TEXT: Mundane Arcane Items 
   
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  MUNDANE ARCANE ITEMS TABLE 
  (100 Miscellaneous Discoveries found on a Wizard/Sorcerer) 
  BONUS Eldorian content including Liacca Moss Tiles, Saritol and Emerald Averaach 
  Also includes notes on the Guild of the Magi and the College of Arcane Science 
  by Keith Done 
  
  Mundane Arcane Items 
   
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  Mundane Arcane Items 
   
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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 has just released 
  an updated Encyclopedia Eldoria and the new Reliquarium Eldoria, a book totally devoted to the religions of Eldoria. 
  He has also just completed “The Muddy Boots Inn”, a module for the Eldorian ‘Interesting Inns” series and he is 
  busily doing a makeover on his old modules from the 1980’s – “The Rats’ Nest” and the classic, “Mindbane”. 
   
   
  
  Mundane Arcane Items 
   
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  Contents 
  Credits ......................................................................................................................................................... 2 
  About the Author ........................................................................................................................................ 2 
  About this Publication ................................................................................................................................. 4 
  The Setting .................................................................................................................................................. 4 
  Mundane Arcane Item Tables ..................................................................................................................... 5 
  Eldorian Specific Items .............................................................................................................................. 10 
  College of Arcane Science ..................................................................................................................... 10 
  Guild of the Magi .................................................................................................................................. 11 
  Emblems of the College of Arcane Science ........................................................................................... 12 
  Liacca Moss ........................................................................................................................................... 13 
  Saritol .................................................................................................................................................... 14 
  Emerald Averaach ................................................................................................................................. 17 
  Tas Stones (aka Travel Circles) .............................................................................................................. 20 
  The Tipsy Tinker .................................................................................................................................... 25 
  References ................................................................................................................................................ 27 
  DriveThruRPG.com................................................................................................................................ 27 
  Online Community Pages ...................................................................................................................... 28 
  Previously Published Modules .............................................................................................................. 28 
  Copyright .................................................................................................................................................. 30 
   
   
   
   
  
  Mundane Arcane Items 
   
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  About this Publication 
   
  “I want to loot body of the sorcerer!” 
  Have you ever felt the pressure and frustration of coming up with multiple mundane items as players loot 
  bodies or search rooms belonging to the practitioner of the arcane arts? Then the Mundane Arcane 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 Arcane Items 
  Tables is an expansion for the original Mundane Items Tables and will add an even richer layer to your 
  campaign and allow you to narrow the scope of what your players find when searching the body or 
  premises of a wizard or sorcerer. 
  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. 
   
   
   
   
   
   
   
  
  Mundane Arcane Items 
   
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  Mundane Arcane 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 wizard they have just sent to a sticky end or they are 
  going through the drawers and cupboards in a sorcerer’s workshop. Whatever the situation, the 
  Mundane Arcane Items Table is the answer for your dilemma. 
   
  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 rolling percentile dice. 
  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! 
   
  The Arcane Mundane Items Table is designed as a companion to the original Mundane Items Table. 
  When your players are searching a person or building that has a magic connection, you may wish to 
  ‘mix-and-match’, using both tables when determining what they find. For example, you allow a roll of 
  1d6 to determine how many items are found and the players get a ‘6’ on the die. You decide to allow 
  two rolls on the Arcane Mundane Items Table and four rolls on the Mundane Items Tables.  It’s up to 
  you how you want to use these tools! 
   
   
   
  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. 
   
   
  Also available The Clerical Mundane Items Table! 
   
  
  Mundane Arcane Items 
   
  6 
   
   
   
  Roll 
  Table 1 Item 
  1 
  A Letter from the Guild of the Magi describing the location of a magic item 
  2 
  Calico bag with ½ lb of fine river sand 
  3 
  Set of fine tweezers 
  4 
  Graduation Papers from the College of Arcane Science 
  5 
  Elaborate multi- compartmented pouch 
  6 
  Wax stoppered pot of preserving fluid in a padded bag 
  7 
  Bottle of acid (1d6 damage/Save Fort DC15 continues to burn for 1d3 rounds. Save negates each turn 
  8 
  Wooden box engraved with a personal sigil 
  9 
  1 yard of fine wire 
  10 
  5 small white crystals (value 3gp each) 
  11 
  Pentagram cloak clasp 
  12 
  Codex of magical components required for every spell 
  13 
  Map showing the location of Guild of the Magi hostels 
  14 
  A pouch of Liacca Moss, a healing herb (2d4 doses) 
  15 
  Square framed spectacles 
  16 
  Magnifying glass (+1 Perception when examining things close up) 
  17 
  Flash powder (1d4 paper wads. Blinds people in a 10 radius for 1 round) 
  18 
  Hand puppet 
  19 
  Dried herbs (e.g. basil, thyme, oregano, rosemary) 
  20 
  Saritol, a potion that enhances divination (at a cost!) 
  21 
  Snakeskin 
  22 
  2 silver darts 
  23 
  Large skull ring with a secret compartment 
  24 
  False papers that provide access to a temple 
  25 
  Page of script in an unknown language 
  
  Mundane Arcane Items 
   
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  Roll 
  Table 1 Item 
  26 
  Sharpener and steel 
  27 
  Tinder box engraved with a flame symbol 
  28 
  Small metal collapsible   tripod 
  29 
  Ceramic discs (1d4) 
  30 
  Low Light vision spectacles 
  31 
  6 small ceramic measuring cups 
  32 
  Animal Glue 
  33 
  Protective leather gloves (come up as far as the elbow) 
  34 
  Hardened leather knee pads 
  35 
  Box of live beetles 
  36 
  Box of dead beetles 
  37 
  Spider webs 
  38 
  Letter of introduction to a Guild of the Magi hostel in a nearby city 
  39 
  Dried mushrooms 
  40 
  Beeswax 
  41 
  Empty spectacle frames 
  42 
  Hob-nail boots 
  43 
  A paper envelope containing a pinch of powdered onyx 
  44 
  Letter of warning (for malpractice) form the College of Arcane Science 
  45 
  A pouch of 1d6 dried dead spiders 
  46 
  Soft black slippers 
  47 
  Leather pouch containing 25gp of gold dust 
  48 
  Empty brass vials (1d3) 
  49 
  Tame black and white rat (not a familiar) 
  50 
  Apples(1d3) 
  51 
  Tindertwigs (1d10) 
   
