
Often times adventurers have to leave the dungeon or ruins in a hurry. They leave behind loot, equipment, & other valuables. Those coming into the dungeon will often find the portables left in the wake of those who came before them. But not every sack has good things in it!

Left unattended for more then 80 rounds or so there is a 40% chance that dungeon vermin such as rot grubs, green slime or worse will be around to investigate & perhaps infect the contents of an adventurer's container.
Larger monsters or humanoids will investigate sacks left around the dungeon & perhaps even leave them out as lures for other humanoids.
1d20 Random 'What's in The Adventurer's Sack' Table - An animated zombie ogre head with two diamonds for eyes. The thing gnashes its teeth together & will bite for 1d6 points of damage. But the eyes & earings are worth 100 gold pieces each. The thing has a flesh melting purple gaze attack for 1d4 points on each eye that can move independently.
- Sack filled with 30 copper pieces that will increase in weight as the copper pieces multiple by 1d20 every seven rounds.
- A gold crown inset with twelve rubies worth 50 gold pieces because of the damage that its sustained.
- The right hand of a hanged man that's been made into a hand of glory. Using this item is considered chaos magic.
- Six hundred gold pieces with the names of sixty four angels stamped on them. They also bare a wizard's mark that can be traced over a hundred miles by a wizard with the appropriate spells. Their occult use is unknown.
- A gold plate head of a kobold sealed with alchemy wax. The eyes of the thing still move & will follow the person holding it. Worth 60 gold pieces to a wizard.
- A portable alchemist's lab in a wooden case but the case is half burnt up & the acids are missing. The alchemy books are intact making this a 20 gold piece item to the right buyer.
- Three sacks full of very angry & aggressive gold bugs.
- A beating orc heart & a necromancer's scroll detailing how to summon the ghost of the thing. 'It knows where the treasure is', according to a note on the scroll.
- The gold plated teeth of some noble worth 20 gold pieces. There is 30% chance they will animate & bite for 1d4 points of damage.
- A solid iron dagger splashed with fairy & Elven blood that smells of urine & lilacs.
- A strange bejeweled puzzle box that is worth 200 gold pieces to a wizard. There is an air of menace around it.
- A solid gold ball worth 300 gold pieces to an alchemist
- The head of a poet & a magic scroll containing three spells from the empire of the Necromancers. Worth together 100 gold pieces to a collector.
- A small jeweled casket containing a weird jeweled amulet. There is demonic writing and symbols. The thing is worth 100 gold pieces as it stands with some occult research the true nature of this piece will make it very dire & dangerous to the owner.
- Seven jeweled kobold eyes made from the reddest of rubies. The eyes will give the owner dark vision when held. They are worth 30 gold pieces per pair. The extra one gives the owner the ability to speak kobold when held.
- A pair of golden candle sticks that have forty two alchemy symbols carved into them. These can be lit to perform certain ritual & rites & so are worth 50 gold pieces each. But a demon & his henchmen are after them & so they will begin following the party who carries these.
- A pair of Chinese vases worth 1000 gold pieces but their very fragile. The sack is a sack of protection & they won't break whist in the sack but don't tell that too the players.
- The carved jade head of a Deep One statue worth 100 gold pieces & there's also a treasure map to an underwater treasure in the thing's mouth.
- A green glowing jeweled orb that radiates evil magic. It will come to life if someone utters the words 'Heavy Metal' carved on the fabric lined wooden case it sits in. The thing is priceless for some reason & cults of evil will kill for it.
- The head of a man with all of the orifices sewn up. The soul of the warrior has been trapped within it. The head will manifest a specter within 3 rounds.
- This sack contains 6 gold sovereigns with the images of the PC's etched into each one. They are otherwise unremarkable.
- A +2 rolling pin made of marble with silver handles is in the sack counts as a club. Works very well against werewolves because of the silver dust that within the pattern of the marble. Worth 60 gold pieces.
- A sack full of Mankins that will attack the adventurer opening the sack. There are six of these little bastards AC 4 , HD 3, Damage 1d6,
- This sack is very heavy. There are two crystal balls that show the doom of the NPC that originally found them. The balls belong to a night hag who will track down the new owner to murder them. They will act as standard crystal balls.
- A sack of magic beans that will begin growing into magic bean stalks that will attack the person opening the bag. There is a small gold statue of a wizard at the bottom of the sack worth 100 gold pieces
- There's a hand of glory at the bottom of this sack.
- A copy of the Necronomicon bound in living human flesh and a dark wizard along with his cult after it.
- 22 pieces of silver along with a wanted poster for some outlaw from Rome.
- A rabbit with very long & dangerous fangs 5 hit points, AC2, Damage 1d8+1 just waiting for someone to open the sack.
Often times adventurers have to leave the dungeon or ruins in a hurry. They leave behind loot, equipment, & other valuables. Those coming into the dungeon will often find the portables left in the wake of those who came before them. But not every sack has good things in it!

