Looting the looters (my group stay out!)

Weaponry

Drow - A host of their +1 to +5 Non-magical adamantium Underdark weapons, which lose all bonuses once exposed to sunlight.

Svirfneblin - Non-magical, better-than-Masterwork weapons which are not only +1 to hit, but also +1 to damage, and appear no more than Masterwork, at best.

Ghouls - Claws: Quadrabladed plates which fit over the backs of the hands, and deal 1D4+3 Slash/Pierce damage, x2 on a 19-20, light weapons. Generally made of bone. Some magical versions might exist, which meld to the wearer's hands, when worn. Non-magical versions have a wrist cuff at the rear and a metal strap at the front, which fit over the hand. A Monk might (at the GM's option) be able to combine this with an Unarmed Strike. It is a Simple Weapon, similar to a Push-dagger.

Giant - BIG morningstars!
 

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Books, etc.

1) An enormous spellbook, containing only ONE spell (well over 1,000 pages). The spell is entitled "Modron-March"!

2) Secrets of the Worm - A dark & vile text of typical Ghoulish sort, with vile spells and high loss of Sanity. Slight evil aura.

3) De Vermis Mysterious - An older, Draconic version of the same text. It is even worse! Many papes appear to show the marks of tentacles. Strong evil aura.

4) Books of the Dead - In many, many volumes, this "book" purports to list every Ghoul ever added to the ranks since Imbindarla invented them... Of course, this includes only those added through ceremonies, not the more... normal... means!

5) Secrets of the Black Gate - All about what Kelharin was guarding, why, and what use it was/is to ghouls and Imbindarlians, in general!

6) R'lyeh Gazeteer - Maps to some island...

7) Astronomy for Ghouls - All about how to view the stars from underground (including spells), as well as tables for determining when they are "right" for various evil rites.

8) Deconstruction of the Mind - At first appears to be merely a text on the rotting of the Ghoulish brain, but later chapters reveal how to instruct carrion worms to gnaw, in order to release new powers. Oddly enough, Nolin will find many of the spells that he has developed, himself, contained within the latter chapters!!!

9) Reality Alteration - A treatise on the "Fearful St. Valendo" (with a drawing which shows it is Velendo, despite the misspelling), which discusses the powers of faith, and disbelief. Penned by the Ivory King's Chief Magus, itself. Apparently, "St. Valendo" was much-feared, and his powers a subject of great speculation...

10) Conjurations Insane - Yeah, just try casting one of these! Highly Chaotic aura.

11) Laments for the Lost - Imbindarla is there (among others), along with prophecies of her downfall, and what will occur after. It ends with the chilling couplet: "That is not dead which can eternal lie; And with strange aeons, even death may die!"

12) Strange Aeons - A very strange book about a futristic, scientific and technological earth, where the only magic is dark, ancient evil. It ends with "great Cthulhu" rising from R'lyeh, and destroying the world.

13) The Holy Bible - A poorly-preserved, unreadable work which will require Comprehend Languages to read (multiple castings). It is a collection of 66 books of some other earth, dealing with an Omniscient, Omnipotent God. It has been pretty much trashed, but is still readable.

14) WakoChat! - Written in an Oriental language, this mysterious work seems to be a fictional account of the exploits of an electronic cat who became a Wako. Surely, the world-spanning epic things contained within the covers of this book cannot be real!

15) When the Stars Are Wrong - All about how to raise R'lyeh above the waves, and open the doors to where "great Cthulhu" waits, dreaming! It is unclear whether this is intended for this world, or another.

16) When the Stars Are Right - Similar to the above, but with very different star maps!

17) To Serve Man - A cookbook. Three versions; one in Ghoul, one in Illithid, and another in an unknown, alien tongue.

18) The Evil Below the Waves - Aboleths, and such. This book mentions The Whisperer in Darkness (see below).

19) Liber NecroVermis - The infamous, and very evil "Book of DeadWorms"! Also in Draconic. All about the world-gnawing Dholes who inhabited this planet before those upstarts who dare to call themselves "gods" stole it from them. Includes much useful information for any Defender of Daybreak to have!

