101 nifty items [Archive] - Wizards Community

Post/Author/DateTimePost
Nathreet

02-25-07, 05:57 PM
I'd like to see cool utility items, magic or otherwise you like to use in your campagin.
Please no weapons, armor, stat boosters, damage dealers, etc.
Please list any non-core books.

Full list so far:

1.
Marvelous Pigments
These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

Items created are not magical; the effect is instantaneous.

Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp. 4,000gp. Creates mundane items whenever you want, up to 2,000gpv.


2. Handy haversack
3. Flour- makes waffles (or pancakes) and renders invisible enemies easier to hit!
4. Oil- Light the way or light stuff on fire!
5. Elven Tree Tent (Arms and Equip)
6. Water Sprayer (see above)

Actually our DM created a special item for twice the cost which essentially was a supersoaker. A great backup item for our wizard who was trying to save spells. Holy plus 300 psi= redead undead

7. MW artisan's tools. Trap-making.

Want a good night's rest? Surround the campsite with trip-wire traps. Damaging, or noisemaking, or both. Depends on your mood.

8. Crowbar
9. Sunrod. More light than a torch, and lasts awhile.
10. Animated lantern (dungeonscape or cityscape, don't remeber which, but pretty sure DS).


Party: "So who wants to carry the torch"
Fighter: "Not I. Already have a shield and a sword."
Ranger: "Not I. I have a bow."
Rogue: "Not I. I need to be hiding."
Mage: "..... damn.... I don't want to go in the front."

Saves everyone the age old problem of drawing straws.


11. Ring of sustenace. Feed you and makes taking watch at nights easier.
12. Bag of devoring. Stick it on your enemy's head. XD
13. Rope. Climbing, tieing people up, hanging people/strangling device.
14. A smokestick with many tindertwigs attached to the head.
15. Tripwire
16. A hankerchef enchanted with prestadigitation.
Place it over a plate of food and say a word to change the taste of the food or chill/heat a meal/drink. Wipe a stain/hands/face to clean it. Heck, make up your own uses for this fun little spell!
17. Hand of the mage. Usefull for #10 without needing a special lantern + about 1000 other things.
18. Spool of endless rope (The Underdark is pretty deep)
19. Decanter of endless water
20. Bottle of Air (Underdark again)
21. Gloves of Storing
22. Ring Gates
23. Bandages from Heroes of battle. Auto stablizes and only costs 5~10 gold.
24. Finger-Less Gloves,... because you just need them!
25. rags, for wiping off #2 (or see #16)
26. Vermin Bane Candle (equipment guide)
Cause when your using item #26 for the doo,..you don't want to get bit in the ass so you light one of those puppies off and your set for life...or until it burns out
27. twine. this stuff is great!
28. Spider poles, depending on how many you have you can make a tent, a cabin, a cage, a ladder, heck even a Hang-Glider, should just call them Mcguyver Poles.
29. Grappling Hook
30. Sack; for holding all those ears, teeth, noses, and other miscellaneous body parts you need to collect bounties that you don't want bleeding all over your rations.
31. Rations
32. Spyglass
33. net with 12 flasks of oil and 1 alchemist fire
34. barrel of oil enchanted with shrink item. 320 pints.
35. Longspear
36. Mummy Mites
37. Holdfast
Longspear: ??? I can't believe no one's suggested longspear! It combines all the great benefits of the classic 10-foot pole but it's also a reach weapon. Plus, you don't have to buy one, the party tank can whittle one from a tree branch!

Mummy Mites: a Dragon magazine item. It's a vile of little bugs that you throw at undead. These little buggers devour undead flesh like candy, ignoring living material. If you're without a holy person, this is a good escape tactic to get out of a grapple with a ghoul, vampire, etc.