   
  
  Mundane Arcane Items 
   
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  Roll 
  Table 1 Item 
  52 
  Local Almanac 
  53 
  A book detailing the weather effects of the seasons in a specific region 
  54 
  A book on the history of the College of Arcane Science 
  55 
  Arabic patterned silk scarf in blues and purples 
  56 
  Embroidered pink gloves (kid leather) 
  57 
  Nose ring with dangling star 
  58 
  Sheets of Vellum (1d8)  
  59 
  Bottle of blue ink 
  60 
  Bottle of yellow dye 
  61 
  Sheets of parchment (1d8) 
  62 
  Quill made of a peacock feather 
  63 
  Cat skull 
  64 
  Rat skull 
  65 
  Pen knife 
  66 
  Chalk 
  67 
  Sunrod 
  68 
  Small pot of salt 
  69 
  Leather cord 
  70 
  Fingerless mittens 
  71 
  Enamelled badge of a school of magic of the College of Arcane Science 
  72 
  Fabric face mask 
  73 
  Small gold bell 
  74 
  Rabbit’s foot 
  75 
  Leather wallet of charcoal sticks 
  76 
  Unfinished magic wand 
  77 
  Red bandana printed with the emblem of Tempest 
   
   
  
  Mundane Arcane Items 
   
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  Roll 
  Table 1 Item 
  78 
  Chicken eggs (1d6) 
  79 
  Locket containing a portrait of great wizard 
  80 
  Partially melted magic amulet (non-functioning) 
  81 
  Folded brown robe with  the emblem of a specific College of Arcane Science school of magic  sewn upon the 
  breast  
  82 
  Iron key with a large crystal set in the top 
  83 
  Map showing location of a nearby Tas Stone 
  84 
  Notes on Tas Stones 
  85 
  A parchment advertising the Tipsy Tinker Inn, stating the ‘Best food I have ever eaten!’ 
  86 
  Guide book showing the road and trails of a region 
  87 
  Tanglefoot Bag 
  88 
  Mouse droppings 
  89 
  Owl feather 
  90 
  Ivory toothpick 
  91 
  Parcel of ruby dust (valued at 250gp) 
  92 
  Diamond dust (value 500gp) 
  93 
  Aniseed Balls (2d10) 
  94 
  Scroll with a random Level 1 wizard spell 
  95 
  Magical Ink (only visible to someone who can use magic) 
  96 
  Junior Spell book (contains 6x level 1 spells only) 
  97 
  Green Averaach shard (in a small gold box (box value 50gp) 
  98 
  Egg of a magical creature 
  99 
  Charm bracelet (Protection from Undead) as per the 1st Level Spell except it only provides the 1st and 2nd 
  powers. It only works once then becomes a mundane gold bracelet worth 25gp. 
  100 
  Minor Magic Item 
   
   
   
  
  Mundane Arcane Items 
   
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  Eldorian Specific Items 
  (Items on the tables featuring an Eldoria symbol 
   
  College of Arcane Science 
  The College of Arcane Science is Eldoria’s largest 
  formal institution teaching the arts of wizardry and 
  ancient lore. Having been established for over 1,000 
  years, it has shaped the thinking of modern magic-
  users and helped restore the confidence of the 
  general population in practitioners of the arcane arts. 
  Most people came to fear and hate magic during the 
  Darktime, due to the tyrannical reign of the Serpent 
  Kings. The College and its associated order, the Guild 
  of the Magi are dedicated to the peaceful and 
  responsible pursuit of a better understanding of the 
  power of the Tas (an Eldorian term for magic). 
   
  Ever since anyone could remember, a great 
  architectural structure (about the size of a small keep) 
  has hung in the air, about 1,000 feet above the center 
  of the island of Ghardon. Its design is unlike any 
  structures built by the other races of Eldoria, though it 
  does bear some similarities to old buildings attributed 
  to the lost Darvinor culture of the Elves. The building 
  was dubbed the ‘Floating Citadel’ but it was not until 
  1701R that people first gained access to it, after unlocking the secrets of a teleportation portal called the 
  Anchorstone.  In modern day Eldoria, the College of Arcane Science consists of a large rambling campus 
  on a rise of ground called Calidora’s table and the Floating Citadel above.  
   
  There are usually 100-150 Apprentices studying at the College of Arcane Science at any one time. There 
  are currently thirty-two Masters teaching at the College, in addition to eight Grandmasters. By the time 
  they graduate (after six years of study) a Journeyman Wizard has reached the lofty heights of Level 1. 
  Approximately 70% of novices give up their studies in the second year due to the stress and 
  commitment involved in learning magic. Some of these take up positions within the Guild of Magi; most 
  simply give up on magic and rarely touch the Tas again. 
   
  Most Guild Houses test approximately fifty young people a year for their magic potential. Of these, most 
  will turn out to be minor talents with little grasp of manipulating the Tas. They are able to perform a few 
  cantrips at best. Approximately ten will show talent enough to learn all the cantrips and will study at the 
  Guild House. Two or three of these will have enough talent to warrant petitioning the Wizards’ Council 
  for acceptance into the College. 
   
  
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  In 1703R, half of the College buildings on Calidora’s Table were seriously damaged by an explosion 
  resulting from the unforeseen activation of a large piece of Red Averaach (named after the unfortunate 
  Wizard who cast a spell into the crystal to determine its properties). Over fifty apprentices and six 
  Masters were killed. This tragedy led to a great deal of research into this volatile crystal and its 
  relationship to Tas energy. The complex nature of Red Averaach and its kindred crystals are now well 
  documented by the College, who actively search for fragments at the sites of meteor strikes. 
   
  In 1841R, to pay homage to the beliefs of the original people of Ghardon, the Wizards’ Council erected a 
  shrine, in the Floating Citadel, dedicated to the sky Goddess Sé. Halmorden Trallis, the only son of the 
  Citylord of Tempest, is currently studying at the College of Arcane Science and is reputed to be a capable 
  Evoker. 
   