Left unattended for more then 80 rounds or so there is a 40% chance that dungeon vermin such as rot grubs, green slime or worse will be around to investigate & perhaps infect the contents of an adventurer's container.
Larger monsters or humanoids will investigate sacks left around the dungeon & perhaps even leave them out as lures for other humanoids.
1d20 Random 'What's in The Adventurer's Sack' Table
- An animated zombie ogre head with two diamonds for eyes. The thing gnashes its teeth together & will bite for 1d6 points of damage. But the eyes & earings are worth 100 gold pieces each. The thing has a flesh melting purple gaze attack for 1d4 points on each eye that can move independently.
- Sack filled with 30 copper pieces that will increase in weight as the copper pieces multiple by 1d20 every seven rounds.
- A gold crown inset with twelve rubies worth 50 gold pieces because of the damage that its sustained.
- The right hand of a hanged man that's been made into a hand of glory. Using this item is considered chaos magic.
- Six hundred gold pieces with the names of sixty four angels stamped on them. They also bare a wizard's mark that can be traced over a hundred miles by a wizard with the appropriate spells. Their occult use is unknown.
- A gold plate head of a kobold sealed with alchemy wax. The eyes of the thing still move & will follow the person holding it. Worth 60 gold pieces to a wizard.
- A portable alchemist's lab in a wooden case but the case is half burnt up & the acids are missing. The alchemy books are intact making this a 20 gold piece item to the right buyer.
- Three sacks full of very angry & aggressive gold bugs.
- A beating orc heart & a necromancer's scroll detailing how to summon the ghost of the thing. 'It knows where the treasure is', according to a note on the scroll.
- The gold plated teeth of some noble worth 20 gold pieces. There is 30% chance they will animate & bite for 1d4 points of damage.
- A solid iron dagger splashed with fairy & Elven blood that smells of urine & lilacs.
- A strange bejeweled puzzle box that is worth 200 gold pieces to a wizard. There is an air of menace around it.
- A solid gold ball worth 300 gold pieces to an alchemist
- The head of a poet & a magic scroll containing three spells from the empire of the Necromancers. Worth together 100 gold pieces to a collector.
- A small jeweled casket containing a weird jeweled amulet. There is demonic writing and symbols. The thing is worth 100 gold pieces as it stands with some occult research the true nature of this piece will make it very dire & dangerous to the owner.
- Seven jeweled kobold eyes made from the reddest of rubies. The eyes will give the owner dark vision when held. They are worth 30 gold pieces per pair. The extra one gives the owner the ability to speak kobold when held.
- A pair of golden candle sticks that have forty two alchemy symbols carved into them. These can be lit to perform certain ritual & rites & so are worth 50 gold pieces each. But a demon & his henchmen are after them & so they will begin following the party who carries these.
- A pair of Chinese vases worth 1000 gold pieces but their very fragile. The sack is a sack of protection & they won't break whist in the sack but don't tell that too the players.
- The carved jade head of a Deep One statue worth 100 gold pieces & there's also a treasure map to an underwater treasure in the thing's mouth.
- A green glowing jeweled orb that radiates evil magic. It will come to life if someone utters the words 'Heavy Metal' carved on the fabric lined wooden case it sits in. The thing is priceless for some reason & cults of evil will kill for it.
Adventuring is a dangerous business & sometimes adventurers have to give in to the effects of Death. They often leave behind more then mere body parts & or a decaying corpse. Space is limited when adventuring so they often take bits & bobs of treasure or relics.

Sometimes its these items that do in adventurers, there is a 60% chance of a relic or other small bauble of being cursed. There is also a 10% chance of this piece of jewelry or sorcerous knickknack having belonged to a powerful wizard or other magical practitioner. Adventurers should tread lightly in the shadow of those who have come before them.

