TEXT: D100 Curios
  Roll either d100 or 1d20 for a single category
  20 Books, Scrolls, Spellbooks
  1 Mummified Hands of a dead queen. A single 
  spell is written on each of her fingernails; 
  impossibly small text.
  2 Collection of leaves from around the world, 
  pressed into a book. Most are extinct, and many 
  can be crushed into a powder for alchemy.
  3 Child's picturebook Friendly Maroow. Details a 
  friendly monster named Maroow. The monster is 
  real, but is not friendly. He enjoys eating children.
  4 Very thick but not wide scroll wrapped around 
  itself over and over like film. You must allow the 
  thing to unwrap and at the end of the trail it 
  explodes as per fireball. 
  5 Scroll of raise dead. After the zombie is raised it 
  slowly becomes more and more lifelike while the 
  caster becomes more and more lifeless. The wizard
  who made this scroll is using it to resurrect 
  himself; stealing the life of another.
  6 Spellbook written on panes of glass. Extremely 
  fragile. Putting a certain number of pages together 
  in a certain rotation makes the layers of text form a
  secret, extremely powerful spell.
  7 Extremely complicated mathematical treatise. 
  Anyone who reads the whole thing gets a 
  permanent +1 to Intelligence but -1 to Wisdom.
  8 Three sided book, can be opened with any of the 
  three corners as the bottom left corner of the book.
  Each way it is opened is impossibly filled with 
  different pages per rotation.
  9 Regular spellbook written on many pieces of 
  paper rolled into scrolls and placed in seperate 
  wooden tubes. It seems the spells don't like each 
  other.
  10 Tiny Origami golem. Will deliver messages of 
  whatever is written on its paper but the messages 
  will start getting jumbled up as more notes get put 
  on it.
  11 Unusual red paint with an unearthly smell. If 
  smeared on something it will dry and then reveal 
  hidden knowledge on whatever it was written on.
  12 Book of the Fine Assortment – Written by 
  fairies or trickster spirits about how best to steal 
  small items from human houses. The book is 
  regular size, and contains hilariously bad advice.
  13 Map that looks too detailed in the wrong spots 
  and seems outdated, many towns are in the wrong 
  spot. Burning it causes a road to appear to the 
  nearest town, which vanishes once you leave it.
  14 Spellbook containing (1d4+1) 1st and 2nd level 
  spells. It's easy to read and organized nature means
  anyone can learn these spells, but once memorized
  and cast they vanish from the book.
  15 Terrible jokes. One of the jokes is so bad it  
  reputedly makes people kill themselves out of 
  shame, but the punchline is missing.
  16 Spellbook of a goblin wizard. While poorly 
  written and covered in poor pornographic doodles 
  the book is ingeniously enchanted; it can only be 
  read in absolute darkness.
  17 Leather bound manuscript with a metal slot on 
  the cover. Feeding it a gold coin will make the 
  book seek out one person of your choice, and will 
  open to a page of your choice. (Where you can 
  write an explosive rune, for example.)
  18 Book detailing weather patterns and 
  thunderstorms. Opening the book on a certain page
  makes the book 'store' that much rain water, only 
  poured out when opened back to that page.
  19 Seemingly regular spellbook with three bound 
  mice. Their tails are chained to the book and they 
  keep it free of dust, mites, and bite the hands of 
  rival wizards.
  
  20 Holy book for a nearby clerical institution. 
  Seems normal, except for disturbing alterations on 
  passages and parables, and all the Clerical spells 
  written in the book are of opposite effect and 
  alignment.
  20 Treasures & Valuables
  21 Small golden ticket that states it is a 50% off 
  coupon at the local merchant's store. It's legit.
  22 Blue ruby, green sapphire, red emerald. Anyone
  who sees these gems will assume the red one is 
  ruby, the blue is the sapphire, etc. Unless proven 
  otherwise.
  23 Tapestry woven by skilled artisans; shows 
  picture of the PCs killing them all. You'll need a 
  disguise to sell this.
  24 Silver bow with 1d12 golden arrows. The 
  bowstring snaps if drawing it is even attempted.
  25 Small bag of silver coins showing the face of a 
  king who has not yet been born.
  26 Tribal artifacts; Giraffe skin quiver, lion mane, 
  leopard pelt, and elephant tail. Moderately 
  valuable to civilized folk, but if you bring them to 
  a certain tribe you can buy 4 wives with them.
  27 Golden Grain Ark. Filled with wheat grain.
  28 1d8 Pepper shakers. Almost priceless in 
  valuable.
  29 Shitty iron dagger owned by the attendant of 
  Thermitheisus. Historical scholars will jump at the 
  chance to buy it, but nobody else will value it.
  30 Holy relic of high value to the nearest church, 
  but trying to sell it to them for more then a handful
  of coin will invoke divine wrath.
  31 Single slip of paper for a bank bond. It's value 
  is in the thousands of gold, but the bank is on the 
  other side of the planet.