20) The Necronomicon - Naturally, this most evil of works has found its way here. Also in Draconic. Will drive any character of less than 12th level insane, should they try to read it (no save). Many vile, Sanity-blasting spells for the Conjuration/Summoning of foul entities contained. Also a few spells allowing one to steep themself in further evil, if desired. The Ivory King's favorite book, naturally... Strong evil aura.

21) The Tao of Tao - A seemingly random book of "Tactics", all of which seem to involve charging into combat... It will be useless, to most, but a studied few will be able to learn such Feats as Improved Bullrush, etc., from prolonged study of the text.

22) Theocides! - A text detailing all known ways to slay a god (and preventative measures, for many of them), along with tales of those who have tried.

23) Written in Stone: The Code of Malachite - A book about (Gulp!) everybody's favorite Paladin. Written from a fiendish point of view, the Author's name (if divined for) will turn out to be the name of a major Arcanodaemon. Naturally, the text is less than complimentary... and Mara hardly merits a mention! More disturbing, however is the depth of detail...

24) Secrets of the Abyss - A ghoulish book (literally!) detailing how best a ghoul can survive, down there. Very little of it is useful to the yet-living, but the geography might be useful...

25) Machiavellie Was Right! - A dog-eared text in an unknown tongue (English!). Obviously one of the more used books in the library.

26) Gray's Anatomy - A text in the same strange tongue as the above, but with LOTS of amazingly fine line drawings and clear, crisp calligraphy, showing various portions of Human anatomy and physiology. Anyone without Knowledge (Nature) who spends at least a month studying a translation thereof will receive a free Rank in the skill. Anyone already possessing the skill will increase their ranks by a certain (GM-decided) amount, up to the maximum of Level+3.

27) Accursed Instruments - A text in Infernal, all about evil musical instruments. None of them are in the Palace's Music Room, but the PCs don't need to know that!

28) Arcanuus Mysteriousse - Another Draconic text, with quotes in Abyssal, Infernal, Celestial, Auran, Undercommon, and Gnomesh, as the items covered demand. It gives a wealth of detail, carefully differentiating between legend and rumour, and observation and tested fact, with regards to the magic items listed, none of which are your standard DMG Junque... The GM can feel free to use this text to provide clues on any current or future gear collected as treasue (such as the bone rings common here). Might also increase Knowledge (Arcana), if it pleases you.

29) Secrets of Kurremkarmerruck - The title is in another alien language, and whatever secrets ol' Kurremkarmerruck had, he's keeping them! Even Comprehend Languages and Tongues fail to translate it! Wish and Miracle both get a "Not this time, buddy!". This is a riddle without solution... at least until Epic level, and a quest to find the old Wizard (Hint: Earthsea)!

30) Probability Panel Primer - An Illithid treatise for beginners, with some conjecture on Reality Alteration. Makes many references to that text on "St. Valendo" (with the same misspelling). Even has a fine drawing of one of his statues!

31) Reality Abjuration - Another Illithid text on changing reality, this one merely a series of case histories in chronological order. As you've already guessed, the last (and longest) chapter deals with "St. Valendo".

32) Fundamental Sub-Structure - A ridiculous treatise in an alien tongue on how all that is is made up out of itty-bitty strings! What rubbish! It even claims that energy, like fire, is string! Now, really! The string would burn!

33) String Theory - More of the same rubbish!

34) The Unified Field Theorem - A book purporting to hold all the secrets of the Universe. It is in an alien tongue, and non-understandable, even when translated. It seems to have a lot to do with Integrations and Disintegrations...

35) The Fundamental Nature of Reality - A Sanity-blasting book, written entirely in Celestial, and with a slightly Holy aura, if detected for. Reading it requires all three savings throws, with death as the result, if any one fails. Once the book is closed, the reader will be unable to recall what they have read, but will be moved towards good, and will sometimes find unique and inexplicable insights into the workings of the Universe.

36) Right is Wrong, and Wrong is Right! - A ghoulish philosophy book which attempts to demonstrate why life and light are not the way to go, and unlife and darkness are. The book appears brand new!

37) Proceedings of the 121rst Imbindarlian "Project Gaea-Smite" Oversight Committee - All about how the Imbindarlians planned, organized, executed, and recovered from the realignment of the stars, pulling the comet out of orbit, planns to free the worms, etc., etc., ad nauseum, in excrutiating detail! Names, dates, places, parts lists, supply rosters, who runs the cult in which part of the world, blah, blah, blah! The DoD's handbook on who to off, where to find'em, and who their underlings are, all in 27 non-handy volumes! The previous 120 Proceedings might also be of interest... Later volumes don't seem to be present. Maybe they're being scribed? Anyway, the Dod gets no mention, in this 27 volume set.

