 816 but dart 
  864-865 As 817 but dart 
  866-867 As 818 but dart 
  868-869 As 819 but dart 
  870-871 As 811 but dart 
  872-873 As 812 but dart 
  874 As 812 but dagger 
  875 As 817 but dagger 
  876 As 818 but dagger 
  877 As 815 but dagger 
  878 As 815 but sickle 
  879 As 817 but sickle 
  880 As 818 but sickle 
  881-882 As 812 but caltrops 
  883-884 As 816 but caltrops 
  885-886 As 817 but caltrops 
  887-888 As 818 but caltrops 
  889 Slicer : Throwable shortsword on magic wire, the wire extends up to 100’ but it always 
  taut and inflicts d4hp on anyone who trips over it. 
  890 Tooth of Vorn: Bastard sword. Choose to-hit and damage: for every minus to hit it’s +2 to 
  damage.  
  891 Steel Cyclone: Morningstar or far-eastern chain weapon with a 10’ chain, when swng it 
  increases the user’s AC by 2 and always entangles while doing (d8) damage. Instead of 
  entangling, the user may choose to attack all targets in range for d6. Save to avoid leaping into 
  swarms of enemies. 
  892 Mutilator : Dwarven axe, advantage vs creatures over 15’ tall: to hit, to damage, to climb 
  on them, escape grapples, everything etc. Always save to avoid attacking giants though.  
  893 Vorpal Blade: Longsword inflicts d100hp and decapitation on a critical hit but this has a 
  50% chance of slicing open the fabric of reality and releasing d4 demons of 2d4 hd. 
  894 The Krullwheel: Magic throwing axe, chakram, or telescoping shuriken always returns to 
  the users’ hand and does d4hp to every target in a 180 degree arc. Roll one to-hit roll and see 
  who is hit.  
  895 Despiser: Morningstar coated in ancient blood, triple damage to irongith, gnolls, and 
  jackalmen. Possessor must save to not attack them on sight. 
  
  896 The Serpentine: Linked steel whip, inflicts d6 hp and entangles a limb or weapon on a hit. 
  897 White-elf warmask, finely made: +1 AC  
  898 Bludgeon of Vorn: Spikeless flail rusts anything on contact and inflicts d8. Possesor must 
  save to not attack enemies of Vorn on sight. 
  899 Gorhorn: Long knife of polished horn does 3d6 damage to lawbreakers. Possesor must 
  read the relevant local law aloud first. 900 Star of Akayle Ozph: Pulsating oversized 
  misbegotten shuriken, when thrown does d20 damage to every creature in the room, including 
  the user.  
  Other Magic Items  
  901 Ring of Vomiting (save each round) 
  902 Deck of Illusions 
  903 Pair of 1’ diameter holes. Put anything in one and it comes out the other. 
  904 Ordinary-looking (but fresh) apple. Cures d8 hp. 
  905 Spell-reflecting ring: works half the time, even on area-effect spells. 
  906 Candle that stops burning only when undead are within 100’. 
  907 Ring of Bat Control: Works for ten minutes per day 
  908 Shield of Arrow Atraction (cursed) 
  909 Scroll: Steal spell spell. Any Magic User can use it. Save or lose a spell to the caster (who 
  may not be able to cast it). 
  910 Billiard-ball-sized sphere rolls toward the nearest enemy. Takes three rounds to activate. 
  911 Gauntlet removes curses so long as it is worn. 
  912 Small inscribed cube has a lock. If removed it releases one of each kind of Living Spell. 
  913 Unwinding hourglass: turn it over and the last hour didn’t happen. Works once. 
  914-915 Charm of immunity: Sleep 
  916-917 Charm of immunity: 1st level spells 
  918-919 Charm of immunity: 2nd level spells 
  920-921 Charm of immunity: Polymorph 
  922-923 Charm of immunity: Slow o r Hold 
  924-925 Charm of immunity: Mind-affecting magic 
  926-927 Charm of Immunity: Death magic 
  928 Assassin’s face: This mask allows the wearer to imitate the last humanoid creature they 
  slew. 
  929 Serpentsphere: Crushing this small glass ball turns everything snake-shaped in a 60’ 
  radius into snakes: arrows, sticks, rods, etc. 930 Webglove: Throw a web-spell, 1/day. 
  931 Brooch of perfect hair. Wear it and your hair is always perfect. 
  932 Cloak of Obscurity: Animal-intelligence things ignore you, other creatures just don’t care 
  that you’re there unless you’re intruding or hostile. 
  933 Grappling claw on rope. Animated steel claw holds stronger than any grappling hook. 
  
