Saturday, 29 June 2019

Shopping in Infinigrad, Part 3: d100 Weapon Mutations

This d100 table is designed to differentiate between the stock of weapon sellers, giving reason and interest to visit on merchant over another. A merchant could specialize in one weird type of weapon, or perhaps several mutated items of stock. Alternatively you could use the table to generate minor magic items.

Consult the posts below to work out what the deal is with the merchant selling these weapons:

https://lizardmandiaries.blogspot.com/2019/02/shopping-in-infinigrad-part-2-d100.html

In my game weapon damage is determined by the person wielding said weapon, though each major weapon type has it's own peculiarity, noted below:
Dagger: Damage die is lessened by 1 (ie, a d6 becomes a d4), but can attempt a second attack a round with Disadvantage.
Sword: + 1 damage against foes in armour lighter than medium.
Mace/Club: +1 to hit against foes in armour medium and heavier.
Axe: Damage  die is increased by 1 (ie, a d6 becomes a d8), automatically fails initiative tests (always take action after opponents).
Pole Weapon: First attack when entering combat is tested with Advantage and does double damage, once engaged with a foe in melee combat all attacks are rolled at Disadvantage (unless the inherent unwieldiness of the length of the weapon is overcome).
2 handed: Already has rules in “The Black Hack”. Use them.
Sling: Ranged, damage die is lessened by 1 (ie, a d6 becomes a d4), can concuss appropriate un-helmeted targets for d4 rounds by making a successful attack at Disadvantage. Concussion attacks do no damage.
Bow: Ranged.
Crossbow: Ranged, damage die is increased by 1 (ie, a d6 becomes a d8). Once fired, a round must be spent reloading the crossbow before it can be fired again.

For more weapons, possible for sale by merchants try these: https://lizardmandiaries.blogspot.com/2017/04/32-vaguely-eastern-guild-dog-weapon.html