Holdfast: This is in the Dragon Compendium and it's absolutely fantastic. Get this, it's a Tanglefoot bag secured to a rope. It's a silent grappling hook! It can stick to the side of a wall, ceiling, etc. (I'll try to find the source) It can hold 200 lbs. for 1d4+3 rounds.
38. Caltrops for slowing down the gaurds while you make your escape
39. Small steel mirror so you can see around corners
40. Iron pot for cooking the unfotunate whatever-it-is-you-happen-to-kill

41. Cloak of Shelter (A&E): A 4-person tent or Leomund's Tiny Hut - all in a single cloak! :cool:
42. your gold pouch! (I mean, it can hold thousands of gold coins and never breaks!)
43. a (pocket) knife. not as a weapon, but as a practical tool, from cutting ropes to buttoring sadwishes.
Tuah

02-25-07, 06:08 PM
3. Bag of many bags.
An extradimensional bag that when turned inside-out, becomes a totally different color of the same bag. It can be used to contain a very small item, such as a gold piece, a piece of flint, or a container of crossbow bolts.
It gives a +20 bonus to Sleight of Hand checks when used as a performance skill, but a -40 Search penalty when trying to find anything inside of it.
"And now for the vanishing scissors act... the vanish... Um... Ta-daa!"
Crimsondagger

02-25-07, 06:27 PM
The herring of tree cutting. this ordinary looking dead fish does no damage to any enemie nor does it do much in the way of providing a pleasent smell. however it does give you the abbility to cut down any tree no matter what wood with but one tap. The item is usualy found with two shrubberies of becalming and are costumery gifts given by strange knights with silly names

I know I should live in reality but insanity is much more pleasent and besides the voices in my head like me.
Tuah

02-25-07, 06:32 PM
(Note: On 101/1001 etc. topics, please number your items.)
3DJutsu

02-25-07, 07:39 PM
4. Flour- makes waffles (or pancakes) and renders invisible enemies easier to hit!

5. Oil- Light the way or light stuff on fire!

6. Wagon- to carry the oil and flour

7. Mule- to pull aforementioned wagon of oil and flour
Yodaman23

02-25-07, 07:47 PM
8. Key of opening - A normal looking metal that opens any door with no key hole, in order to use it the key must be inserted into the door by any means. For example a wooden door with no key hole must have a hole carved in it to use the key. Any door with a key hole is not affected unless the key hole is removed.
Medium annoyance, 300gp
doink1212

02-25-07, 08:03 PM
9. Elven Tree Tent (Arms and Equip)

10. Water Sprayer (see above)

Actually our DM created a special item for twice the cost which essentially was a supersoaker. A great backup item for our wizard who was trying to save spells. Holy plus 300 psi= redead undead
Waterhammer

02-25-07, 10:59 PM
11. MW artisan's tools. Trap-making.
Want a good night's rest? Surround the campsite with trip-wire traps. Damaging, or noisemaking, or both. Depends on your mood.
kuras

02-26-07, 12:07 AM
12. Crowbar
13. Travelers clothes/any other clothing (unless he/she likes running around in their B-day clothes)
14. Sunrod. More light than a torch, and lasts awhile.
15. Animated lantern (dungeonscape or cityscape, don't remeber which, but pretty sure DS).
Party: "So who wants to carry the torch"
Fighter: "Not I. Already have a shield and a sword."
Ranger: "Not I. I have a bow."
Rogue: "Not I. I need to be hiding."
Mage: "..... damn.... I don't want to go in the front."

Saves everyone the age old problem of drawing straws.

16. Field provisions box. Feed everyone in the party for the rest of your adventuring time with this. 2K
17. Ring of sustinace. Feed you and makes taking watch at nights easier.
18. Bag of devoring. Stick it on your enemy's head. XD
19. Rope. Climbing, tieing people up, hanging people/strangling device.
20. Sovergn glue. Best sticky trap ever. Or have your rogue apply to people's feet/back of armor. If on the back of someone's armor, bull rush them into a wall. Not going anywhere for a long time. Apply to wall of force, and taunt the tarrasque from the other side (you know it's going to run at you head first). XD Apply to rag which is then applied to enemy fighter's face. The usage is limitless.
21. Universal solvent. Goes along with #20. Gotta remove that stuff sometimes.
Josephvaile