  934 Cloak of Tentacles: d6 tentacles automatically come out and attack anyone who comes 
  within 10’. D4 damage 12 Str. But if you sleep in it, it will kill you. 
  935 Ring allows one wearer to walk through one wall once per day. 
  936 Wine of Immediate and Total Inebriation (bottle). Save. 
  937 Ale of Alternate Friendliness and Pugnacity (2 bottles) No save. Act as charmed by server, 
  then attack, then charmed again, alternating rounds for 12 rounds. 
  938 Carcosan wine (bottle): Drink enough to be drunk and you’ll understand lunatics’ 
  motvations. 
  939 Gin of Vorn (bottle): Drink enough to be drunk and you’ll smell demons. 
  940 Voivodjan punch (bottle): Drink enough to be drunk and you’ll be good at puzzles. 
  941 Chaos Waste vodka (bottle): Drink enough to be drunk and you’ll be immune to fear, 
  attack at advantage to hit and damage and fight whoever you see for 10 rounds. 
  942 Broceliande Brandy (bottle): Drink enough to be drunk and it heals d4 and makes you 
  immune to cold for an hour. 
  943 Halfling Whiskey (bottle): Drink enough to be drunk and you make all your saves for an 
  hour.  
  944 Sign of Antithesis. This talisman looks like the holy symbol of some local god or demon 
  only upside-down and with a closed eye superimposed on it. It makes the wearer entirely 
  invisible to the deity or power in question. Cleric spells and paladin abilities granted by the 
  entity in question will not affect the wearer. The sign is made of ordinary materials and can be 
  destroyed as easily as any piece of jewelry. Any cleric will recognize one.  
  945-946 Chalk of Sealing: Drawing a protective perimeter with this chalk will prevent anyone 
  inside from being seen or harmed in any way so long as they remain asleep. Enough chalk to 
  draw one circle, 15’ radius. 
  947-948 Vial of multicolored dust. When opened or shattered it creates a cloud filling about a 
  refrigerator-sized area in mid-air. It lasts for 5 days. The mist affects any magic effect passing 
  through it as follows: (d4 1-disperses effect 2-redirects effect toward randomly determined 
  other target 3-Wild magic effect 4-Solidifies effect into a small mammal which drops 
  immediately to the floor, where it sleeps for d4 hours.) The vial can be opened or broken in the 
  middle of someone else's turn on a successful dex check.  
  949-955 Scroll: 1 spell. Level d4, Random. Usable by anyone. 
  956 Hand of Glory: Pickled murderer’s hand candle emits a light only the user can see. Works 
  five times. 
  957-958 A small vial of blue forgettng dust—inhaling it causes the victim to forget the last 
  hour. 
  959-960 Dropping this cube into water will cause a hallucinatory steam. Hallucinations result 
  in effects equal to a Confusion spell. 961-962 Dropping this cube into a body of water at least 
  the size of a bathtub will cause a 60x60x60 area of it to turn into a jello-like substance. No 
  