  In 2102R, Master Gydelle Farnith passed into the portal in the Chamber of the Anchorstone and never 
  translocated into citadel above. Gydelle was never seen again. Three Masters have sworn that they have 
  seen ghostly manifestations of Gydelle from time to time, wandering the halls of the College. 
   
  Guild of the Magi 
  One of the avenues for gainful employment that a wizard trained at the College of Arcane Science can 
  pursue is that of a Lore-Keeper of the Guild of the Magi. The Guild maintain ‘Mage-Houses’ across the 
  length and breadth of Eldoria; all Human cities will have a Mage-House as well as many larger towns and 
  even a few regional outposts. A Magi Guild House is recognized by a small brazier positioned outside the 
  main entrance. The brazier burns eternally with a magical blue flame. 
   
  A Lore-Keeper is funded by the College of Arcane Science through the Guild and is tasked with a number 
  of responsibilities. Primarily, they seek out local youths who demonstrate latent magical aptitude and 
  train them in the use of cantrips. Training can take anywhere from 3 months to 7 years, depending on 
  the aptitude of the individual. Students have one-on-one lessons once a week and are continually 
  assessed on their learning. As the Lore-Keepers have limited ability themselves and are forbidden to 
  teach spells greater than 1st Level, the students are unable to progress too far on their own. Students 
  who have completed their training with the Guild of the Magi are given a graduation ceremony. To 
  graduate is to have learnt all cantrips in their school. Students receive a basic spell book with the 
  emblem of the Guild of the Magi stamped on it), a certificate of graduation, and a simple robe and cowl 
  (again with the Guild emblem embroidered upon it).Those who can only learn cantrips are overseen by 
  the Guild of the Magi and given appropriate work and are monitored as best suits their station. 
   
  All competent students graduate but only a few are given a letter to attend the College of Arcane 
  Science to progress their magical studies. Those who do not qualify for advancement with the College 
  are given a letter outlining their abilities as a reference for employment with local nobles. Individuals 
  referred to the College will have also mastered at least one level 1 spell, which will be entered into their 
  spell book, along with learned cantrips. If they choose not to train at the College they will no longer 
  receive the support of the Guild of the Magi and be placed on a ‘watch list’ by their Lore-Keeper, as they 
  will be operating outside of sanctioned guild parameters. The Lore-Keeper may request action by the 
  College if any ‘rogue’ Wizard misuses his or her powers. 
   
  
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  In addition to recruiting wizards, Lore-Keepers investigate strange occurrences in their region and 
  document their findings to the College. Lastly, they provide accommodation for travelling Wizards and 
  maintain resources for them, including selections of commonly used material components, used to cast 
  spells. A typical Mage-House will be staffed by a low-level wizard or sometimes an associate such as an 
  Alchemist. It will contain several bed-rooms for travellers, a small library and laboratory. 
   
  Emblems of the College of Arcane Science 
  It is the Orders of Wizardry that form the administrative and educational heart of the College of Arcane 
  Science. Each Order is devoted to a specific branch of the arcane arts and occupies its own chapter 
  house on the grounds of Calidora’s Table (although the Grandmasters of each Order maintain personal 
  apartments in the Citadel above). A friendly rivalry exists between the students (and Masters) of the 
  Orders and, although some jests between young apprentices are tolerated, any gross misuse of magic, 
  bringing harm to person or property is dealt with swiftly, usually resulting in expulsion from the College. 
   
  The Eight Orders are: 
   
  The Revered Order of Summoners (who specialize in Conjuration) 
  Their crest is a gold ring with eight inward pointing arrows arranged around its circumference. 
   
  Mystic Order of Eternals (who specialize in Necromancy) 
  Their crest consists of a circular band divided into three equal sections of black, grey and white. 
   
  The Noble Order of Guardians (who specialize in Abjuration) 
  Their crest consists of a green portcullis on which an owl is perched. 
   
  The Honorable Order of the Masked Eye (who specialize in Illusion) 
  Their crest is an open eye, set against the open palm of a hand. 
  
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  The Knowledgeable Order of Farseekers (who specialize in Divination) 
  Their crest is a silver crystal ball. 
   
  The Distinguished Order of Ancient Glammer (who specialize in Enchantment) 
  Their crest is a golden starburst surrounding a violet Octagon. 
   
  The Hallowed Order of Creators (who specialize in Evocation) 
  Their crest depicts a plume of purple smoke rising from an urn. 
   
  The Sagely Order of the Mutable Source (who specialize in Transmutation) 
  Their crest shows a flame burning on water. 
   
  Students of the orders are easily recognizable by a poncho-like garment that they wear at all times, 
  emblazoned with the device of their particular order. Masters and Grandmaster wear similar attire but 
  their rank is identified by color markings on the hem of their clothing. The Archmage and those Wizards 
  who do not belong to a specific order, display the symbol of the College itself, an octagon made up of 
  the colors and runic devices of each of the Eight Orders. 
   
  Liacca Moss 
  The properties of Liacca are known to have been documented by Druidical Orders existing centuries 
  prior to the Redemption. The first general use of the mould as a healing medium began in Llan around 
  1900R, in the isolated forest communities of the western Highlands. It is thought that the farmers living 
  in the Highlands were informed about the benefits of Liacca by Bloodmane tribesmen who hunted in the 
  region in winter. The farmers distilled various health tonics from the mould and sold these to river 
  traders. Eventually these tonics made it to the eastern cities and the Esmian Church became greatly 
  interested in learning of the origins of these rustic medicines. In modern Eldoria, any character with 3 
  ranks of Wilderness Survival or Knowledge: Nature will know about Liacca and will actively look for 
  mould growths on trees when adventuring in the wild, in order to brew a pint or two for safe-keeping.  
   