02-26-07, 09:43 AM
22. Mace, a comadity from Arms and Equipment, add a,
23. Mortar and Pestal, and item #10. and Holy water. and you got an Anti Necromancer Gun. The mace burns enough, obviously, to cause numerous concentration checks and the holy water burns, so YAY!! No more freaky evil Necromancers.
Chrono Nexus

02-26-07, 09:52 AM
24. A smokestick with many tindertwigs attached to the head.
25. Tripwire
FrostWolf

02-26-07, 12:25 PM
26. A hankerchef enchanted with prestadigitation. Place it over a plate of food and say a word to change the taste of the food or chill/heat a meal/drink. Wipe a stain/hands/face to clean it. Heck, make up your own uses for this fun little spell!
Rhuxley

02-26-07, 12:59 PM
27. Hand of the mage. Usefull for #15 without needing a special lantern + about 1000 other things.
Bhaal006

02-26-07, 09:44 PM
#28 Spool of endless rope (The Underdark is pretty deep)
#29 Decanter of endless water
#30 Bottle of Air (Underdark again)
#31 Gloves of Storing
#32 Ring Gates
Rulebook

02-26-07, 09:57 PM
#33 - crowbar. its so cool it gets two mentions!
Mooncalf

02-26-07, 11:26 PM
Since everyone else seems to focus on new uses for mundane stuff, let's show a few of my faves...

#34: The magic marker. This short rod casts Arcane Mark when one end touches a surface. Excellent for writing letters, making signs to navigate the labyrinth, personalising your equipment, and doodling on the other party members when they sleep. Can also write invisibly to keep your correspondence secret, or keep the fighter from finding out what his armor really says. 2000 gp.

#35: The mystic grinder. Simply put an amount of precious metals and/or gems into this alchemical/kitchen tool, concentrate on a costly spell component, and grind away, and you've got it! While spellcasters will benefit from it the most (because some components you just don't carry around often), it's excellent when you're bogged down by low-denominator loot, like the agonizing pile of 3,000,000 copper pieces. Just shovel them in and get a handful of diamonds or something that fit the pocket better! 1500 gp.

#36: Musical instrument with Joyful Noise at will. Never have your bard silenced again, and have the spellcasters stand by him to benefit as well. Just make sure you have a competent bard, or you may have unleashed something horrid on the realms. 2000 gp.
Pezix

02-27-07, 12:14 AM
OK guys come on,... you need the most essential itme of them all,... Wiping Rags for when mother nature calls,... Because the astral plane doesn't have any banana leaves my fellow adventure seekers no it does not and your not going ot be doing good making diplomacy checks with a gith when you smell like poo poo.;)
Bhaal006

02-27-07, 12:16 AM
#35 Dwarven Brewmaster, and you all know why(Arms and Equipment)

(I'm not sure why this has't made the list)
FrostWolf

02-27-07, 08:56 AM
OK guys come on,... you need the most essential itme of them all,... Wiping Rags for when mother nature calls,... Because the astral plane doesn't have any banana leaves my fellow adventure seekers no it does not and your not going ot be doing good making diplomacy checks with a gith when you smell like poo poo.;)

See item #26!


#36-Bandages from Heroes of battle. Auto stablizes and only costs 5~10 gold.
Pezix

02-27-07, 10:06 PM
O crap I didnt see Item #26 My bad :confused: ...but ok I got one.

Item #(I forgot what were on) Vermin Bane Candle...(equipment guide)

Cause when your using item #26 for the doo,..you don't want to get bit in the ass so you light one of those puppies off and your set for life...or until it burns out:cool:
Melpomene

02-27-07, 10:16 PM
38. Amulet of Protection Versus Sucking and Dying
Whenever your character would die an ignoble death, they are instead reduced to -9 HP and stabelized.
Minor Artifact, CL20, Faint Abjuration, Strong Deus ex Machina

All adventuring parties should have at least one per person.
Nathreet

02-28-07, 12:20 AM
I copied all valid items into first post. I left out sovereign glue because poster's reasons are invalid: you must hold the two objects together for a full round or the glue will dry without sticking. If someone else posts sovereign glue with a valid use or uses I'll stick it in the list. Some other objects I've never heard of but I just assumed they were legal.
Pezix

02-28-07, 01:47 AM
OK i feel left out of the whole deal now so guess what non of my items were cool but this one I KNOW everyone one of you has made a character with this special little detail....

