#junk loot

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  1. A burlap bag containing a dozen assorted doorknobs.
  2. A rather large and dead hairy spider that looks as if someone tried to make a wig out of it.
  3. A small beige oilcloth sack embroidered neatly with the word ‘CHEESE.’ You can smell it from halfway across the room.
  4. An expertly taxidermied rat with a built in candle holder capable of bearing a small tea candle. The mouse is posed as if scurrying
  5. A lump of coal with runes carved into it.
  6. A five pound pyrite (Fools gold) ingot.
  7. A worn minotaur’s nose ring that has been bent and beaten back into shape many times.
  8. A lacquered wooden coin engraved with the holy symbol of a minor God of Random Neutral Domain.
  9. A smooth, flat, black river stone.
  10. A small, tattered canvas sack containing a dozen half-rotted teeth that are as long as a thumb, but are decidedly identifiable as human.

—Keep reading for 90 more trinkets.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. A burlap bag containing a dozen assorted doorknobs.
  2. A rather large and dead hairy spider that looks as if someone tried to make a wig out of it.
  3. A small beige oilcloth sack embroidered neatly with the word ‘CHEESE.’ You can smell it from halfway across the room.
  4. An expertly taxidermied rat with a built in candle holder capable of bearing a small tea candle. The mouse is posed as if scurrying
  5. A lump of coal with runes carved into it.
  6. A five pound pyrite (Fools gold) ingot.
  7. A worn minotaur’s nose ring that has been bent and beaten back into shape many times.
  8. A lacquered wooden coin engraved with the holy symbol of a minor God of Random Neutral Domain.
  9. A smooth, flat, black river stone.
  10. A small, tattered canvas sack containing a dozen half-rotted teeth that are as long as a thumb, but are decidedly identifiable as human.
  11. A single feather hanging from a chain of slender twigs reminiscent of a bird’s nest.
  12. A dull-red, cloth pouch filled with five pounds of finely ground, rust flakes.
  13. A pair of minotaur horns, which were well used by their original owner.
  14. A tangled mess of metal wires fused together with heat and attached to a wooden plaque. It may be a worthless mess of twisted scrap metal or a priceless piece of inspired artwork.
  15. A heavily used hand cranked wood drill that creaks loudly when used.
  16. A foggy hand mirror that when cleaned, immediately fogs back up.
  17. A cracked and weathered hourglass that only has some sand remaining
  18. A battered leather satchel filled with dried red beans.
  19. A fishing hook that cannot be bent.
  20. A large tin canister whose lid is crudely stamped with the word “JURKY”, which contains dozens of sticks of meat jerky. Any creature can clearly identify the jerky as “meat” but as to the exact animal the dried “food” came from, (If it is only from a single species of animal) is impossible to tell.
  21. A battered stone shaped like a heart.
  22. A child’s wooden doll that makes whoever looks at it uncomfortable.
  23. A cloth sack packed to the brim with cat fur.
  24. A cloth sack packed to the brim with dog fur.
  25. A flat, round, dark gray stone speckled with reddish flecks, and about six inches across.
  26. A sewing thimble that, when poked by a needle, will roughly squeeze the bearer’s thumb.
  27. A small brass key.
  28. A hand mirror with a horn handle. Instead of actually functioning correctly, the mirror reflects all creature’s image as a specific bald human of unknown origin.
  29. A very roughly drawn map of the surrounding area. A knowledgeable creature is able to tell that the map is not to scale and is barely useable for actual navigation.
  30. A spindly iron key.
  31. A chipped nautilus shell.
  32. A moth eaten, gray velvet clutch purse.
  33. A fairly convincing but ultimately inaccurate map, with a single red dot marking “You are here”.
  34. An old scratched up lyre, strung with well-worn cat gut strings.
  35. A Random Humanoid Race’s rotting, severed head.
  36. A crudely made staff topped by a small skull.
  37. An uneven, gnarled length of wood from a grotesque tree.
  38. An old and cracked velum scroll whose script has been rendered illegible by the ravages of time.
  39. A simple, springy rod made of twisting vines and twigs.
  40. A rotting wooden goblet filled with a festering brew of pus, blood, wriggling maggots and worms that spill from the froth on the liquid’s surface.
  41. A dusty old pair of half-moon glasses of such a strong prescription that they are unwearable for most creatures.
  42. A cracked glass jar containing a crudely removed bear claw.
  43. A poorly embroidered handkerchief with the words “I love you dad” crudely stitched into it.
  44. A red, child sized, fuzzy blanket that smells of mold and mildew.
  45. A desiccated hoof that once belonged to a large, male elk.
  46. A simple dusty scroll has no marking, seal nor text on it. By all appearances, it is a standard sheet of writing material that is bound by a single hemp thread.
  47. A stone jar of filled with acid. The jar’s lid is badly fitting, and the acid bubbles and froths as it moves. The object’s sole markings are a skull symbol resting overtop of a warning written in Dwarvish.
  48. A bedroll that is covered in a large, dark stain, but is in otherwise fair condition.
  49. A set of crude fishing supplies, including a box of maggots, several bent hooks and a ten foot length of wire.
  50. A set of clothes, appearing halfling in size and design. They appear partially burnt and have a large, black stain on the chest.
  51. A primitive woolen bag filled with bones.
  52. A rough bag full of leaves and stems of an unknown plant.
  53. A crude animal cage. Inside there are two dead rats a dead bat and a large number of healthy maggots feeding on the aforementioned corpses.  
  54. A badly water damaged book whose pages cannot be read.
  55. A set of badly maintained scientific instruments, including a compass, measuring rods, quills and ink. With some repair, they could form a cartographer’s toolkit.
  56. A humanoid skull that has been cleaned and bleached white. It has a large, drilled hole in the center of the crown and several abyssal symbols are crudely carved into the temples.
  57. A long clock hand of dark metal, the end raggedly pointed and stained with old blood.
  58. A dusty glass bottle that still holds a few drops of viscous red liquid.
  59. A page torn from a hymnal book dedicated to a god of war.
  60. A clay tablet with indecipherable symbols.
  61. A padlock that any key can open.
  62. A bundle of crumpled papers, each having a partially completed love poem on them. Most of the words are scribbled out and are illegible, but the intended recipient appears to be a woman by the name of Neurelia.
  63. The skull of a bird with an iron nail driven through it.
  64. A crude wooden mask featuring a head crest of branches. The entirety of the mask is scorched wood and it smells like charcoal.
  65. A beaten crate filled with rotted children’s clothing and old toys.
  66. An alligator skull that reeks of sulfur and bog water. The druidic rune for “Preserve” is carved into the forehead.
  67. A stone statue of a goblin, paper-thin and hollow. If the statue is broken, goblin bones tumble out.
  68. A rusty dagger with a blade that is wildly unsuited for any sort of cutting whatsoever. Dangling from the pommel-nut is a leather thong strung with teeth and walnut shells.