38) "Just a Scout, Ma'am!" - An ancient, if unused, Svirfneblin book, tucked away on the very bottom shelf, among the cobwebs and dust. It details the adventures of St. Aleax and his companions, from the diary of Pringle, their Deep Gnome Scout, one of the three survivors of the mission (the others being a Dwarf, and his mule, who turned back after the cave-in which killed St. Aleax's party). It details how Pringle, alone, went on to infiltrate the Ivory Kingdom and single-handedly stave them off by constant use of his stealth, finally making his way to the palace itself, where he lived out the remainder of his life, spying on the ghouls and defeating their plans from within the very palace itself! It ends with the ancient hero lamenting that he was old, and would die here, unknown, unmourned, and unremembered. Typical!

39) The Rejuvenation of Aleax - A ghoulish plot, in more ways than one! Get all the details, here!

40) So Now You're a Ghoul - A handbook for beginners.

41) Chants to Imbindarlia - A songbook.

42) The Book of Mormo - The ghouls may serve Imbindarlia, but Mormo is the god of the dead, and their lord. This book is all about him, and details how the robed priests of Mormo on the surface world, who take care of "funeral rites" in many cities, are really ghouls, with Human underlings!

43) Pictman's Works - A collection of his paintings (See Artwork, above).

44) Eternal Unlife! - With eternity to look forward to, what's a ghoul to do? This book offers some ideas, and also covers Vampires, Liches, etc. Trolls seem to get a lot of mention, in the Ghoulish sections!

45) Fun with Paralysis - A ghoulish "game" book... More Ick!

46) Prey Runs Away! - A hunting primer for new ghouls.

47) Abominations of the Aboleth - Some things even a ghoul won't tolerate!

48) Brain Custard - Another Illithid manual, of course. More Ick!

49) People I Have Loved... With Sauce! - Still yet another ghoulish cookbook, by a master gourmand... Nolin says you should try new things!

50) Smiling Without Lips - Essays by a ghoulish philosopher on aging as a ghoul, and the loss of brain function and body parts... Mega-Ick!

51) Green Is Mean! - A history of the Emerald Chalice, in extraordinary detail! This slender volume contains insights into ancient battles which everyone but the chapel has forgotten (Sir Sarratoga and the Graveyard of the Chapel in Blayne, for example), as well as things long forgotten even by the church! Shocking in its depth of brief coverage, citing undeniablly historical happenings, and secrets of the Emerald Chalice which even the Knights, themselves, no longer know! Such a find would rock the Secret Society beyond even its foundations! Why, the secrets of the Green Lantern's Light, alone...

52) The Whisperer in Darkness - An ancient, and inhumanly evil work with a strong evil aura. Its tongue is unknown, and unique. A DC:25 Will save is required to even attempt to read it, and once begun, it cannot be put down until finished (about a day of reading). Once completed, a DC:25 Fortitude save must succeed, or the reader goes insane, becoming comatose as they listen to the impossible secrets that the whisperer in darkness slowly reveals to them... Once comatose, even Heal will not cure the insanity, unless preceded by Silence, and even then, a method of blocking out the whispers on a more permanent basis must then be found!

53) The Necrotheoson - The Book of Dead Gods. A magical tome detailing dead godlets, what they had power over, how they passed... and what they're doing now! Imbindarlia is on the last three pages... This book has a slightly evil aura (more because there are more dead evil godlings than good ones), and a strong aura of Divination - nearly overwhelming - because it updates itself in real time! All of the godlets mentioned in Theocides![/I] are found herein.
 
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Magic!

A Drow "web" which grants Free Action as well as immunity to poisons (such as Ghoul Sweat).

A +5 Handcrossbow (usable by any Rogue) with Drow Paralytic poison-coated darts. The poison becomes inert after exposure to sunlight, but the matte black crossbow remains permanently enchanted. May or may not also imbue bolts fired from it with the poison of the largest sized spider in the MM, as well.