d100 Weapon Mutations: 
  1. Blade or point is oversized and massive, unwieldy but deadly. 
  2. Restores health to the wielder when it damages others. 
  3. Perfectly weighted with internal liquid metals to land precise blows. 
  4. Minimizes pain while maximising damage. 
  5. Weapons capture a tiny part of all those they injure. 
  6. Incredibly pleasurable to wield, especially when inflicting pain on others. 
  7. Can omit light on command, through either runes or encased radiation. 
  8. A simple psychic message can be transmitted to those wounded by the weapon. 
  9. Can float at will, following its owner. Cannot be wielded this way but is useful for transportation.  
  10. Weapons are particularly inept in the mundane physical world, but are impressive at damaging magical, theoretical and hypothetical entities.
  11. Weapon keeps itself eerily clean and sharp. 
  12. A variety of secret, or not so secret, compartments are interlaced throughout the weapon. 
  13. Weapon is magnetic in some way, not necessarily to metals, but more than likely attracting a more arcane or esoteric material. 
  14. Weapons are the retired arms of a feared, cursed and extinct martial guild. They are well feared but stigmatized.
  15. Weapons each have a conscious soul that slowly reveals itself through psychic communication the more death the wielder wroughts. 
  16. Made of recycled golem parts, often lending them an aspect of automation. 
  17. Blade or points are made of glittering, shimmering and mesmerising crystal of unmatched sharpness. 
  18. The parts of beasts are imbued within the weapon, teeth, bone and claw all wrap and splay menacing. 
  19. Can easily be thrown to cause ranged damage. 
  20. Weapon has tiny, automated limbs that allow it to automatically cling to the wielders body. Weapon can also trot along the ground of its own accord. 
  21. Compact and streamlined, very easy to conceal. 
  22. A hive of parasites live within the weapon, feeding from the pain, blood and suffering of those damaged by weapon. 
  23. Made of sharp, strong crystal. 
  24. Blunt, but effective at causing those damaged by them to lose consciousness. 
  25. Highly visible and threatening, the manifestation of a menacing threat.  
  26. Carved of bone and are haunted by the ghosts of their owners. 
  27. Incredibly cheap but dull and break very easily.  
  28. Weapons are an organic life form that fuses with the wielders body, adding to their effectiveness but dangerous to remove.  
  29. Weapons are the discarded implements of a forgotten cult, using them vivifies a dormant deity.  
  30. Come with a lizardskin sheath or case that imbues the weapon with toxin.
  31. Gilded and encrusted with gems, possibly fake. 
  32. A lurid display of rainbow coloured metals and technicolour dyes. 
  33. Inlaid with living eye/s and can be wielded remotely through the concentration of the user’s mind power. 
  34. Records the death sounds made by those slain by the weapon. A mechanical mouthpiece can replay these at will.  
  35. A molten core can be fed gems to empower and invigorate the weapon. 
  36. Weapon absorbs the blood of those damaged by it, which reddens its blade over time. 
  37. Tiny preserved monsters are encased in the weapon, haunting it with unnatural power. 
  38. Weapon is particularly thin and spindly, excellent for puncturing internal organs but ineffective at general wounding. 
  39. A small sacrifice is required to be made to the weapon each day or its effectiveness is limited. If ritual observed, it is effortlessly deadly.  
  40. Made of living materials, the weapon takes on a feature of the more significant beings it slays. 
  41. Weapon blesses its wielder when they use it to slay a being.  
  42. Weapon only allows itself to be wielded by those it judges as worthy. 
  43. Grudge bearing weapon that does extra damage to any being that injures its wielder. 
  44. Will not damage targets of a certain alignment, but will do double damage to targets of another alignment. 
  45. Amalgamated components of once destroyed weapons, combined into an ugly but effective whole.   
  46. Made of a caustic solid that spreads burning, bubbling rot from wounds. 
  47. Employed with elaborate harness system that allows the weapon to be directly attached to the wielders body. 
  48. Cumbersome and heavy plated, but gives the wielder extra combat protection. 
  49. Excels at dispatching a specific beast or being, much less effective against other entities. 
  50. Designed to crack, break and dissolve armour and plating, much less effective against flesh.
  51. An overabundance of spikes, blades, points and other damage causing points. 
  52. Causes horrific mutilation when it delivers major wounds. 
  53. Using the weapon causes permanent marking or branding to the wielder. 
  54. Cuts through flesh like a hot blade through butter, but is incredibly effective against armour. 
  55. Replete with decorations of a certain beast or monster. Imbues the wielder with a certain aspect of that which is pictured. 
  56. Weapon is a warped combination of two major weapon types. 
  57. Weapons have been harvested fully grown from some mutated weaponcrop producing flora. 
  58. Can be somewhat reshaped to suit the wielders needs. 
  59. The spirit inhabiting the weapon refuses to allow the weapon to be used in violence unless in self defense. 
  60. Weapon is dangerous to use, causing additional damage to targets but possible hurting its wielder 
  61. Spilling enough blood and killing enough beings with the weapon results in the birthing of a blood, pain or death golem. 
  62. Can easily be set alight for short periods of combat. 
  63. Equipped with a single, refillable, charge that can explode the tip of the weapon on command. 
  64. Cracks, breaks and crumbles targets struck. 
  65. A system of internal veins and tiny pipes allows the direct injection of implanted oils into those struck by the weapon. 
  66. Weapon can clawlike seize and hold targets.
  67. Has a multitude of blades or points, allow additional points of contact for damage. 
  68. Weapon begins to hum, mutter and vibrate unnervingly when it has too long not tasted blood.  
  69. Weapon is accompanied by a beast like familiar, either organic, golem or automaton. 
  70. Blade or edge terminates in sharp claws that allow the weapon to be implanted within target’s flesh. 
  71. Crafted in the likeness of a beast, the essence of that beast is imbued within the weapon (turtle for protection, shark for rending, bird for swooping, etc) 
  72. Once per day the weapon can make a copy of itself, which will disintegrate under the slightest of pressures. 
  73. Damage by the weapon is very hard to heal, the wounds caused by it slowly opening themselves after the fact. 
  74. Mutated things grow out of wounds caused by the weapon unless treated. 
  75. Weapon is particularly adept at removing limbs. 
  76. Incredibly sensual, curving and organic. Ribbons of toosoft silk flow from handles. 
  77. Weapon is connected to the wielder by a sturdy chain, allowing it to be swung, thrown and retrieved. 
  78. Weapon is very adept at breaking bones, but not as good at causing wounds. 
  79. A supply of bubbling liquid metal in the core of the weapon either inebriates or puts to sleep a target once a day. 
  80. Does more damage, but breaks very easily. 
  81. Made of some cursed ore dredged too deep from the earth. 
  82. Made of a hive of impossibly durable and slow moving beetles, allowing the slight transformation and modification of the weapon’s shape and function. 
  83. Blade, point and handle are all incredibly beautifully wrought and sculptured, each weapon a piece of art. 
  84. Runes and writing etched into the weapon, they are only visible/readable when drenched in blood, revealing a horrible secret. 
  85. Grotesque or diseased fruit grows out of all slain by the weapon. 
  86. Miniature portals to the lower depths open when a target is slain with the weapon. 
  87. The weapon grows, just a little, with each being it kills. 
  88. Weapon is doubly slow but doubly powerful. 
  89. Accompanied with a scroll that magically records the details of all those damaged/slain by the weapon. 
  90. Killing with the weapon either ages or makes younger the wielder. 
  91. Weapon is much more powerful when it slays in the presence of holy beings. 
  92. Causing damage with the weapon inflict pain upon the wielder. 
  93. Those struck by the weapon are inflicted with a very minor curse for a short period of time.. 
  94. A relic of order is housed within the weapon, making it effective against beings of chaos. Or vice versa.  
  95. The shadow of the weapon can also cause damage. 
  96. Those slain by the weapon experience a final death, no resurrection or rebirth possible. 
  97. Must destroy other weapons, or rots away in usefulness. On breaking another weapon is imbued with additional power. 
  98. Will magically pilfer items of minor value from attacked target. 
  99. Weapon looks like a destroyed wreck, but is actually quite effective. 
  100. Spreads disease, all those struck with it risk becoming infected. 