  Type: Restorative Drug (Plant), imbibed/Save: Fortitude DC 15. 
  Onset: 1 hour/Frequency: 1/hour for 1 hour 
  Initial Effect: 1d2 restoration of positive hit point damage (Liacca never restores negative hit point 
  damage). Drinking multiple doses, within a 24 hour period does not provide any extra healing. 
  Secondary Effect: Drinking Liacca daily will also restore an additional 1 hit point gained by natural 
  healing. 
  Side Effect: Drinking Liacca causes immediate drowsiness and characters must make Fortitude Check to 
  avoid falling asleep within 10+1d10 minutes of imbibing a Liacca brew. This lasts 2+2d6 hours and is not 
  magical; affected characters can be awakened but, if not physically animated, they must make a new 
  save every 30 minutes during the period that the Liacca is active. Persons who remain awake, under the 
  influence of Liacca, receive the Fatigued condition. 
  Description: Liacca is a russet colored mould that grows on trees in most temperate zones in Eldoria, so 
  long as the conditions are conducive to shade. After it is scraped from a tree, the mould turns pale ochre 
  
  Mundane Arcane Items 
   
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  in color. Mixed with boiling water, the resulting liquor tastes like aniseed and leaves the tongue numb 
  for several hours. 
  Cure: The recommended antidote for the soporific effect of Liacca is several strong mugs of Taak. This 
  allows a Fortitude Save at DC 18. If successful, the associated side-effects of Liacca are negated. 
  Market Price: Generally Liacca is free and easy to make into an effective healing potion but, in cities and 
  non-temperate regions, various Liacca based tonics and remedies are available for 1sp for a 2 pint bottle. 
   
  Saritol 
  Saritol was the invention of the Cult of Kharic-Ohrm, who used the drug in rituals, designed to induce 
  such terrible pain on subjects that they entered a divine state where they were said to see and speak to 
  their God. Priests serving in the cult formulated the drug in order to circumvent a directive from the 
  Congress of Odressi that forbade the temples in the city from the “drawing of blood, the bruising of the 
  skin or the breaking of the bones” of any person participating in religious ceremonies. The use of Saritol 
  was later banned and the cult proscribed in 2105R. However secret worshippers of Kharic-Ohrm have 
  maintained the recipe for making Saritol and continue to distil quantities for clandestine gatherings of 
  the cult today. 
   
  When the temple of Kharic-Ohrm was seized by authorities in Odressi, following the decision of 
  Congress in 2105R, many of its texts and records found their way into the hands of the College of Arcane 
  Science and the Church of Theydori. Both of these institutions discovered the formulation for Saritol and 
  have actively experimented with the dangerous practice of using the drug to enhance spell-casting.  
   
  Type: Drug (Animal), imbibed/Save: Fortitude DC 20 
  Onset: 30 minutes/Frequency: 1/4+1d6 hours 
  Effect: 
  Temporary 
  loss 
  of 
  2d4 
  points 
  of 
  Con/Secondary: Boosting of all magical spells of the 
  Divination School (e.g. Clairvoyance, Clairaudience). 
  All such spells are performed as though the caster 
  was ten levels higher than their current level. 
  Side Effect: Saritol’s use does not come cheap. It has 
  drastic side effects that heighten the user’s tactile 
  nerve endings, increasing pain dramatically; a breeze 
  upon the skin is like fire, a touch is agony; an open-handed slap can kill. This is represented as special 
  temporary Con damage that is completely restored every four rounds, however there is a great danger 
  of exceeding total Con and dying from shock. Refer Saritol Side Effects Table.. 
  Description: Saritol is a clear liquid that smells and tastes like brandy. After imbibing a dose, it causes a 
  series of terrible cramps in the muscles of the arms and legs. This is represented in the initial Con loss. 
  As this pain dies, the user is left with a totally clear mind and their normal senses are heightened (the 
  ability scores of Wis and Int are temporarily increased by a factor of x2). The drug causes a shift in the 
  body’s natural energy field that alters the way the Tas works with spells from the School of Divination; 
  augmenting them significantly. Unfortunately, this change also makes the nervous system hyper-
  sensitive and receptive to pain. The beneficial brief increase in the ability to cast spells is off-set by the 
  longer period that it takes for the nervous system to return to normal. This is usually 4+1d6 hours. 
  
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  Cure: The only thing you can do with someone suffering the side effects of Saritol is to carefully remove 
  their garments and keep them isolated and still, preferably in a cool, shaded environment. 
  Description: Saritol is a clear liquid that smells and tastes like brandy. After imbibing a dose, it causes a 
  series of terrible cramps in the muscles of the arms and legs. This is represented in the initial Con loss. 
  As this pain dies, the user is left with a totally clear mind and their normal senses are heightened (the 
  ability scores of Wis and Int are temporarily increased by a factor of x2). The drug causes a shift in the 
  body’s natural energy field that alters the way the Tas works with spells from the School of Divination; 
  augmenting them significantly. Unfortunately, this change also makes the nervous system hyper-
  sensitive and receptive to pain. The beneficial brief increase in the ability to cast spells is off-set by the 
  longer period that it takes for the nervous system to return to normal. This is usually 4+1d6 hours. 
  Cure: The only thing you can do with someone suffering the side effects of Saritol is to carefully remove 
  their garments and keep them isolated and still, preferably in a cool, shaded environment. 
  Creation: There are two main constituents that are the active ingredients of Saritol; the spores of the 
  Greenpod Bush and the sap from the Scrimander Root. Greenpods are known for their small fibrous 
  spheres that explode in response to localized tremors, spraying a fine dust of spores into the air. If a 
  substantial quantity is inhaled by humanoids it has the effect of inflaming the nervous system, causing a 
  burning rash all over the trunk and extremities. It is therefore delicate work to collect sufficient 
  Greenpod spores to make one dose of Saritol, which requires at least 6 ounces of the material.  
  Scrimander root is much easier to collect, growing extensively throughout Sard and Elkia. Pure 
  distillations of the sap obtained from Scrimander actually dull the ability of a person to attune 
  themselves to the Tas. In combination with Greenpod spores and a number of reagents the resulting 
  mixture works to accentuate specific areas of magic, mainly those relating to Divination (ESP, 
  Clairaudience and the like). 
  
  Mundane Arcane Items 
   
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  The ingredients are heated in a crucible; the ashes ground and heated again and the same process is 
  repeated seven times. The final amount of fine ash is added to grain alcohol, simmered for three hours 
  and filtered through crushed limestone to produce a clear, oily liquid. 
  Market Price: Saritol is very difficult to buy. Some alchemists in Odressi and Tempest have acquired the 
  formula and have made the drug available on the black market. Prices vary greatly but you can expect to 
  pay at least 1000gp per dose. 
   