  effect on the water inside living things but does Slow water-elemental monsters. 
  963 Device the size of a pocket watch containing inlaid images of clouds, suns, etc. capable of 
  predicting the weather one day ahead 
  of time. 
  964 Deck of working Tarot Cards (Works as a Fortune in Vornheim: The Complete City Kit ) 
  965 Ring: Invisibility to attractive people 
  966 Magic user scroll: Steal Face (Level 4: Take and convincingly wear someone’s face until it 
  rots off or they get it back. Range: Touch.) 
  967 A Goblin Key that’ll lock any door. 
  968-969 Pair of beads. Crushing bead A will instantly bring crusher to the location of bead B. 
  970 A form of waxy cosmetic made from crushed carmine beetles which can be applied to the 
  lips. Using it and then kissing any object will cause a mouth to form wherever the kiss was. The 
  new mouth will be sentient and can answer any questions that the object in question would be 
  expected to know (if a living being is kissed, only the body part kissed will be able to speak) for 
  d4 rounds before disappearing. 
  971 Scroll: Rust Object (3'x3'; patch becomes useless. Anyone can read it. Range: Touch.) 
  972 Mineral salts. Adding these to a pool of water and bathing in it for 20 minutes heals 2 hp 
  of damage and grants spellcasters full rest. 973-978 Scroll: 1 spell. Level d8. Random. Usable 
  by anyone. 
  979-980 D4 magic cigarettes: Smoke is charm spell 
  981-982 D4 magic cigarettes: Smoke grants infravision 
  983-984 D4 magic cigarettes: Looking through smoke reveals invisible 
  985-986 D4 magic cigarettes: Blowing the smoke in someone’s face acts as a Stinking Cloud on 
  them alone. 
  987 Ivory statuette of a crocodile. Will turn into a real crocodile if immersed. 
  988 Vial of hallucinogenic spores (4 doses) Causes hallucinations in d4 targets until they save: 
  Individual in a swamp-strips off armor to keep from sinking 
  989 Vial of hallucinogenic spores (4 doses) Causes hallucinations in d4 targets until they save: 
  Spiders attacking-individual strikes/attacks floor area to kill them 
  990 Vial of hallucinogenic spores (4 doses) Causes hallucinations in d4 targets until they save: 
  lndividual has shrunk-shouts for help to return to normal size. 
  991 Vial of hallucinogenic spores (4 doses) Causes hallucinations in d4 targets until they save: 
  Item held is a viper-individual. 
  992 Vial of hallucinogenic spores (4 doses) Causes hallucinations in d4 targets until they save: 
  Individual is suffocating-runs gasping in random directions. 
  993 Vial of hallucinogenic spores (4 doses) Causes hallucinations in d4 targets until they save: 
  Associates are diseased-avoids everyone. 
  994 Vial of hallucinogenic spores (4 doses) Causes hallucinations in d4 targets until they save: 
  Leech on back-individual tears off anything worn on back and attacks it. 
  995 Vial of hallucinogenic spores (4 doses) Causes hallucinations in d4 targets until they save: 
  
  Individual is HUUUGE, keeps trying to stomp everyone. 
  996 Harpy's egg. If a witch or wizard subjects it to a certain alchemical process before it 
  hatches it will give birth to a natural disaster. If not, a harpy the size of a cornish game hen will 
  hatch and assume the nearest PC is its mother. It will act like an evil, flying child of its age. 
  997 Set of 5 rods, 1-foot long. They will hang in space exactly where the owner sets them until 
  they remove them with their own hand. 998 Mushroom. Makes you 2 feet tall for an hour. 
  999 Magic warpaint-- +2 hit and damage, -6 wisdom. Lasts half an hour. d4 doses. 
  1000 Yellowish goo. Purifies water, makes water elementals docile.  
   
   
  Useless Books  
  Occasionally a PC may pull a random book off the shelf. It’ll be one of these. They have hidden 
  clues in them to adventures they may one day have.  
  1. The Scolding of Queen Principia  
  A garbled farce. Seven ruined men poke a chicken with sticks. None survive. Sample:  
  Montague 
  She’s off her guard! Now is the time sir!  
  Lord Scropshire 
  Very well, I shall...ah! I’ve been peck’t!  
  Cropsford 
  Really, Lord Scropshire, I do...  
  Lord Scropshire 
  Ah! The pecking has not in any way abated! I’m now bleeding from the eyes!  
  Hidden clue: This (and the presence of other works like it nearby on similar themes) may tip 
  the players off to the fact that the fearful avian creature they will soon encounter near the 
  library (perhaps a gargantuan ibis, a roc, or an eldritch cock) is, like the creature in the book, 
  immune to physical attacks.  
  2. The Sallow Bridegroom  
  
  Sisters compete for the love of a Duke who turns out to be a piece of cheese carved in the shape 
  of a man. They share him. Suppressed by the church.  
  Sample:  
  Cornucopia 
  I dare not touch him for to touch him is to touch myself in my most slender places.  
  Andyne “Slender”? What?  
  Cornucopia 
  I never liked you. But I liked that boy—even though he is made of cheese.  
  Hidden clue: The drama is based on a true story from the much younger days of the powerful 
  crone Andyne. If the PCs should ever encounter her, they might realize she still still possesses a 
  fondness for cheeses—and a hard time distinguishing the living from the inanimate.  
  3. The Pinking Draught  
  A magic elixir causes no end of trouble for a family of assholes. Sample:  
  Ephesius 
  But I put it in my butt!  
  Albinioni 
  Well take it out, I want to suck on it!  
  Ephesius 
  I’ll take it out when I’m done absorbing its magical properties through my butt!  
  Hidden clue: If the PCs ever come upon a potion labelled “Pinking Draught” (not too soon, let 
  it lie) they may realize it’s nothing but trouble. It is: the potion causes anyone who uses it to 
  become sure it does exactly what they most wish it would—though in truth it has no effect. The 
  illusion lasts one hour and there is no Save.  
  4. The Wolves of West Clopping  
  A brooding tale of slow revenge wherein a cobbler and a tart bandit contrive a nightmarish 
  demise for a priest caught fondling their daughters on All Hallow’s Eve.  
  Sample:  
  Bagatelle 
  Would you like some tarts?  
  