Tuesday, 11 June 2019

d4 Magic Robes (from Infinigrad)

My campaign had my players working for a guild of boat faring eyeman whose trade was the production of magic robes (said eyeman can be encountered in the PDF adventure available here: https://lizardmandiaries.blogspot.com/2018/08/pollute-elfen-memory-water-infinigrad.html). As such, they were getting magic robes as mission rewards for quite a few sessions. Here are four of them: 

1) Robe of the Red Dawn: A fiery scarlet cowled robe. It shimmers and glints as it catches the light as lively red veins of a mineral material are imbued within the cloth.
Due to presence of actual mineral and metallic materials, the robe is both heavier and more cumbersome while being more protective than most (14 AC, -1 DEX when worn).
It rousing colours and sun inspired patterns enliven the nearby compatriots of the wearer (+d4 HP when Nearby, limit of d6 individuals can be granted this bolstering effect at one time).

2) Robe of Union: A robe of large white feathers, trimmed with wood braid trimming that is clasped with rings of gold. When donned, the wood braiding will fuse with the base of the wearer’s skull. Fresh green shoots will, somewhat painfully (d10 damage), penetrate the brain. This melding empowers the wearer’s sense of smell (Roll smell related checks with Advantage). The Robe of Union also grants a vision of past events linked to intense, powerful smells (for example a murder featuring a disemboweling). To be granted visions of smelly past events, the wearer must complete a successful WIS test (this can attempted once per site). The feathers of the robe bristle rudely in the presence of unsavory smelling individuals.

3) Robe of the Mutavault: A constricting robe, green and silver, metallic sheened. Emeralds gild the hem and stitching. It straps to the body with metallic clasps. (-1 DEX, +2 AC). Once per day, the wearer may transform into a horror. The size of the horror is as big as the biggest living organism the wearer can currently see. The horror will generally resemble a tangle of tentacles, teeth and beaks. (HD and attack bonus will reflect size). To restore normal form the wearer must somehow restore order, or increase order in the reality around them. Otherwise they are trapped forever in their new form.

4) Oktera Wraps: Stained linen wraps, like mummy bandages. Makes you feel slightly lighter when wearing them, maybe you can jump a bit higher and run a little longer.