Bone Rings - These items, many of which are found throughout the palace, give immunity to Paralysis... They were used by living guests of the ghouls to prevent the Extraordinary Ghoul Sweat poison from affecting them. Worth about 2,000 GP, or so. Enough for every Dwarf under Splinder's command to have 5 or 6, or so...

Bone Claws - See Claws under weapons, above. These magically combine with the hands (or whatever) of new ghouls to form claws.

Greater Claws - Magical weapons, which do not meld into the hands of the wearer, but instead have bonuses to hit and damage, and may be flaming, etc.

Elf Claws - Apparently the basis for the ghoulish versions, this set of four adamantium claws was made for hands and feet, apparently for an Elf (based on size of hands and feet). They are +5, Holy, Ghost Touch, and Bane to Outsiders (Evil). They do not shed light, when worn.

The Relics of St. Aleax - Whatever's left of his gear, proving that he was here. Some portion of his sentience remains within, and he thanks the Defenders for getting Aeos to remove "him" from the world. Extra reward for Velendo's loss of XP inside. Minor Artifact/Relic, perhaps?

The Blank Book - Appears to be nothing, and is, to anyone but a Svirfneblin... To a Svirfneblin with Move Silently/Hide, however, it grants Improved Invisibility, at will!

Modicums of Sanity - A drought which will restore some measure of mental stability to the drinker, if living.

Poppy Milk - Just the opposite! (Non-magical)

Miruvor - An obviously Elven wine which Cures Light Wounds, as well as dispelling any fatigue or weariness, instantly. It also removes or prevents paralysis, and prevents magical Enchantments and/or Charms.

Many Wands of Stone to Flesh - The ghouls turn stone to flesh, then eat it, in order to create new tunnels/halls.

Wands of Flesh to Stone - Ghoul punishment.

Bone Golems - "Fun" new monsters which shoot splinters at you.

Manual of Bone Golems - Tells how to make the same.
 
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A Most Magnificent Magical Mystery!

Copyright © 2000-2003 by SteveC. All rights reserved. Permission for personal, non-commercial use granted.

A roll of "Life-Savers" - These small brooches appear to be made of some unknown, brightly-colored (red, orange, yellow, green) translucent substance. They are round, slightly flattened toruses, with one side smoothed, the other having raised runes in an unknown language. Whenever an individual acquires one of these, they must wear it for at least eight hours a day for one week, in order to attune it to themself and the place they are most often in during that period. Upon attunement, the Life-Saver will glow, almost imperceptibly. Thereafter, whenever the wearer drops to their last remaining point of life*, they (and all they carry, hold, and wear) are instantly transported back to the place of attunement, thus saving their life. The Life Saver then shatters, and is useless. No more than two Life-Savers can be attuned at one time. Each is good for only one use, and 1-10 will be found together.

* - In 3+e, this is 1 HP.

Now note, the PCs won't know what these are, although Comprehend Languages will reveal the raised runes say "Life-Savers" (and no, they're not edible!), and Detect Magic will detect a faint Abjuration. Identify, etc., will work normally.

Once a brooch has been worn for a week, a PC who drops to (or past) their last remaining point of life will be sent back to the place they were most often in during the week of attunement... If the PCs return to the underground town for a erst, this will be where they return. If they dwaddle in the Ivory King's palace, that will be the place attuned to! If they travel for a week, no place will be attuned to, unless they spent more time in one than any other.

Since they shouldn't KNOW about this, they could end up being transported back to some less-than-desirable location, with only 1 HP! This may or may not be fun for all! :p

Anyway, I copyrighted this one to keep D20 publishers from stealing it, but y'all have my permission to use'm in your own games, ifya like... Death is bad for character development! ;)
 
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Hey! This sounds like fun. :)

I'll see what I can come up with.

Looted from an Ithillid city:

A silver dipped skull with 4 tentacle sized holes to the brain cavity and gemstones in the eye sockets. The skull is roughly the correct size for a female elf. Anyone holding the skull will feel tendrils entering their head, probing their brain - then pain and fear as a lamprey-like mouth begins to suck their brain out of their head - then blackness before they recover their sense of presence.