  Saritol Side Effects 
  Type of 
  Contact 
  Effect 
  Temporary Con Damage 
  Slight touch 
  Painful 
  1d6 
  Firm touch 
  Very painful 
  2d6 
  Solid push 
  Unbearable 
  3d6 
  Temporary hp 
  damage 
  Agonizing 
  2d10 
  HP damage 
  Excruciating 
  2d10* 
  Con damage is temporary and restored in the same manner (i.e. 1 point per day).  
  *Hit Point damage is multiplied by a factor of x4. The base damage is applied to hit points; however the total amount generated 
  with the multiplier is temporary Con damage (e.g. a Wizard, with 8 Hit Points and an ability score of 10 Con is under the 
  influence of Saritol and is stabbed by an assassin armed with a dagger. The assassin doesn’t have sufficient STR to adjust the 
  attack and rolls damage of 3 on a d4. The Wizard takes 3 points of damage, which isn’t lethal but, the pain generated by Saritol 
  inflicts 3x 4 temporary Con damage. This 
  is sufficient shock to the system to kill the 
  Wizard). 
   
   
   
   
   
   
   
   
   
   
  Spores from the Greenpod Bush 
  are one of the main ingredients 
  that make Saritol, a drug that 
  stimulates the sensory nerve 
  endings. It can amplify magical 
  abilities of divination but also 
  can cause intense pain. 
  
  Mundane Arcane Items 
   
  17 
   
  Emerald Averaach (a rare crystal which interferes with magic)  
  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. It reacts 
  explosively in the presence of magic. In addition to the destructive Ruby form of Averaach, other 
  varieties of the crystal exist, such as Emerald Averaach, and these have only recently coming to the 
  attention of the College of Arcane Science. The other crystals react in different ways to the Tas and 
  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.  
   
  A DC Check of 20 is required by a character possessing the Skill, Profession: Jeweller, in order to 
  differentiate 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 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, Decrease the DC as follows: 
   
  +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).  
   
   
  Modify the die roll as follows: 
    
   -1 For each level of the spell cast. 
   
  
  Mundane Arcane Items 
   
  18 
   
  -1 For every 1,000 GP worth of magical items present valued in excess of 5,000GP (round up to the 
  nearest 1,000).  
   
   
   -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 effect/damage assigned according to its size. 
   
  Note that Ruby Averaach is destroyed when it reacts with the Tas. Emerald Averaach (except the 
  pinhead size) is not destroyed immediately. Each time Emerald Averaach reacts 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. 
   
  This form of the crystal has been found in a number of important Pre-Redemption ruins that were 
  uncovered on the Holy Isle in 2149R.They were simply thought to be emeralds but instead of being used 
  extensively in items of jewelry or architectural decoration, they had been incorporated into mechanisms, 
  of an undetermined use. Some of the ‘emeralds’ were sent to the College of Arcane Science for 
  investigation and were determined to be a form of Averaach. The latest tests by the College show that 
  that Emerald Averaach interferes with Tas energy, ruining spells as they are cast and weakening magical 
  items, often for great lengths of time. Treat the Emerald Averaach the same as Ruby Averaach with 
  regards to determining its volatility. However, its effects are detailed in following table: 
  
  Mundane Arcane Items 
   
  19 
   
  Emerald Averaach Effect Table 
   
   
  Size 
  Effect/Damage 
  Save 
  GRAIN Pinhead (common) 
  Spell-Caster: Spell fails and spell-caster cannot cast another spell for 
  2d4 rounds. 
  Magic Construct: Object does not function and loses its magical 
  bonuses and/or effects for 2d4 rounds. 
   
  Area of Effect: 10’ diameter circle (note: Pinhead is consumed). 
   
  DC 15 = halves 
  number of rounds 
  that magic does not 
  function (round up). 
   
  GEM Pea-size 
  (uncommon) 
  Spell-Caster: Spell fails and spell-caster cannot cast another spell for 
  2d4 hours. 
  Magic Construct: Object does not function and loses its magical 
  bonuses and/or effects for 2d4 hours. 
   
  Area of Effect: 20’ diameter circle. 
   
  DC 15 = halves 
  number of hours that 
  magic does not 
  function (round up). 
   
  STONE Grape-size (rare) 
  Spell-Caster: Spell fails and spell-caster cannot cast another spell for 
  2d4 days 
  Magic Construct: Object does not function and loses its magical 
  bonuses and/or effects for 2d4 days. If the construct is of non-
  Caldarthan manufacture it immediately loses half its charges (round 
  up). These charges are not restored after the duration of days is 
  reached. 
   
  Area of Effect: 30’ diameter circle. 
  DC 15 = halves 
  number of days that 
  magic does not 
  function (round up) 
  and halves the 
  number of charges a 
  construct loses 
  SHARD Plum-size (very 
  rare) 
  Spell-Caster: Spell fails and spell-caster cannot cast another spell for 
  10+3d6 days 
  Magic Construct: Object does not function and loses its magical 
  bonuses and/or effects for 10+3d6 days. If the construct is of non-
  Caldarthan manufacture it immediately loses all its charges (round 
  up). These charges are not restored after the duration of days is 
  reached. 
   
  Area of Effect: 50’ diameter circle. 
  DC 15 = halves 
  number of days that 
  magic does not 
  function (round up) 
  and halves the 
  number of charges a 
  construct loses  
  
  Mundane Arcane Items 
   
  20 
   
  Tas Stones (aka Travel Circles) 
  Overview 
  Tas Stones are ancient magical devices constructed during the First Age by the Uushai, divine servants of 
  the Gods (and later by the Darvinor Elves). They allow instant transportation between one point in space 
  and another; including interplanar travel. They are sometimes referred to as Travel Circles by scholars of 
  the arcane arts. 
   
  A Tas Stone is a circle of black rock usually 5’ in diameter, which is raised a few inches above the paving 
  it is set in. Its center features an ancient Uushai glyph carved into the surface, the glyph being the name 
  of the locale where the Stone resides. Between 1 and 10 other glyphs can be carved into the outer 
  circumference of the Stone. Each is a destination point that the Stone is connected to. 
   