Thursday, 6 June 2019

Ashen Tumble and The Pit House (1 Page Suburb and Dungeon)

What follows is a PDF one page suburb and dungeon from my city setting, Infinigrad. The suburb is built around the dungeon, which is a one page dungeon I put together a year ago or so but never shared on this blog. I plan on putting a couple more of these together in the nearish future, all leading towards a dungeon that is deeper below this part of the city. Download the PDF below, Enjoy!

"Ashen Tumble: A once grand haunt of many an alchemical guild. Turned to semi-ruin due to over experimentation and evacuation of salubrious guilds. Dust cakes the cratered road, detritus piles up against the walls and breeds in alleyways, papers scrawled with unintelligible script waft through the air."


https://drive.google.com/file/d/1fyU1zY_J7VsgFZkfbHBlJIvHK_5YqtAA/view?usp=sharing

For those interested, I used the following tools to put Ashen Tumble together:

You can also buy a fullly fleshed out Infingrad Suburb, The Angel's Burial Ground, here: https://lizardmandiaries.blogspot.com/2019/02/new-release-angels-burial-ground-suburb.html




Monday, 11 March 2019

Mapping Infinigrad: Suburb Map Generator.


I've been using my random dungeon visual generator to create suburb maps for a while now (details here: https://lizardmandiaries.blogspot.com/2018/05/dungeon-generator-as-suburb-generator.html). I decided to update this and create a specific suburb map generator.

It's a two table system, one for roads, one for buildings.

Table 1: Roads. 

Connect the pieces you get as you see fit. Add your own artistic flourishes. Generate the road grind of the suburb.

Table 2: Buildings. 

Fill in the blocks you created with the road table with buildings. The doors are a suggestion only, buildings could have more doors/doors on different walls. Combine separate buildings into bigger buildings for high density areas.


You should get something like this:


Stock any suburbs you generate with this table: https://lizardmandiaries.blogspot.com/2018/05/suburb-generator-stocking-buildings.html


Saturday, 9 March 2019

Bodification Spellcasting (For Guild Dogs and Others)

A school of magic native to Infinigrad. Access to the school is normally granted through the consumption and digestion of a inherently magical material. Bodification wizards make incredibly useful guild dogs. 

Bodifcation wizards are essentially the Fantastic Four as one person.

Important: Each time a bodification wizard gains access to a new level of spells (getting a spell slot in this new level due to a character level up for example), a randomly determined spell from the previous level spell list is permanently applied to the bodification wizard. The exact effects of this are determined by the GM. 