  Father Sloque 
  Where, good sir, did you acquire so many tarts?  
  Bagatelle 
  Oh, I have my ways. Of...acquiring tarts.  
  Father Sloque 
  Well they’re very good tarts.  
  Bagatelle Thank you!  
  Father Sloque 
  So you wanted to talk to me about...mmmf...excuse me. Wow these are really good tarts.  
  Bagatelle 
  Yes I...acquired them specially for you. Because I wanted you to....have tarts.  
  Father Sloque 
  Well I definitely got them. Boy howdy!  
  Bagatelle (tenting fingers) Yes...  
  Hidden clue: A former cobbler named Ella Tagab (“Bagatelle” backwards) will eventually come 
  into the lives of the PCs—and he will be wealthy, secure, and possessed of something the PCs 
  want very badly. If the PCs realize he is the same Bagatelle from the play and threaten to 
  expose the murder he committed in his youth, he will fold immediately.  
  5. The Clutching Cow  
  A rogue ungulate seizes the scions of a great house. Considered the apex of Baroque literature 
  by many critics at the time, and a precursor to the gothic novel by modern scholars, this jagged 
  psychodrama explores the ever-splintering relationships between the self and the demands of 
  the external world, construed both as a natural and social construct.  
  Sample:  
  Sample:  
  Silas 
  Hey, it’s that cow!  
  Cow (grabbing Silas) Moo!  
  
  Silas 
  It hath me!  
  Cow Moo!  
  Silas 
  This sucks! I am being dragged off by a cow!  
  Cow Moo!  
  Silas Fuck!  
  Hidden Clue: This work is beloved of the “Philosophic Prince” Morach Van Heem of 
  Battaviglia, and any who have read it may come into his good graces by discussing with him its 
  symbolism and themes.  
  6. The Severed Blessing  
  Considered an early example of socially-engaged theatre, this gripping tragedy depicts a pair of 
  nuns who discover their love for one another just before the Inquisition does.  
  (Inquisitor pulls lever)  
  Sister Clara 
  Oh no I’m being executed in an awful way!  
  Sister Anastasia 
  I wish social mores were more advanced than they are presently!  
  Sister Clara 
  I as well my love! Aghhhh...  
  (Clara is dropped into Excellent Beadle)  
  Hidden Clue: One of the torture devices in the book is called “The Excellent Beadle”. If the PCs 
  later encounter a seemingly innocent priest, monk, priestess, etc who says they are taking 
  them to meet The Excellent Beadle they’ll be tipped off their host is not what they seem.  
  7. The Erotic Beaks  
  A philandering pair of plague-doctor brothers deceive their respective inamorata by refusing to 
  remove their pointed masks. A lewd travesty, universally despised.  
  Sample:  
  
  Sample:  
  Sample:  
  Madame Orvieto 
  Oh Cyril it’s so long and fascinating!  
  Jeremy 
  Yes, and filled with aromatic herbs!  
  Hidden Clue: The brothers are named Cyril and Jeremy. The wicked twins the PCs will one day 
  encounter (also using their semblance to dissemble) are also named Cyril and Jeremy.  
  8. The Eight Mistakes of Oswald de L’Orme  
  An unsettling work of experimental theatre by the depraved genius Andromache Parlour—
  executed for witchcraft and heliocentrism. All the lines are spoken by nude and corpulent men 
  standing astride statues of their own children caked in red ice.  
  Ninth Shadow 
  You have made another mistake Oswald de L’Orme!  
  Oswald de L’Orme 
  What is it? Was it the thing I did with the wine bottle?  
  Angel of Prostitution Calumny! Striation!  
  Ninth Shadow (whispering) Fun cakes  
  Hidden Clue: If the PCs should come across statues of children caked in red ice, they might be 
  clever enough to say something like “Ah, I didn’t know you were putting on a production of the 
  Eight Mistakes” and thereby give their host impression of being cultured.  
  9. These Pale and Rigid Ranks  
  A savage satire of contemporary morals, this tragicomic tale relates the life of an unscrupulous 
  dentist as told by his own teeth. As his rates skyrocket and his handiwork decays, they begin to 
  take on dark, paranoid personae reflecting the ills of both dentistry and society as a whole.  
  Molar 
  How can I see a cavity when I have a cavity inside myself?  
  Bicuspid 
  Your mother was twenty whores.  
  