#39 item: Finger-Less Gloves,... because you just need them!:P
Nathreet

02-28-07, 03:38 PM
OK i feel left out of the whole deal now so guess what non of my items were cool
Whoops. Fixed.

I put everything on the list that was in the rule books or conceivably obtainable without inventing a new magic item (e.g., the rag). If anything's not on the list it's either a made-up item or I forgot to put it there.
kuras

02-28-07, 06:29 PM
I put everything on the list that was in the rule books or conceivably obtainable without inventing a new magic item (e.g., the rag). If anything's not on the list it's either a made-up item or I forgot to put it there.

Universal solvent and the glue are both in the DMG.
Field provisions box is in the minatures handbook.
woodwalker

02-28-07, 07:05 PM
40. twine. this stuff is great!
41. self lighting lantern. this lantern lights its wick when you push a spring loaded button down. the plunger on the button spins a heat treated steel wheel that is touching a piece of flint. this action showers sparks on the wick (think zippo, but a button) you can light this lantern as a free action.
Bhaal006

02-28-07, 08:28 PM
#42 Spider poles, depending on how many you have you can make a tent, a cabin, a cage, a ladder, heck even a Hang-Glider, should just call them Mcguyver Poles.
#43 Grappling Hook
#44 Sack; for holding all those ears, teeth, noses, and other miscellaneous body parts you need to collect bounties that you don't want bleeding all over your rations.
#45 Rations
#46 Spyglass
WalkenDude

03-01-07, 12:24 PM
Running out of a dungeon a few weeks ago in fear of a vampire and many swarms of rats I came up with an idea.

47. Bag-O-Fire

1. A 2' by 2' piece of fishing net
2. 1 Flask of Alchemist's Fire
3. 12 flasks of oil.

Take the Alchemist's Fire/Oil and tie the netting tightly around it. Get within 10' of a swarm, undead, anything you can't seem to kill and doesn't have fly/fire resistance. Throw the Bag-O-Fire in the square the creature is standing in. You get -4 to hit but you only have to hit a 5.

First round 13d3 Damage and the second is also 13d6 unless he got out of the square, if you're fighting swarms though they should still be covered with oil no matter where they move.

For the low low price of 21gp 2Sp and 2cp (2cp all my DM charged me for the netting) you can have bomb that ruin all your DMs low level plans!!
doink1212

03-01-07, 12:39 PM
Running out of a dungeon a few weeks ago in fear of a vampire and many swarms of rats I came up with an idea.

47. Bag-O-Fire

1. A 2' by 2' piece of fishing net
2. 1 Flask of Alchemist's Fire
3. 12 flasks of oil.

Take the Alchemist's Fire/Oil and tie the netting tightly around it. Get within 10' of a swarm, undead, anything you can't seem to kill and doesn't have fly/fire resistance. Throw the Bag-O-Fire in the square the creature is standing in. You get -4 to hit but you only have to hit a 5.

First round 13d3 Damage and the second is also 13d6 unless he got out of the square, if you're fighting swarms though they should still be covered with oil no matter where they move.

For the low low price of 21gp 2Sp and 2cp (2cp all my DM charged me for the netting) you can have bomb that ruin all your DMs low level plans!!

It is an interesting idea but as a DM I would never allow that damage to stack. Just because you have 1 alchemist fire (1d6) plus 12 flasks of oil (1d6). They all burst in the same region giving a slightly big AoE. The cost equivalent would be equivalent buying a lvl 2 spell. So use Flaming Sphere Dmg (2d6). I would say that infact this splash weapon would cover a 10-15 ft area deal 2d6 dmg per round. Not allow a saving throw for the target area but the outer areas get reflex save for half. And it would last 2 rounds + 1/per 2 flasks of oil (max 7 rounds). So essentially it would burn 2d6 for 42 seconds. The smallest this could be is 1 alcemist fire + 2 flasks = 2d6 for 2 rounds. 1 alchemist +12 = 2d6 for 42 rounds.