1
Lengthen limb: Target set of caster’s own limbs increases in length up to 2 feet per level for 1 hour.
Detach eye: Caster’s eyeballs detach from head and float independently for d6 rounds per level.
Keratin overload: Target’s nails and or hair grows up to a foot per level.
Mould hand: Caster’s own hand can be moulded into any shape, retaining the same amount of mass. Lasts caster level hours.
Shed skin or hair: Caster sheds entirety of current hair or skin. This grows back instantaneously as a colour of caster’s choice.
2
Elemental hands: Caster can transmogrify their own hands into any element they have experienced damage from. This lasts d6 rounds times caster level.
Enlarge body: Caster increases their own overall mass by 10% per level. Caster can determine the distribution of this new mass. Lasts caster level hours.
Shrink body: Caster decreases their own overall mass by 20% per level. Lasts caster levels hours.  
Exaggerate features: Caster increases a distinct and specific region of their own face by 20% per level, generally accompanied by  biological improvements such an increase would bring. Lasts caster level hours.
Mould body: Caster’s own body can be moulded into any shape, retaining the same amount of mass. Lasts caster level hours.
Empower hands or feet:  STR or CON tests involving own hands or feet (caster chooses at casting) rolled with Double Advantage for d6 x caster level rounds.
Shed limb: Caster painlessly sheds an own limb of choice, it grows back in 10 days minus caster level.
3
Strengthen limb: STR or CON tests involving own legs and feet or arms and hands (caster chooses at casting) rolled with Double Advantage for d6 x caster level rounds.
Flatten: Caster’s own body mass is flattened out, resembling an inch high pancake. This form can creep along flat and vertical surfaces. Lasts caster level hours.
Fatten: Target’s body is burdened with ungainly fat stores. An additional mass of 20% per caster level of pure lard fills the target’s body for d6 x caster level rounds.
Summon limb: Caster grows a fully functional additional limb of choice on their own body. Lasts caster level hours.
Change visage: Caster warps, transforms and changes own facial features (eyes, fur, teeth, shape, etc). Can change 2 features per caster level, lasts caster level hours.
Change skin: Caster permanently transmogrifies own skin to a material of choice. Must have a handful of said material which is consumed in the casting. Appropriate advantages and disadvantages of the skin applied by the GM.
Mould other: Target’s body can be moulded into any shape, retaining the same amount of mass, by the caster. Lasts half caster level hours. Target must be willing or retrained for this process to be effective.
4
Limb Morph: Caster transforms own limb of choice into inanimate object of choice. Object must be held during casting, and is consumed in doing so. Transformation lasts until dispelled by caster.
Elemental body:  Caster can transmogrify their own entire body into any element they have experienced damage from. Lasts d6 rounds times caster level.
Detach hand or foot: A target’s specific hand or foot is removed from their body for d6 x casters level rounds. Target still has control of removed appendage. Caster may remove their own hand or foot, having remote control over the appendage for caster level hours.
Harden skin: Increases AC of target’s skin by d6 for d4 x caster  level rounds. Does not stack with armour.
Regrow lost limb: Target painlessly regrows a lost limb that is fully functional.
5
Multiply body: Caster summons half their level rounded down copies of their self for d4 x caster level rounds. They are in complete control of each copy and can operate each copy in unison.
Full contortion: Caster’s body takes on the aspect of an incredibly durable and flexible rubber like material. They may stretch themselves up to d6 x caster level body lengths in distance and gain caster level bonus to AC.
Summon extraspecial limb:  Caster grows a fully functional additional limb or appendage, alien to their natural body form. This may be a wing, tail, antennae, claw, etc. Caster must be holding a severed example of this limb or appendage which is consumed in the casting. Lasts caster level days.
Creeping form: Caster’s body transforms into thousands of grains of flesh that bubbles along like slime for caster level hours. Even if an abundance of flesh grains are destroyed, as long as one grain still survives the caster will return to their regular form when the spell expires.
Shed sentient limb: Caster sheds own limb to summon an independent homunculus. Caster has full command of the homunculus for caster level days (at which point it withers and dies). homunculus takes on aspect of limb shed and has attributes equal to d8 + caster level.
6
Liquefy: Caster’s body transforms into a controllable liquid, of a viscousness malleable by the caster. Damage may come to the liquid but as long as one drop still survives the caster will return to their regular form when the spell expires. Lasts caster level hours.
Detach head: Caster’s own head detaches from neck and floats independently for caster level hours.
Full morph: Caster can visually transform their own body into to take on the appearance of something else that they have seen in their lifetime (may require a WIS check to properly recall the form). The spell’s effect is purely visual. The spell does not affect size, so whatever form is chosen will appear as generally the same mass as the caster. Lasts caster level hours.
Gastric laboratory: Caster may reproduce any biological matter they have eaten at least a handful of in their lifetime. This material is regurgitated from their mouth but will be of a clean and pristine condition. Material is produced instantaneously and at a volume equal to caster level stomach fulls.
Absorb ability: Caster may permanently steal an inherent ability from a dead creature. Only a single distinct ability is stolen and the creature must be of a lesser HD than the caster’s level. New ability is finalised with GM. Casting this spell permanently reduce the casters HP by d4.
7
Gas form: Caster’s body transforms into a controllable cloud of gas. Gas may take on additional properties that have been personally experienced by caster (damage, inebriation, hallucination, etc). The caster is invulnerable (other than damage from flame) in this form, but is somewhat limited in their ability to interact with the physical world. Lasts caster level hours.
Army of 1: Caster summons caster level plus d10 copies of their self for d6 x caster level rounds. They are in complete control of each copy and can operate each copy in unison.
Gastric mine: Caster may reproduce any mineral matter they have eaten at least a spoonful of in their lifetime. This material is regurgitated from their mouth but will be of a clean and pristine condition. Material is produced instantaneously and at a volume equal to caster level handfuls.
Permanent parasite: Caster permanently sacrifices 1hp to summon a parasitic worm from their own flesh. This worm can attempt to install itself within a host (requiring the host to fail a CON test). Once the worm is installed within a host, the caster may freely siphon HP from the host to restore their own current HP pool. The parasitic worm has 1HP and can easily be killed.
Clone self: Caster permanently sacrifices  d6hp to summon a level 1 clone of themselves. This clone has d6 + caster level for all attributes and is under the direct control of the caster. It can grow in experience and levels the same as any other PC.