  32 Basket filled with 3d6+2 silver coins, each 
  inscribed with the face and name of a different 
  child's doll. Once belonged to a princess.
  33 Small pouch made of troll stomach. Can clearly
  hear the jingling of gold inside, but the problem is 
  getting it out.
  34 Rare incense. Not only is the smell exotic, but 
  anyone who smells it will feel no pain as long as it
  burns. Worth a fortune to royalty suffering to 
  disease and wasting.
  35 Pink fur ladies scarf. Naturally pink, from an 
  extremely rare breed of captive fox.
  36 Strangely shiny firewood. When burned, the 
  ash contains flakes of gold.
  37 The current patrol and station routes of the 
  nearby keep's guards. Could be sold to thieves 
  guild.
  38 Block of salt, perfect for preserving food. 
  Priceless commodity.
  39 Gem stones set in the skull of an ancient evil. 
  Removing them will wake it up.
  40 Tiny wooden carvings depicting servants, 
  cooks, shepards with sheep, chariots, wives, and so
  on. Only valuable to those who wish to bury 
  themselves with them for the afterlife.
  20 Strange Weapons
  41 Tiny gnome fellow tied to the end of a long 
  pole. He is armed with a spear and sword. He 
  claims whoever sets him free will be rewarded but 
  refuses to say how.
  42 Improvised and low quality weapon like a 
  wholly wooden spear, pitchfork, bent farming 
  scythe, granite club, etc. It is always found in the 
  hands of a great warrior.
  43 Bronze Shortsword. It cannot be rusted, and is 
  also immune to corrosion, acid, and can't be 
  magnetically ripped away.
  44  Bear trap with a long chain. Within a moment 
  
  of inspection it seems obvious it is designed to be 
  thrown.
  45 Evil Bracelet; anyone who wears this simply 
  copper bracelet will have that arm transform into a
  hideous monster version of itself. As good as a 
  regular weapon.
  46 Silver Sash. If tied around the chest or waist the
  cloth can animate and act as a third hand, able to 
  pick up weapons and fight with them.
  47 Quarterstaff with secret compartments screwed 
  in the top, bottom, and with two more in the 
  middle. Vial of deadly poison is currently stored in
  one compartment.
  48 Club with free sliding iron core inside. Gives 
  more punch with each impact but noisy.
  49 Pistols in a pouch. 1D4+1 single use flintlock 
  pistols that fire out not only a bullet but also the 
  firing mechanism as a rocket; cannot be repiared. 
  If your setting has guns these are strange ones 
  made for royalty. If it does not have guns then 
  these are the only guns that exist at all.
  50 Bow with a metallic serpent wrapped around it 
  as a stylish decoration. If removed from the bow 
  and placed in warm water or near a fire, the snake 
  will actually wake up.
  51 Small dark dagger with bright red grip and 
  handle. If swung it projects the cutting force to the 
  first thing it hits regardless of range.
  52 Stone axe with unnerving accuracy and 
  damage, but only if the user is naked. 
  53 Garroting string. Choking something to death 
  with this replaces your voice with the thing you 
  choked as long as you are touching the string.
  54 Wrist mounted crossbow. It actually works, but 
  takes minutes to wind up and uses tiny bolts.
  55 Rusted iron chain that glows dimly in the dark. 
  If you hit a ghost; the ghost is stuck to the chain.
  56 Bear claw set into a punching dagger. People 
  who see the corpse believe a bear killed the victim.
  57 Spear with a red-hot glowing spearhead. The 
  spearhead is actually fire trapped in a physical, 
  solid, constant form. To 'sharpen' the blade, you 
  must set it in fire and feed it. If it breaks it 
  explodes as per fireball.
  58 Short blade inside a walking stick, must twist 
  the handle and pull to get it out. The head atop the 
  cane is an eagle.
  59 Paper sword. Is tough as iron and sharper then a
  razor, impossibly light and fast. Any amount of 
  water or fire will ruin it instantly, permanently.
  60 Metal axe inscribed with an ancient riddle that 
  nobody has ever solved. Deals double damage 
  against sphinxes.
  20 Strange Armors
  61 Trashy prostitute dress. If the wearer is attacked
  by someone who has purchased the services of a 
  prostitute; this armor grants +2 AC
  62 White, chalky powder. If you cover your whole 
  body with it and stand still, you turn as hard as 
  stone. Takes a lot of practice to use in combat, has 
  1d6 uses.
  63 Magic shield that absorbs some amount of 
  damage from every attack the user takes, but gives
  them that damage next time they sleep. This is a 
  terrible nightmare where they fight for their life.
  64 Surprisingly practical plate armor that, using a 
  system of straps and special screw plates, can fit 
  someone of almost any size or race.
  65 Iron maiden with two holes for arms. Levitates 
  when occupied, almost impenetrable but the user 
  within takes 1d4 damage every round; jumping to 
  1d6 if they are moving fast or are jostled around.
  66 Semi-domesticated strangling ivy. If watered 
  with alcohol it will protect instead of choke.