Note: Low level characters should never deal that much damage. But this is a quite entertaining option for low magic campaigns... and dealing with pesky swarms. 12 vials is certainly overkill, but great for arsen. Enjoy
WalkenDude

03-01-07, 01:34 PM
We had already been chased out of the dungeon 4 times and there wasn't going to be a 5th. Yes, insane amount of damage for a level 4 character but when you need it, its their.
Nathreet

03-01-07, 09:12 PM
a flask of oil already completely covers the square/creature it is thrown in/on. You can't cover something with more oil than what will fit on him. It will either burn longer (perhaps if thickened somehow to keep it from spreading), or it will spread out into a wider area. It certainly won't burn hotter. That said...

48. barrel of oil enchanted with shrink item. 320 pints. Enough to cover a 100' diameter area if spread thin. But we plan on nuking it with a fireball without spreading it out first. So it's up to the DM from there.
TheCarrionCrawler

03-01-07, 10:13 PM
Longspear: ??? I can't believe no one's suggested longspear! It combines all the great benefits of the classic 10-foot pole but it's also a reach weapon. Plus, you don't have to buy one, the party tank can whittle one from a tree branch!

Mummy Mites: a Dragon magazine item. It's a vile of little bugs that you throw at undead. These little buggers devour undead flesh like candy, ignoring living material. If you're without a holy person, this is a good escape tactic to get out of a grapple with a ghoul, vampire, etc.

Holdfast: This is in the Dragon Compendium and it's absolutely fantastic. Get this, it's a Tanglefoot bag secured to a rope. It's a silent grappling hook! It can stick to the side of a wall, ceiling, etc. (I'll try to find the source) It can hold 200 lbs. for 1d4+3 rounds.
Bhaal006

03-02-07, 02:41 AM
#49 Caltrops for slowing down the gaurds while you make your escape
#50 Small steel mirror so you can see around corners
#51 Iron pot for cooking the unfotunate whatever-it-is-you-happen-to-kill
Capt. Pixel

03-02-07, 04:41 AM
#52 Cloak of Shelter (A&E)

A 4-person tent or Leomund's Tiny Hut - all in a single cloak! :cool:
Devlonir

03-02-07, 07:50 AM
#56 your gold pouch! (I mean, it can hold thousands of gold coins and never breaks!)
#57 Healy McCure-me (aka, the party cleric. He can do a lot of things you'd otherwise have to buy stuff for! Only one problem.. he takes his share of the treasure...)
#58 (at low levels) wands of whatever.. (At low levels, a spellcaster becomes useless pretty fast, wands are the best investment a party can make)
dengarbountyhunter

03-03-07, 10:13 AM
I made up most of these. Please comment.

#59: Candle helmet
This otherwise normal helmet features a small point, on which a candle can be planted, and a small cup to prevent the melted wax from dripping on the user’s head. The candle provides faint illumination in a 5 feet radius and burns for 1 hour. A full round action is required to change the candle, and another to light it if no fire source is nearby.
Weight: 2 lbs Price: 15 gp


#60: Sunrod oil
This is a flask full of the substance used to coat sunrods. When the flask is thrown, the surface it hits gives clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which it is burned out and worthless.
Weight: 1 lb Price: 10 gp

#61: Rope ladder
This 10 feet ladder is made of rope with two pitons at both ends. It's much more portable than a wooden ladder, but it can obviously not be leaned against a wall to climb it.
Weight: 6 lbs Price: 3 gp

#62: Folding ladder
This 10 feet ladder is made of wood with three pairs of hinges to fold it into four sections of 2,5 feet. The hinges must be locked in place for safety. It's more portable than a wooden ladder, but one full round action is required to unfold or fold it.
Weight: 23 lbs Price: 10 gp