  These Stones exist in modern Eldoria, usually in remote ancient ruins and the devices may often be 
  damaged, having been mistaken by treasure seekers for stones sealing the way to hidden vaults. A Tas 
  Stone can usually hold up to six medium humanoids at any one the time, and they are all simultaneously 
  transported to the desired destination, when the Stone is activated. Spell Energy must be used to 
  activate a Tas Stone, enabling persons standing on the stone to translate to another location. This is 
  done by casting any spell (including cantrips and orisons) but not allowing the spell to take form, 
  resulting in the spell effect not occurring but the energy summoned being cast into the glyph of the 
  destination that the user wants to be transported to. 
   
  Tas Stones were designed to be used by powerful spell-casters and were usually activated by the use of 
  high level spell energy. The use of low level magic can have unlooked for and sometimes disastrous 
  effects for individuals standing on the stone when it is activated. 
   
   
   
  
  Mundane Arcane Items 
   
  21 
   
  Rules for Tas Stones 
  Each Tas Stone has a functionality rating (FR) which reflects the effects of damage to each particular 
  Stone over the eons. This is evident by cracks, chips and similar signs of wear. The higher the FR of a Tas 
  Stone the more likely it is to function without any adverse effects: These ratings are as follows: 
   
  (+10 FR) The Stone looks in pristine condition with little signs of wear 
  (+ 8 FR) The Stone has signs of minor wear and minute cracks 
  (+6 FR) The Stone has some significant cracks and other signs of damage 
  (+4 FR) The Stone is badly damaged with large cracks all over the surface 
  (+2 FR) The Stone is severely damaged and has huge, deep cracks running through it. 
  (+0FR) The Stone is widely split apart with traces of magical energy leaking from it 
   
  A player can determine the exact FR of a Tas Stone if they make a successful Knowledge Arcana roll at 
  DC15. 
   
  To activate a Tas Stone a spell user casts any unformed spell into one of the glyphs carved into the outer 
  circumference. They do not have to be standing on the Stone to do this however only persons standing 
  on the Stone when it activates are transported to the destination of the targeted glyph. 
   
  The first step is to consult Table 1 (below) to determine if the Tas Stone actually functions. The following 
  modifiers are applied to each roll: 
   
  - 
  Add the relevant FR score 
  - 
  Add the level of the spell used to activate the Stone 
   
  Table 1 Tas Stone Activation Table 
  D20 
  Die 
  roll 
  Effect 
  Description 
  1-3 
  Field 
  Instability 
  1 
  The Stone does not work and all travelers take 3d4x3d4 damage. The Stone cease to 
  function permanently 
  4-6 
  Field 
  Instability 
  2 
  As above but the Stone ceases to function for 1d6 hours 
  7-9 
  Field 
  Instability 
  3 
  All travelers (as a group) are sent to one of the other locations on the Stone 
  10-20 
  No Effect 
  All persons on the stone are transported to the desired location without any other effect 
   
  Once it has been determined if the Tas Stone functioned, all players make a roll individually to see if they 
  have been affected in any way by the journey. Players make a DC10 FORT Save and consult Table 2) 
  based on how much they failed their saving throw by: 
   
   
   
  
  Mundane Arcane Items 
   
  22 
   
  Table 2 (a): Individual Effects of Travel using Tas Stones 
  Failed by 
  Consult Table 
  1 
  2(b) 
  2-3 
  2(c) 
  4-5 
  2(d) 
  6+ 
  2(e) 
   
  Table 2 (b) Catastrophic Effects 
  D6Roll 
  Effect 
  Description 
  1 
  Magic Drain Minor 
  All Magic items are drained for 3d6 hours 
  2 
  Magic Drain Major 
  All Magic items are drained for 3d6 days 
  3 
  Magic Erasure 
  All Magic Items are permanently drained 
  4 
  Relocation Error 
  The individual traveler translates to a random location (one of the 
  other glyph destinations).  
  5 
  Minor Cascade 
  Roll on sub-table EE13(e) 
  6 
  Major Cascade 
  Roll 2 times on sub-table EE13(e) 
   
  Table 2 (c) Mind-affecting (DC Fort Save 12. Failure = permanent otherwise effect is 1d4 days) 
  D6Roll 
  Description 
  1 
  Amnesia 
  2 
  Mania/Phobia 
  3 
  Multiple Personality 
  4 
  Paranoia 
  5 
  Psychosis 
  6 
  Schizophrenia 
  Refer to the Pathfinder Gamemastery Guide for the effects of insanity. 
   
  Table 2 (d) Physical Effects (DC Fort Save 12. Failure = permanent otherwise effect is 1d4 days) 
  D6 
  Roll 
  Effect 
  Description 
  1 
  Blindness 
  As per Pathfinder Rules 
  2 
  Deafness 
  As per Pathfinder Rules 
  3 
  Hemophilia 
  Character loses 1-3 additional hps every round when cut unless a successful heal roll is 
  made or magic healing is used  
  4 
  Loss of 
  Balance 
  DEX is halved and all checks requiring DEX are at a minimum of DC20 
  5 
  Light 
  Sensitivity 
  Direct Sunlight causes 1 point of damage per round and character is dazed 
  6 
  Pain 
  Sensitivity 
  Any damage can cause unconsciousness for 1d6 rounds. DC 15 Fort Save (-1 for each 
  point of damage inflicted) 
   
   
   
   
   
   
   
   
   