   
  Canine  
  Arf.  
   
  Hidden Clue: The PC will one day come upon a statue of a colossal head with the phrase “Hi 
  gradus pallidus tensa atque rigida efficiuntur” carved into its base. Any cleric or anyone 
  making a language roll will realize it’s a reference to the title of this play—and that they should, 
  therefore, examine the teeth carefully.  
  10. The Tale of Snodgrass  
  A man loses track of his mother on market day only to find she has been kidnapped by 
  Poseidon. Sample:  
  Poseidon 
  Though she once whelped and raised you, a slave to your whims and mewlings, Irma is now 
  my queen and will reign with me beneath the waves for all eternity .  
  Snodgrass 
  Um, ok? She seems happy.  
  Irma (whispers) Look at his abs!  
  Poseidon Ok cool.  
  Snodgrass Cool.  
  Hidden Clue: A mountebank will one day attempt to run a long con the PCs by claiming their 
  mother was “kidnapped by a seaman on market day”. Familiarity with this work may put them 
  on their guard.  
  11. The Egotist  
  A captain in the king’s guard tortures those around him with his overweening arrogance until a 
  humble but perspicacious lady challenges him and wins his heart. Said to have been a great 
  inspiration to Jane Austen.  
  Sample:  
  Nurse 
  What have they done to my puddings!  
  Captain Poquelin 
  I don’t know dumbass but I’m impressive.  
  
  Lady Almondine 
  (enters) 
  Nurse there’s not nearly enough boning in this corset!  
  Captain Poquelin I’ll say!  
  Hidden clue: The reserved, uxurious and pious Captain Raphael Poquelin has suffered much 
  on account of this play as he feels it has caused the women of the Broceliandaise court to 
  mistake him for a cad and a bounder. Any who remark upon the coincidence of the names and 
  share his woes will be brought into his confidence.  
  12. The Impregnable Fortress  
  From the pen of Rollo Ortega del’Osoria comes this groundbreaking and early attempt at the 
  Theatre of Inertia concerning a fortress that’s really hard to get into.  
  Sample:  
  General Are we in yet?  
  Calderon Nope.  
  General 
  Did you try the battering ram?  
  Calderon Yep.  
  General 
  What about the catapult?  
  Calderon 
  We threw the rocks right at the door.  
  General And?  
  Calderon Nada.  
  General 
  What about the Iron Rhinoceros?  
  Calderon That’s not a thing.  
  General Hm.  
  
  Hidden Clue: del’Osoria would become a mystic obsessed with the notion of an “impregnable 
  fortress”, filing the book that would be known as the “del’Osoria Codex” with architectural 
  diagrams and protection spells. Anyone reading it will gain two levels in Architecture and 
  access to d6 new protection spells. While the book is occasionally referenced in lists of lost 
  tomes, this play is the only clue as to its contents.  
  13. The Carrot  
  This play, written entirely in rhyming couplets, deals with attempts by a humble peasant to 
  locate a carrot belonging to his cruel lord, a vegetarian as strict as he is voracious.  
  Sample:  
  Sample:  
  Peasant 
  Over dale or under hill? Perhaps upon some window’s sill?  
  King 
  If you don’t find my fucking carrot, 
  I’ll make a hat from your ass and force you to wear it  
  Hidden clue: The Countess of Crewthe has heard in passing—she cannot remember from who—
  that this play is of interest—and will ask the PCs if they’ve heard of it and what it is about. If 
  they know, (or better yet, have it with them) she will mark them as quite erudite, and shower 
  the favor of the court upon them.  
  14. The Knight of Noses  
  A curse obliges a knight to store thirty noses in his chambers and wear a different one on each 
  day of the month. The courtiers mock his affliction until a savage reversal occurs.  
  Serial Mutilator 
  (cuts off everyone’s nose) Lol  
  Courtiers Ub...coulb we borrow...  
  Knight of Noses Seriously?  
  Hidden Clue: There’s also a tavern called the Knight of Noses. Each day of the month it 
  “clones” a different other tavern in the city: the personnel, decor and events within mirror 
  those in some other inn precisely, save for any interference from those who wander in to the 
  Knight itself off the street.  
  