#63: Coracle shield
This massive wooden shield is nearly as tall as you are, and curved as to be usable as a small boat. It works as a tower shield, but it has a -12 Armor Check Penalty.
It is often propelled by a pole (if the water is shallow), an oar or simply the hands, at the vertiginous speed of 10 feet per round. It is best used to cross a moat or a pond than a rushing river because of its small size and fragility. The coracle shield can carry 300lbs of characters and equipment.
Weight: 45 lbs (I'm using the tower shield weight, I know it doesn't make any sense in real life)
Price: 50 gp

#64: Wire saw
This tool consists of one foot of saw-toothed adamantine wire with two steel rings as handles. It can saw through almost anything of hardness lower than that of adamantine, including but not only steel, rock and wood.
Price: 300 gp Weight: negligible

#65: Periscope
This three-foot long S-shaped tube, made either of metal or wood with two mirrors set inside, is used to see past a corner without being spotted. A successful check (DC 20) is necessary to notice the periscope. Waterproof versions exist; they are often used to stay hidden underwater until guards pass by.
Price: 50 gp Weight: 3 lbs

#66: Stone biter arrow/bolt
These arrows or bolts have thin, barbed adamantium heads designed to plant into a stone wall, but it can plant in any surface with hardness inferior to that of adamantium (trees, iron door, etc.). A small loop just behind the head allows a silken rope to be attached to it. The stone biter can hold as much weight as a piton. As an adamantium weapon, it ignores the hardness of anything less durable than adamantium. The range increment of such an arrow or bolt is halved.
Price: 20 gp Weight: 1/2 lb

#67: Lantern shield
This small hook can be added on the outside surface of a hevy shield or tower shield to hang a bull’s-eye lantern (or a holy symbol) to it. The price of the lantern (or holy symbol) is not included and the total weight of the shield increases by the weight of the fixed item. The only benefit from having a holy symbol on your shield is to show your faith and repel vampires. It cannot be used to cast spells with or turn/rebuke undead when fixed to the shield.
Price: +3 gp Weight: +weight of item

#68 : Weapon tether
A weapon tether is a length of rope or chain that is tied to a light or one-handed weapon and to the wrist. When the weapon is not held, it dangles from the wrist. A dangling weapon can be taken back into the hand as a free action. The weapon cannot be taken off by a normal disarm attack; the tether must be destroyed or taken off in grapple, by winning a grapple check with a penalty of -4 (as with all well-attached objects), then the weapon can be disarmed. Attaching or detaching the tether is a full-round action that provokes attacks of opportunity. It is possible to attack with a weapon dangling from the tether in the same hand, but such an attack incurs a -4 penalty. A dangling weapon imposes a 5% arcane spell failure for a light weapon and a 10% arcane spell failure for a one-handed weapon. A rope tether has hardness 2 and 3 hit points. A chain tether has hardness 10 and 5 hit points and imposes a -1 armor check penalty.
Price: 7 gp (chain), 1 gp (rope) Weight: 1 lb (chain), negligible (rope)

Well... that's all I can think of for now.
jecht

03-03-07, 11:09 AM
#69 Anything Jarlaxle carries

# 70 scabard of blood disposal. If you wanna keep your sword hero-shiny blood is very bad, especially in the scabard
Ozzymandias

03-03-07, 11:27 AM
#71? Marvelous Pigments: Draw all those items listed above (the non-magical ones, that is), or remove a wall in a dungeon, or paint one in, or create a bridge, a statue, a hole, whatever you may need. You just need enough time (and a few ranks in Craft [Painting]).
Nathreet

03-11-07, 12:18 AM
#71? Marvelous Pigments: Draw all those items listed above (the non-magical ones, that is), or remove a wall in a dungeon, or paint one in, or create a bridge, a statue, a hole, whatever you may need. You just need enough time (and a few ranks in Craft [Painting]).
Hey! That's item #1!

I just updated the list in the 1st post. Sorry, I only included items from rulebooks or easily made/found items. If you suggested one of those and it isn't on the list, feel free to speak up. We're up to 52 items. 49 to go!