  
  Mundane Arcane Items 
   
  23 
   
  Table 3 (e) DC Fort Save 12 (Failure = permanent otherwise effect is 1d6 days) unless otherwise indicated 
  D100 Roll 
  Description of Effect 
  1 
  Hair color changes to fire-engine red 
  2 
  Hair color changes to lime green 
  3 
  Hair color changes to canary yellow 
  4 
  Character loses all hair 
  5 
  Eyes take on reptilian appearance 
  6 
  Eyes become golden in color 
  7 
  Eyes become silver in color 
  9 
  Character gains blindsense 
  10 
  Character gains darkvision 
  11 
  Character loses voice 
  12 
  Characters voice amplified x 4 
  13 
  Character loses 1d4 points of STR 
  14 
  Character loses 1d4 points of INT 
  15 
  Character loses 1d4 points of WIS 
  16 
  Character loses 1d4 points of DEX 
  17 
  Character loses 1d4 points of CON 
  18 
  Character loses 1d4 points of CHA 
  19 
  Character gains 1d4 points of STR 
  20 
  Character gains 1d4 points of INT 
  21 
  Character gains 1d4 points of WIS 
  22 
  Character gains 1d4 points of DEX 
  23 
  Character gains 1d4 points of CON 
  24 
  Character gains 1d4 points of CHA 
  25 
  Character gains 4d10 lbs in weight 
  26 
  Character loses 4d10 lbs in weight 
  27 
  Character is covered in large red spots 
  28 
  Character gains Stench monster trait 
  29 
  Opposite sex are attracted to character 
  30 
  Opposite sex are repulsed by character 
  31 
  Character immune to effects of alcohol 
  32 
  Character treats water as alcohol 
  33 
  Character can survive without food 
  34 
  Character can survive without water 
  35 
  Character can levitate 5 inches  
  36 
  Character is stuck to surface 
  37 
  Character loses a level 
  38 
  Character gains a level 
  39 
  Character ages 4d10 years 
  40 
  Character becomes 4d10 years younger 
  41 
  Character’s alignment becomes opposite 
  42 
  Character is always first target of attack 
  43 
  Character is always last target of attack 
  44 
  Character gains +1 to FORT Saves 
  45 
  Character gains +1 to WIS Saves 
  46 
  Character gains +1 to CON Saves 
  47 
  Character gains -1 to FORT Saves 
  48 
  Character gains -1 to WIS Saves 
  49 
  Character gains -1 to DEX Saves 
  
  Mundane Arcane Items 
   
  24 
   
  50 
  Gains Water Dependency monster trait 
  52 
  Gains Water Breathing monster trait 
  53 
  Character gains Pounce monster trait 
  54 
  Character gains +2 save vs fire damage 
  55 
  Character gains -2 save vs fire damage 
  56 
  Character gains +2 save vs cold damage 
  57 
  Character gains -2 save vs cold damage 
  58 
  Character gains claws (+claw damage) 
  59 
  5 point damage reduction  
  60 
  +5 damage from all damage sustained 
  61 
  Character has x2 negative hit points 
  62 
  Negative hit points are halved 
  63 
  Character is Hasted (as per spell) 
  64 
  Character is Slowed (as per spell) 
  65 
  Gains Fast Healing (2) monster trait 
  66 
  Natural healing of HPs is halved 
  67 
  Healing by magic sources doubled 
  68 
  Healing by magic sources halved 
  69 
  Non blunt damage causes Bleed effect 
  70 
  Immunity to Bleed effects 
  71 
  Gains the Keen Scent monster trait 
  72 
  Gains the Light Sensitivity monster trait 
  73 
  Character gains claws (1d4 damage) 
  74 
  Character gains fangs (1d6 damage) 
  75 
  Character is immune to poisons 
  76 
  Character has -4 save against all poisons 
  77 
  Gains Spider Climb (as per spell) 
  78 
  Immune to Fear based attacks 
  79 
  -4 save against fear based attacks 
  80 
  Character gains 2 hero points 
  81 
  Character cannot use Hero Points 
  82 
  Touch changes gold to copper 
  83 
  Touch changes copper to gold 
  84 
  All dmg inflicted by magic is halved 
  85 
  All dmg inflicted by magic is doubled 
  86 
  All missiles are +4 to hit character 
  87 
  All missiles are -4 to hit character 
  88 
  Emits Light (as per spell) in the dark 
  89 
  Mundane lights within 10’ extinguished 
  90 
  Character paralyzed (waist down) 
  91 
  Character paralyzed (neck down) 
  92 
  Lycanthropy (GMs Choice) 
  93 
  Terminal illness (dead in 30+2d20 days) 
  94 
  Immune to disease 
  95 
  Character Gains Telepathic monster trait 
  96 
  Character has random insanity each day 
  97 
  Character can only be healed by rest 
  98 
  Character loses limb 50/50 leg or arm 
  99 
  Malformation of body (-8 DEX/-8 CHA) 
  100 
  Turned inside out (death in 1d6 rounds) NB: this is a permanent effect only 
   
  
  Mundane Arcane Items 
   
  25 
   
  The Tipsy Tinker 
  Location: Sard, Eldoria 
  Situated in a Sardian valley, The Tipsy Tinker is a cheerful road side inn, a short distance from the main 
  route from Vendish to Gablehead. Nestled amongst farming hillsides, this establishment is run by the 
  extended Tinker family and is a regular haunt for weary travellers, (actual) tinkers, minstrels and local 
  farmers. Accommodation caters for a variety of budgets and it is a popular stopover for all classes due to 
  exceptional cleanliness and friendly staff. Success of this inn has led to the growth of a small community, 
  most of which find employment at The Tipsy Tinker. Over time ‘The Tinker’ has become a haven for the 
  more bohemian elements of society, such as musicians, artists and even a number of fey creatures. The 
  Tipsy Tinker is a refuge from the strict regime of the Sardian culture due, in no small part, to its’ close 
  proximity to the Tas Web.  
   
  Background 
  Fifty years ago, Nolledge, a young tinker, decided to leave his travelling ways, and settle down with his 
  new wife Veridy.  Shortly after their hand fasting, the newlyweds moved into a derelict roadside cottage. 
  For many years this cottage had been left in disrepair as the local residents believed it was haunted. 
  Rumours flourished of strange lights and creatures in the windows at night. Adding to these rumours the 
  last occupants, a Trezkillian soldier and his wife, complained about noises in the building and items 
  being moved; then one night they disappeared. In reality the couple fled, after finally encountering the 
  ghost of a young boy in the cellar. Throwing their important belongings in a cart, they sped away to 
  Gablehead and the sanctuary of their families.  Subsequently the little cottage had been left abandoned 
  and, locals needed no further convincing that it was cursed.  
   
  Nolledge and Veridy felt drawn to the little cottage in the valley and although it was in danger of 
  collapse and needed a great deal of repair, they moved in. The locals said they were more than welcome 
  to the cottage but warned them of the strange occurrences. However, the couple smiled and said the 
  
  Mundane Arcane Items 
   
  26 
   
  rumours just made the cottage more interesting. Nolledge knew they could afford nothing else and 
  Verity bravely agreed that stumbling across this cottage seemed like fate.   
   