  69. A latticed or deformed stone that’s possibly a meteorite
  70. A malformed doll with a strange leer that wears a sackcloth dress.
  71. A stitched up bear composed of multiple parts from different teddy bears.
  72. A lady’s brush, elegantly carved of ivory with boar bristle. The ivory is stained and cracked, and many of the bristles are missing.
  73. A hefty book full of notes written by many authors and inserted pages from other books. There are bite marks and slashes on the covers and some dirt might slip from between the pages when shaken.
  74. A wizard’s spellbook that was enchanted to repel liquids. Unfortunately, the enchantment is so strong that the pages cannot be written on rendering it completely unusable.
  75. A reasonably shiny pebble.
  76. A plank of wood whose knots and grain, crudely (At best) depict a lesser known deity of Random Domain.
  77. A corroded metal cylinder bearing forbidden writing. The runic script bears little coherence, appearing like mad ramblings about the things beyond.
  78. A set of brass lockpicks that couldn’t possibly fit into any known style of lock.
  79. A sheaf of poorly rendered sketches made by children.
  80. A torn flag of an ancient city long since fallen into ruin.
  81. A dissected and flayed corpse of a tiny fey creature.
  82. A syringe with a squared-off crystal barrel. The plunger, flange, and needle hardware are nickel alloy ornately etched in twining, serpentine coils. Though it has no needle, and the plunger no longer seals, it is finely made, given its age.
  83. A rotting quarterstaff made of oak wood. The staff has grips wrapped in slimy brown ape skin.
  84. An old pair of trousers that are almost entirely made of patches and stitches, having been kept in service long past their time.
  85. A crooked rod of dark wood with a possum skull lashed to the top.
  86. An antique sword, rusted to its mildewy scabbard.
  87. A length of heavy rusty chain, entangled in an impossible knot.
  88. A thick waxy candle the colour of sickly pallid skin. When burned, the smoky odor of roasting ghoulflesh fills the room, ideal for setting the mood for foul necromantic rituals, preparing volunteers for human sacrifice, and all manner of depraved acts involving corpses.
  89. A large bird’s nest that has human finger bones woven into it.
  90. A thick shirt of coarse brown horsehair.
  91. A small leather pouch containing a double handful of seemingly fresh tree nuts, still in their shells.
  92. An ugly gray wine skin, heavier than it looks, sloshes and gurgles in response to any movement.
  93. A large, cast pewter vial containing a quantity of strangely textured sand. It clumps and sticks in a single doughy mass.
  94. A piece of parchment bearing an unusual symbol drawn in iridescent green ink.
  95. A long and tangled piece of twine with tiny brass bells knotted into it every few feet.
  96. A dingy, brown leather collar with a sea serpent branded along its length is stuck on a jagged piece of splintered wood.
  97. An intricate and spiky ball of cat and rat whiskers.
  98. A heavy shot glass with a cat’s face carved into the bottom.
  99. A copper coin with a small hole drilled at the top and attached to a long length of fishing line.
  100. A small, stained sack with a crudely painted figure of a halfling on the side. Opening the sack releases an odour that invokes tears and gagging to those nearby. The sack itself contains a number of crude items designed to disguise a goblin as a halfling. Laying the kit’s inventory out on the ground, you assess its value as a tool for subterfuge and determine a figure of zero. The wig leaves an odor of wet dog on your hands. The goblin disguise kit contains the following items: a chopped and damp wig made from worg fur, flesh-toned paste that burns when applied, a set of incomprehensibly disgusting false teeth, a canvas tunic with a poorly painted “shirt front,” and a pair of greasy gloves.

—Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working. 


-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 131 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.


-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.


-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.

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-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.

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-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than standard armor but weaker than a +1.


-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon’s hoard.

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-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.  

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-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table


-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.

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- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.

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-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.

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-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer’s necklace mark them as a creature to bestow quests upon.

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-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.

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-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.

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-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.

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-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table

-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses

-Random Weapon + Random Masterwork Weapon Bonus.

-Random Unique Weapon + Random Masterwork Weapon Bonus.


-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.

-Random Weapon + Random Minor Weapon Enchantment.

-Random Unique Weapon + Random Minor Weapon Enchantment.


-All Unique Minor Magic Weapons: A collection of weapons of artifact level  flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks. 

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-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.

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-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.

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—Keep reading for all reference and resource tables.

-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.

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-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.


-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.


Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.


Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.


-All Mottos: Whether they’re called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character’s motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.

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Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.


Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.


Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot. Rollable Random Weapons Table.

-Random Sword Table


-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.


Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.

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