I left off sovereign glue b/c the original poster provided illegal uses for it. I'll stick it on the list if anyone likes it, even without justification. In fact, the original poster could even say, "I like it anyway" (without further justification) and I'll stick it on the list. With sovereign glue you must hold both glued items together for 1 full round or it won't stick. And you must do so within 1 round of applying or it'll dry before it gets a chance to stick. Hence no sticky traps, etc.
Qube

03-11-07, 04:56 AM
# 53 a (pocket) knife. not as a weapon, but as a practical tool, from cutting ropes to buttoring sadwishes.
Raumz

03-11-07, 06:53 PM
72?. Bag of ever cooking. Place your raw or cold food in this bag and a short while later the food will be heated or cooked. This is useful to cook away bacteria and make a meal more enjoyable.
Nathreet

03-12-07, 04:13 AM
List updated again. This time I mostly fixed the numbering. So, no, I didn't suddenly delete 10 items. Apparently I can't count. I did delete the self-lighting lantern (this isn't in any rule book, is it?). This also means that we have 58 items to go. Nevertheless, it's still a handy list as-is.
Devlonir

03-12-07, 09:08 AM
Alright, a few more (w00t, my gold pouch made the list)

A small notebook & pen To use as a quest log

Masterwork manacles For those times you don't want to risk a use rope check

Clothes for all occassions Useful when not in a dungeon and when trying to disguise yourself.
Threefists

03-12-07, 09:45 AM
Stupid things, I know, but even the mightest of heroes needs them at times...

#55 Chalk: use it to mark your way in a labryinth, grind it up and sell it to a idiotic Goblin as high-quality Dwarven Snuff, make a pretend Summoning Circle to freak out the guards outside your cell.

#56 Pitons and Hammer: Make climbing easier for those in the party without ranks in Climb, wedge open a door or trap, vent your frustrations on a stone golemn and use a humble chain and a second piton (There is a magic one that fuses permanently to whatever rock surface it is embedded in, but only once) and leave it chained to the wall for all eternity as you loot it's room for every last copper....thank goodness it's the rare stone golemn that has intelligence or emotions.

#57 Simple Chain: Use for above and also if you feel like being really mean to the poor sucker you're gonna tie up. Also handy for shackling two sets of manacles together...also handy when you've captured a Goblin and a Kobold and don't feel like standing watch over them....neither can escape without the other, and the day a Goblin and a Kobold work together without stabbing each other in the back is the day Kord dons a frilly pink tu-tu and joins the ballet theater.

#58 Marbles: C'mon, you have to do something while the Wizard reads his books! Also useful for completely humiliating the level 20 Anti-Paladin as he falls on his arse in front of his legion of Demons. Also handy for checking the slope of a dungeon floor, entertaining the local children with some sleight-of-hand and juggling, and handy as make-shift sling-bullets.

#59 Mushroom Wine (or any other form of alcohol for that matter): Dissolves adhesives, morals and can be used as in a pinch as a make-shift barrier by stuffing a rag down the neck of the bottle, lighting it and throwing it over your shoulder, hoping to your favourite Gods that the damn thing works. Also handy for bartering with people to whom gold coins are practically worthless, such as Centaur and Satyr.

#60 Trained Dog: Not only will it sniff out invisible enemies, it's also extremely humours to see aforementioned dog mark it's territory on a sleeping Treant or 'go for the gold' on the prudish Paladin. Can also be loaded a little bit with gear if someone is under a strength draining effect or spell, and makes a handy +2 to survival checks against colds if you snuggle it....house-rule maybe, but it works for everything, not just Dogs. Besides, it's a Dog. Who doesn't want a companion that only wants foods and a scratch behind the ears, and not a equal share of the treasure? (Note, do NOT let the Druid Awaken your animals...Harold the talking Dog "Oh, sure, let the dog go first, he only costs 25 gold, he's replaceable..." *Party turns to Druid* "God damn we hate you sometimes Murphy....*)