  67 Extremely shiny shield that reflects back light 
  
  and some spells.
  68 Leather arm and shoulder bracers. Any blade 
  that hits you is chipped and damaged.
  69 Iron breastplate inscribed with the words 'thou 
  who wears this shall be chosen by the Gods'. It has
  no effect.
  70 Single left gauntlet. Deals double damage 
  whenever you punch someone with it.
  71 Turban that unwraps into healing bandages that 
  have a chance to restore damaged attributes. While
  you wear it it grants +1 to saving throws that 
  would make you lose an attribute if you failed.
  72 Mighty Sabatons. Anyone wearing this receives
  +1 to Strength and Constitution but their feet sink 
  into anything softer then stone or brick.
  73 Breastplate made of spent wands, staves, 
  scrolls, and other magical things that have lost 
  since lost their power. When struck has a 1/6 
  chance to blast the attacker with a random spell 
  effect.
  74 Crotch guard made of leather and covered in 
  wool. Your balls are well protected now, but you 
  become irresistible to sheep.
  75 Facemask of the Banshee. You get +1 AC but 
  only as long as you scream your head off.
  76 Final Belt. If hit by a spell that would otherwise
  knock off or destroy your clothing and armor, the 
  belt remains. Grants +1 AC
  77 Blade-Snare necklace. When someone swings 
  out you with a sharp weapon they cannot retract it 
  after the attack is over though they can still hurt 
  you with this attack, it is stuck by an unseen force. 
  Lasts 2-4 rounds and takes an hour to recharge.
  78 Striped Hyena pelt. While in heavy brush you 
  have a +3 AC against ranged attacks and hunter's 
  traps and are harder to track.
  79 Gleaming Tiara. Every time you parry a foe or 
  show your martial superiority over them the tiara 
  zaps them with a laser dealing 1 damage.
  80 Red Scarf. While wearing the scarf you move 
  with grace granting +1 to AC and +1 to saving 
  throws vs anything involving dexterity or motion. 
  However, you cannot swim.
  20 Consumables & Potions
  81 Green potion with golden thread. Drinking this 
  potion grants you the ability to speak clearly with 
  anyone suffering the effects of alcohol or other 
  drugs who might otherwise be too slurred to 
  understand. Makes you slur badly.
  82 Brown potion with dark flakes. Drinking this 
  potion will make all your body fluids pure water 
  for 1d4 hours. At the end of that time you will be 
  heavily dehydrated.
  83 Small purple-red tablet. Dissolving this tablet 
  on your tongue gives you the ability to see blood 
  as bright red; glowing in the dark. Lasts 1d6 hours 
  or until you stare into sunlight.
  84 Eating a small wad of this green stuff will let 
  you spit out a tooth hard and fast, dealing d6. You 
  won't necessarily get that tooth back.
  85 Carefully wrapped selection of herbs and twigs 
  and leaves. If burnt, gives user a major insight at 
  the cost of several hours and some dignity.
  86 Magical Condom. The receiving partner is 
  100% guaranteed to get pregnant.
  87 Sack of bright red apples; 1d8. They never go 
  bad or spoil.
  88 Small flecked vial produces a huge cloud of 
  choking and blinding white smoke. Can be 
  refueled if filled up with ash; allowing it to be 
  used again.
  89 Salve of pig's fat. If rubbed on your feet they 
  become nearly friction less, letting you slide 
  around effortlessly. Makes affected skin pink.
  
  90 False Diamond, worth nothing on its own. If 
  shattered, releases 2d4 unseen servants who can 
  pick up weapons and fight. Lasts about a day.
  91 White potion. Seems to cure disease, but 
  actually just holds off symptoms for a while.
  92 Found at the bottom of a canoptic jar, must be 
  injected into the pit of your stomach. Cures your 
  body of all parasites and bloodsuckers forever. 
  Your blood is toxic to vampires.
  93 Tiny amount of magic biscuits. Sustain your 
  hunger for days on end, but cause intestinal 
  problems.
  94 Silvery fluid potion. If drunk by a lycanthrope 
  it will not cause them to physically transform for 
  the month, but they will still mentally go crazy.
  95 Case of 20 tiny potions. Each is a standard, 
  well known potion (such as a healing potion) but is
  severely weakened. (such as restoring only 1 HP)
  96 Small golden stick. If broken in half it turns 
  undead nearby if they can hear the snap.
  97 Dull clay orbs. 2d4+1 smoke bombs.
  98 Small eternal shard of ice. If thrown into a body
  of water creates a path you can walk on. If touched
  without gloves deals 1d4 damage to whoever 
  touched it.
  99 Bag of winds. However instead of the 
  predictable strong gust held within this bag, its 
  actually a hailstorm.
  100 Pinch of bright yellow dust. If you blow it in 
  someone's face, they will at one point be buried 
  alive. If they live through that is up to fate.
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Game Mastering and Design/Tables/d100 Curios and Trinkets.pdf