Among some jaded & decedent royals there is a fashion of acquiring these adventurer's baubles & rings for their aesthetic & macabre origin as collectables. These minor magic items often have strong aura of magick & power as the desperation & violence of those who sought them feeds the enchantment of these pieces. Over time with more & more deaths, murders, betrayals, & depraved acts the magick of these items can grow very strong indeed. There is an increase of 10% of the range & a very dangerous chaotic effect to some magic items. See appropriate random matrix coming soon.
1d10 Random Minor Sword & Sorcery Bits & Pieces of Adventurers Table
- A baboon's decaying clawed hand with two jade rings on them. The rings allow the owner to see hidden doors & passages. They also allow the owner to see the aura of those around them & once a day a flash of insight into the motives of anyone within thirty feet of the owner.
- The decaying thumb & fore finger of a man whose finger has a ring with a semi precious gem on it. This ring allows the owner to hear the thoughts of certain wizards of the school of devilry. There is a 20% chance of these thoughts driving the owner mad.
- An earring on the left pinky finger of a woman. The earring allows true sight twice per day.
- A small lady's hair comb that allows the owner to change the colour of their when its run through & to disguise their appearance once per day.
- This strange jade finger cover allows the owner detect poison with dipped into any meal or beverage. There is a command word written in Atlantean on underside that allows a deadly drop of magical poison to be inserted into food once per day.
- This strange finger covering allows the owner to take on the appearance of another within 20 feet for one hour. The whole affair is covered in gore & blood caked around the silver pieces & bits.
- A strange puzzle box is held by three decaying hands & allows one to open a passage into the Inferno once per week. There is demon waiting on the other side of the box for a new fool to open it.
- A weird head covering made of metal allows one to see into darkness with a range of 10 feet & speak with ghosts. The thing rests on a decayed woman's head with a piece of jade secreted in the mouth.
- This wand like device is two inches long is held in the hand of a man wearing a bracelet on the wrist. The device allows one to know if someone is lying to them as it grows warm in the hand. The owner once per day can tell an incredible lie and unless a save vs wands is made the victim will believe them. The bracelet is a ruined charm against demons but has dried demon's blood on it.
- A white jade tiger allows the owner to take on the minor ability of confidence & leader ship when holding it. This piece also has two very pretty semi precious eyes that can see a traitor to the owner once per week & allow the owner to see the fool's aura. It radiates powerful magic & is held in the palm of woman's hand with delicate nails of obsidian.
Often times adventurers have to leave the dungeon or ruins in a hurry. They leave behind loot, equipment, & other valuables. Those coming into the dungeon will often find the portables left in the wake of those who came before them. But not every sack has good things in it!

Left unattended for more then 80 rounds or so there is a 40% chance that dungeon vermin such as rot grubs, green slime or worse will be around to investigate & perhaps infect the contents of an adventurer's container.
Larger monsters or humanoids will investigate sacks left around the dungeon & perhaps even leave them out as lures for other humanoids.
1d20 Random 'What's in The Adventurer's Sack' Table
- An animated zombie ogre head with two diamonds for eyes. The thing gnashes its teeth together & will bite for 1d6 points of damage. But the eyes & earings are worth 100 gold pieces each. The thing has a flesh melting purple gaze attack for 1d4 points on each eye that can move independently.
- Sack filled with 30 copper pieces that will increase in weight as the copper pieces multiple by 1d20 every seven rounds.
- A gold crown inset with twelve rubies worth 50 gold pieces because of the damage that its sustained.
- The right hand of a hanged man that's been made into a hand of glory. Using this item is considered chaos magic.
- Six hundred gold pieces with the names of sixty four angels stamped on them. They also bare a wizard's mark that can be traced over a hundred miles by a wizard with the appropriate spells. Their occult use is unknown.
- A gold plate head of a kobold sealed with alchemy wax. The eyes of the thing still move & will follow the person holding it. Worth 60 gold pieces to a wizard.
- A portable alchemist's lab in a wooden case but the case is half burnt up & the acids are missing. The alchemy books are intact making this a 20 gold piece item to the right buyer.
- Three sacks full of very angry & aggressive gold bugs.
- A beating orc heart & a necromancer's scroll detailing how to summon the ghost of the thing. 'It knows where the treasure is', according to a note on the scroll.
- The gold plated teeth of some noble worth 20 gold pieces. There is 30% chance they will animate & bite for 1d4 points of damage.
- A solid iron dagger splashed with fairy & Elven blood that smells of urine & lilacs.
- A strange bejeweled puzzle box that is worth 200 gold pieces to a wizard. There is an air of menace around it.
- A solid gold ball worth 300 gold pieces to an alchemist
- The head of a poet & a magic scroll containing three spells from the empire of the Necromancers. Worth together 100 gold pieces to a collector.
- A small jeweled casket containing a weird jeweled amulet. There is demonic writing and symbols. The thing is worth 100 gold pieces as it stands with some occult research the true nature of this piece will make it very dire & dangerous to the owner.
- Seven jeweled kobold eyes made from the reddest of rubies. The eyes will give the owner dark vision when held. They are worth 30 gold pieces per pair. The extra one gives the owner the ability to speak kobold when held.
- A pair of golden candle sticks that have forty two alchemy symbols carved into them. These can be lit to perform certain ritual & rites & so are worth 50 gold pieces each. But a demon & his henchmen are after them & so they will begin following the party who carries these.
- A pair of Chinese vases worth 1000 gold pieces but their very fragile. The sack is a sack of protection & they won't break whist in the sack but don't tell that too the players.
- The carved jade head of a Deep One statue worth 100 gold pieces & there's also a treasure map to an underwater treasure in the thing's mouth.
- A green glowing jeweled orb that radiates evil magic. It will come to life if someone utters the words 'Heavy Metal' carved on the fabric lined wooden case it sits in. The thing is priceless for some reason & cults of evil will kill for it.