  15. The Glossy Chop  
  A pair of diners differ over the origin of a thin coating of moisture atop a piece of pork loin. 
  Much praised in its day for its striking realism. Sample:  
  Obragon  
  Mayhap a mignonette sauce!  
  Voynich  
  I think that it is pee.  
  Hidden Clue: The PCs may run into an alchemist obsessing over a mysterious goldish potion 
  they fear to open labelled “The Voynich Solution” created by his dead mentor (a great 
  enthusiast of the theatre). The play should tip them off as to its contents.  
  16. The School for Emperors  
  A pair of mighty rulers gamble on the outcome of a duel between two beggars, not knowing the 
  beggars are themselves their own parents, once thought dead but in fact driven into destitution 
  by the stresses of their office.  
  Sample:  
  Emperor of the East Wind Ha look at that jerk!  
  Emperor of the Western Desert 
  Yep he sucks because unlike us he doesn’t have royal blood in his veins and is instead a 
  normie.  
  Beggar 
  Actually I’m your dad, fucking zing.  
  Hidden Clue: In a few months the PCs may find themselves on a flyblown street watching a 
  pair of beggars circle one another with flensing knives while a pair of high-born fops look on 
  from a high balcony. They may then realize the text was a premonition and all four men are 
  emperors in disguise.  
  17. The Expedition  
  The elders of a small town menaced by unknown forces from beneath the earth hire a band of 
  adventurers to harry the terror to its lair and defeat it.  
  
  Elders 
  But who shall assay this perilous task?  
  Thief 
  (spinning dagger on fingertip) 
  I have for decades apprenticed to the crafts of stealth in movement and the opening of locked 
  doors!  
  Elders Indeed? Excellent!  
  Warrior 
  (hefting an axe the size of a child) 
  I, veteran of a dozen wars, am skilled with shaft, steel and all arms of combat.  
  Elders Outstanding!  
  Wizard 
  (as lightning erupts from cupped hands) 
  I enslave the very forces of the cosmos, conjuring fire and terror from the very air.  
  Elders Right on!  
  Bard 
  (strikes harp) 
  My silver tongue sways any man to my cause, and my songs inspire heroic courage!  
  Elders Hahahahahahahahahahahahahahaha  
  Bard 
  No seriously I want to go  
  Hidden Clue: To prevent the unlettered from befouling the stacks, Kharsos The Examiner 
  demands any visitor to the Library of Nachtim-Nightwallowing answer three of five questions 
  about books before permitting them entry. One is—which adventurer was not hired by the 
  Elders to go on The Expedition in the play of that name?  
  18. The Masterpiece  
  A fierce and passionate artist, encouraged by his loyal muse, contrives his finest work yet: a 
  portrait of the goddess of mercy in alabaster and red-veined marble, but the attempt only 
  reveals his flaws and ultimately leads to his undoing.  
  Lorraine 
  Is it finished? May I see it?  
  
  Lagneau 
  Almost, almost...Wait, how many arms does a girl have?  
  Lorraine Two, my love  
  Lagneau Merde!  
  Hidden Clue: On the next level of the dungeon is a statue of the goddess of mercy in alabaster 
  in red-veined marble. It will have two arms, but—upon careful examination—the right arm and 
  shoulder will be shown to have been added at a later date by a less-talented hand. Cracking off 
  the second arm will reveal a lever which opens a secret door.  
  19. The Second Expedition  
  A sequel to The Expedition, the village (saved at the end of the previous work) is once again 
  bedeviled, this time by demons accidentally unleashed by the first party. A new company is 
  formed to face this threat.  
  Sample:  
  Bard 
  (still brandishing harp) 
  Look, I can do magic! 
  (Strums aggressively, a fireball flies from the harp)  
  Elders Yyyeah. Next.  
  Hidden Clue: Another of Kharsos the Examiner’s questions (see 17 above) is “What is the name 
  of the sequel to The Expedition?”  
  20. Glendower The Brephophagist  
  A maiden’s long search for a husband appears to have reached a happy conclusion until it is 
  revealed that her suitor eats babies. Sample:  
  Elizabeth 
  Glendower, have you seen Doctor Minniver, he...AGHHH!  
  Glendower ...ngumb...num...Oh hey Elivabeff  
  Hidden Clue: Well now the party knows what “brephophagist” means—and this is LotFP so it 
  will likely come up. Don’t let them look it up if they don’t remember.  
   
  
   
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Periodicals/Zak S.'s Cube World (LotFP)/Zak S.'s Cube World #11 Nephilidia/Zak S.'s Cube World #11 Nephilidia Random Treasure d1000.pdf