  As they were soon to discover, the cottage was in fact haunted and seem to attract an unusual number 
  of fey residents. Undeterred by these extraordinary characters, Nolledge and Verity fell in love with 
  these special folk. The ghost in the cottage was their particular favourite. The poor lad was quite friendly 
  and Verity often chatted to him during the day. Each evening she would leave a small gift or a toy to 
  cheer him up, as he seemed to be missing his mother greatly.   
   
  “Treat ‘em right and they will treat you right’ was their mantra and they often referred to their strange 
  guests as their ‘little visitors’. Unbeknownst to the couple, they both had a drop of fey blood themselves, 
  which attracted the faerie folk to them, as well as making them immune to some of the fey abilities.   
   
  Nolledge used his tinkering skills to fix the cottage and what he didn’t know he learned from farmers in 
  the surrounding area. He worked sometimes for money but mostly for knowledge. In exchange for 
  labour, he learned how to fix roofs and how to build a barn and erect walls. After the cottage was 
  habitable, Veridy decided to provide board and food for travelling tinkers, using the money to 
  supplement the cost of fixing up and extending the cottage and its growing number of ancillary buildings. 
  Quite a few of these travelling tinkers were Nolledge’s old cronies. As their family grew so did their 
  business and the house. It was soon unrecognisable as the little cottage they had started with. 
  Eventually, due to their popularity, the cottage became a fully-fledged inn. 
   
  Nolledge and Veridy believed Lord Fate had blessed them again with a steady income and a house 
  brimming with lovely people and children. Shy by nature, their fey visitors rarely revealed themselves to 
  guests but were firm favourites with their children. Nolledge and Veridy were congenial hosts and had a 
  large family; most of their nine children had the travelling bug and eventually left home ranging far and 
  wide as tinkers, troubadours and fortune tellers. Occasionally some returned to settle down, one such is 
  their granddaughter Nelly Tinker. Nelly Tinker grew up roaming the countryside with her mother, telling 
  fortunes to make a living.  On Nelly’s tenth birthday she visited her grandparents at the Tipsy Tinker Inn 
  and never left again. Nelly loved the Tipsy Tinker and stayed and worked with her grandparents, 
  eventually taking over the running of the Inn.   
   
  Gradually other members of their extended family came to stay permanently - especially the ones whom 
  the travelling life didn’t sit well. Now the top story of the Inn is devoted entirely to the family.  
   
   
  
  Mundane Arcane Items 
   
  27 
   
   
  References  
   
  DriveThruRPG.com  
   
  200 Mundane Items, Pathfinder Compatible. (2016).Friends of Eldoria. Mundane items source 
  material set in Eldoria.  
   
  Darringmoor Dart # 1, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 2, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 3, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 4, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 5, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 6, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Encyclopedia Eldoria, Pathfinder Revised Edition, (2016). Friends of Eldoria. A comprehensive 
  guide to the world.  
   
  Interesting Inn Series# 1 – Sail’s End, (2016) Pathfinder Compatible. Friends of Eldoria. (2016). 
  Inn source material set in Eldoria. 
   
  Interesting Inn Series #2 – Muddy Boots Inn, (2017) Pathfinder Compatible, Friends of Eldoria. 
  (2016). Inn source material set in Eldoria. (Coming soon) 
   
  Interesting Inn Series #3 – Tipsy Tinker, (2016). Pathfinder Compatible. Friends of Eldoria. Inn 
  source material set in Eldoria.  
   
  Player’s Concise Eldoria. (2016). Pathfinder Compatible. Friends of Eldoria.  A short 
  guide/handout about Eldoria that won’t give any secrets away.  
   
  Rat’s Nest, (2016) Pathfinder Compatible, Friends of Eldoria. Mini-module set in Eldoria.  
  
  Mundane Arcane Items 
   
  28 
   
   
  Reliquarium Eldoria. (2016). Pathfinder Compatible Friends of Eldoria. A comprehensive guide 
  to the religions of Eldoria.  
   
  Ten Market Stalls. (2016). Pathfinder Compatible, Friends of Eldoria. Market stall source 
  material set in Eldoria.  
   
   
  Online Community Pages 
   
  There is a Facebook page ‘Eldoria’ with information on this world here: 
  https://www.facebook.com/pages/Eldoria/443402119036225 
   
  There is a ‘Friends of Eldoria’ Facebook group where players can chat and get some additional 
  information here: 
  https://www.facebook.com/groups/358804577530186/ 
   
   
  Previously Published Modules 
   
  Mindbane (generic role-playing adventure) Darkstar Gaming Pty Ltd 1983 
   
  Web of the Widow (Harnworld adventure) Columbia Games 2000 
   
  Shades of Gray (electronic d20 download) Auran Pty Ltd 2001 
   
  Dark Awakenings: Guardian (d20 adventure) Auran Pty Ltd 2001 
   
  Dark Awakenings: Shadowland (d20 adventure) Auran Pty Ltd 2002 
   
  Sanctuary (d20 adventure) Auran Pty Ltd 2002 
   
  Encyclopedia Eldoria (d20 campaign setting) Comstar games (2005)  
   
   
   
  
  Mundane Arcane Items 
   
  29 
   
   
   
  
  Mundane Arcane Items 
   
  30 
   
  Copyright  
  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.  
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, 
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  Mundane Arcane Items 
   
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  Mundane Arcane Items 
   
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  “What’s that inside his robe? Holy Ormocea! He’s carrying a wand – we can get a pretty penny for that 
  from the Guild of the Magi” 
   
  Tarney Two Knives, Rogue and entrpeneur 
   
  Have you ever felt the pressure and frustration of coming up with multiple mundane items as 
  players loot bodies or search rooms belonging to the practitioner of the arcane arts? Then the 
  Mundane Arcane 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 Arcane Items Tables is an expansion for the original Mundane Items 
  Tables and will add an even richer layer to your campaign and allow you to narrow the scope of 
  what your players find when searching the body or premises of a wizard or sorcerer. 
  While this book is written as a supplement for a GM who is running a campaign based in Eldoria, 
  there is nothing stopping you from transplanting any of the religions contained in this book to your 
  own alternate setting 
   “Mundane Arcane Items” has been written using the Pathfinder RPG but it is light on rules and is 
  easily adaptable to other systems.  
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Friends of Eldoria/Mundane Arcane Items Tables.pdf