Army of One.

Sunday, 3 March 2019

Alignment dependent "What does the NPC do?" table


When a party member makes a non-trivial request of a NPC roll on the following table. Consult the column appropriate to the alignment of the NPC. 

PC’s may try to change the mind of the NPC by threatening, cajoling, tricking, etc. If this response is reasonable, the PC can do a CHA test. If successful, the NPC result is reduced by one. If a failure, NPC result is increased by one.

D6
Chaotic
Neutral
Lawful
1
Will noisily and gleefully assist party, joined with any cronies at hand.
Will assist party and encourage others to do the same.
Will assist party after getting approval from a superior.
2
Will assist party as long as upset and disorder are being caused.
Will assist party.
Will assist party as long as no rules are broken in front of them.  
3
Will deny assistance to party without them first lavishing a gift, or providing a favour.
Needs further encouragement to assist.
Will deny assistance to party but not stop them unless rules are broken in front of them.  
4
Will agree to assist party, then wait for an inopportune time to spoil their plans.   
Will stop party without some encouragement.
Will deny assistance to party and immediately report the incident to a superior.
5
Will agree to assist, leave and come back with cronies, intent on stopping party.
Will deny party the request and attempt to stop them.
Will deny assistance to party, and demand they leave the vicinity immediately. Will forcible ensure they leave.
6
Will attack party (physically or verbally).
Will deny party the request and attempt to stop them, encouraging others to do the same.
Will attempt to capture party and have them be questioned by a superior.


Also, Here is my reaction roll table:

d12
Reaction:
1
Kind and Helpful - will assist
2
Friendly and affable - will somewhat assist
3
Polite and pleasant -  leaning towards assisting depending on PC’s actions
4
Brusque yet  reasonable - reaction is dependant on PC’s actions
5
Undecided but calm - reaction is dependant on PC’s actions
6
Undecided but peeved - leaning towards attacking depending on PC’s actions
7
Cool, aloof and disinterested - may attack
8
Rude and impatient - willing to attack
9
Mocking and deriding - willing to attack
10
Vicious and spitting - wanting to attack
11
Threatening and aggressive  - wanting to attack
12
Bloodthirsty and attacking

This initial reaction may sway the severity of the results of the "What does the NPC do" table.

Additionally, CHA bonus or penalties should apply to this reaction roll table, so those with a +3 CHA bonus will only ever get the reaction of "Mocking and deriding" rather than "Bloodthirsty and attacking" and vice versa.

Thursday, 28 February 2019

Shopping in Infinigrad, Part 2: d100 Small Trade Goods

To get a small trade goods store, combine the following d100 table with the "D100 What's weird about the store" table found here: https://lizardmandiaries.blogspot.com/2019/01/shopping-in-infinigrad-part-1-d100.html

Also, a merchant may deal in d6 (or d4 - d20) different types of trade goods - depending on the size of their premises.


d100 Small Trade Goods:

  1. Medical supplies, herbic and dustular.  
  2. Healing and poisoning potions.
  3. Protective charms, necklace and ring based.
  4. Lock boxes, with keys.  
  5. Religious paraphernalia (Robes, censers, relics, etc).
  6. Candles and lanterns.
  7. Blank books.
  8. Sedative tinctures.
  9. Bed rolls and transportable cots.
  10. Gas canisters, healing and harmful.  
  11. Cleaning equipment (Brooms, mops, buckets).  
  12. Wind powered contraptions, roll on this table again to see what they do.
  13. Jars, all sizes.
  14. Masks, for work and pleasure.   
  15. Instruments.
  16. Spirit servants that definitely exist.  
  17. Lightweight menial golems (Leather, wood, etc).
  18. Harnesses for man and beast.
  19. Symbiotic crystals,  roll on this table again to see what they do.
  20. Navigation tools.
  21. Tiny tools for working with contraptions (and locks).
  22. Cats, dogs, and other small beast pets.
  23. Pipes and pumps. Barrels too.  
  24. Contraptions of glass, light and flame, roll on this table again to see what they do.  
  25. Spices, exotic and plain.
  26. Farming tools, rudimentary.  
  27. Medicinal foodstuffs, mostly with obscene properties.
  28. Costume supplies.
  29. Tableware, metal and stone.
  30. Toys and Novelties, for both children and adults.
  31. Semi-precious stones.
  32. Jewellery.
  33. Sleep paraphernalia (dusts, beddings, pillows, etc).
  34. Chests, ornate and mundane.
  35. Tools for slaving (whips, collars, etc).
  36. Hand mirrors.
  37. Blood or flesh, in sacks and jars.  
  38. Sacrifice equipment (knives, restraints, idols, etc).
  39. Coffins, gravestones and other funeral supplies.
  40. Decorative metal ornaments (for placement in the home).  
  41. Seeds, mundane and exotic. .
  42. Tattooing, supplies and service.
  43. Mutation canisters, mostly minor and cosmetic.
  44. Shamanic reagents.
  45. Aphrodisiacs and sexual prowess enhancers.
  46. Perfume, to allure, disguise and detract.
  47. Servile homunculi.
  48. Psychedelics (edible, smokeable, drinkable).
  49. Bottles of illusions.
  50. Mental and physical accelerants (in dust and herb form).  
  51. Prayer and curse books.
  52. Scavenging equipment (Long poles, hooks, etc).  
  53. Fake limbs for men and beasts.
  54. Weighing devices.
  55. Butchering supplies (Cleavers, salt, aprons, etc).
  56. Cleaning acids, in metal barrels.  
  57. Steam powered contraptions, roll on this table again to see what they do.
  58. Keys and locks.
  59. Cages.
  60. Devices of sight (Lenses, telescopes, etc).
  61. Flint, steel and other fire starting equipment.
  62. Fire wood.
  63. Flasks of oils.
  64. Small bombs and fireworks.
  65. Spades, picks and other earth working tools.
  66. Hammers, chisels and other stone working tools.
  67. Psychic tethers and anchors.
  68. Wheelbarrows and wheeled boxes.
  69. Incense and other mystic burnables.
  70. Petrified and preserved beast parts (with invigorating properties).
  71. Ink, paper and other writing equipment.
  72. Water beasts in small glass bowls.
  73. Insects in boxes.
  74. Disguises and costumes.
  75. Stage props.
  76. Wine and beer.
  77. Robes and other silken attire.
  78. Books, roll on this table for a subject.
  79. Wooden idols.
  80. Chains and rope.
  81. Traps for beasts, small and large.
  82. Alchemical reagents.
  83. Geodes and other appealing un-worked stones.
  84. Potted plants.
  85. Secrets, written in caged, locked books.
  86. Miniature shrines, monoliths and other religious worked stone.  
  87. Magic scrolls imbued with cantrips, roll on this table for ideas of what they do.
  88. Contraptions for tracking time.
  89. Disposable summoning portals that dredge small beasts from the lower depths.
  90. Antiques and curios, harvested from a nearby suburb. 
  91. Tools for the upkeep of weapons (sharpening stones, oil, etc).
  92. Broken things, mostly junk.
  93. Items designed specifically to upset the sensibilities of a nearby temple.
  94. Plain, honest clothes.
  95. Contracts for minor vile deeds (completed by indebted scoundrels).
  96. Tools for breaking and entering (crowbar, lock picks, grappling hooks).
  97. Tools and chemicals for corpse preservation and disposal.
  98. Diseases in vials.
  99. Bones, often of ritual importance.
  100. Headwear (hats, eye glasses, etc).