They have just experienced the affect of a Pyschic Death Impression; one of the higher art forms for the mind flayers. Normally, the taste of fear and death is a quick, temporary thing. It is over all too soon, much like taking a very small sip of excellent brandy or having a bite of a masterfully done meal. Death impressions allow a mind flayer to relive that taste over and over again. Imagine savoring a gourmet meal as often as you would like, that is what a Psychic Death Impression is for a mind flayer.

This particular piece of 'art' was a special project to capture the entire pyschic impression of a hated drow priestess, not just the moment of death. The death impression is the first impression that occurs. With practice, the characters can ignore it and begin trying to access the rest of the priestess' pyschic impression. The next easiest impression to access is the battle with the mind flayer that the drow priestess lost. In is completely from her perspective, including the uncertainty as her spells fail to affect her attacker, her pathetic pleas to her inferior goddess and her shock & dismay when she finally succumbs to a mind blast, stunning her long enough for the mind flayer to walk up behind her, insert it's tentacles ... this impression flows into the original impression.

The drow's personality and memories were captured and bound to the gems in the eye sockets, in much the same way that a psicrystal is created. However, it is merely a psychic echo without true sentience. A disciplined mind can access the personality and ask it questions. The personality has all the memories of the drow priestess. So, the personality can provide information on Drow society, religion, military tactics, interactions with other races, anything that a high level drow priestess could be expected to know. The Ithillid used this to learn more of the drow and how to defeat them. As well, it is a neat toy at parties where he could pass it on to other Ithillid so they could savor the defeat of the drow as well.

If the personality realizes it is dealing with surface-worlders, all of it's disdain and spite will swell forth. Perhaps some diplomacy would be useful to bypass the hatred that the personality has for those dwelling under the sun. Alternately, a psionic character can tap into the power that bound the personality to the gems and dominate the personality.

In itself, this is merely an interesting item that gives you some ability to express more of the underdark, or other story-related elements. It isn't particularly powerful in a combat-oriented manner. You could throw some minor psionic bonuses onto it. You could also change it so that instead of a drow priestess, it is a drow wizard, maybe an alienist that Agar might have a blast talking to. Perhaps he can even learn some new spells from it?

If you go with the personality echo angle, I would suggest that the personality has no active memories. Each time a character begins to interact with it is, essentially, the first time from the perspective of the personality. This makes it a bit less convenient to use since the characters will need to retread a lot of old ground as they they learn more. It also lets you take a lot of that off-camera until you add a particularly spicy story morsel to the game. Or, you can leave it with a developing memory, which brings in all sorts of fun. However, you already have an aware personality item in the party. No sense competing with the Shara ball for attention. :)
 

You folks are fantastic. And Steve? With so many ideas, you're saving me the trouble of eating your brain and manually sucking all the ideas out of it.

Thank you. More, please, for anyone who wants to help!
 

Alchemistry!

Animal Repellent - Non-magical oil which repells normall animals until it wears off, in 24 hours. Riding becomes impossible, and normal animals won't approach within 10 feet. Doesn't affect celestial, infernal, and/or familiars or magical animals. Does affect Dire versions.

Leprechaun Repellent - As above, but this magical oil causes all Leprechauns to remain at least 100 feet distant until it wears off, in 24 hours.

Philter of Detoxification - Potion of Neutralize Poison (Self, only). If taken ahead of time, lasts for two hours...

Peace Dust - Those inhaling or eating this dust are unable to take any offensive action for 12 + 1D4 minutes, thereafter.

Pixie Dust - When sprinkled with this glittering dust, the subject becomes weightless, unaffected by wind, and can move 30 miles/hour for 2D12 hours.

Poultice of Peace - Persons to whom this poultice are applied are restful, at peace, and affected as per Peace Dust, above.

Sleepy Dust - Those inhaling or imbibing this dust become comatose for 2D6 hours.

Waterproofing Solution - Used for treating maps and other important documents which would be damaged by water. One pint is able to treat eight large maps or charts, 64 sheets of paper, or about half a square foot of material thicker than paper. Very useful on Spellbooks!
 
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Comment

Wow, oh bardic one! Illithid "Art"! How... horrible! In the kingdom of the Ghouls, one might even say... Ghastly! :p
 
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Don't assume that they won't be able to take it all. When it's treasure at stake, PCs tend to get very, very creative! Let's see...

Art: A breathtaking tapestry, thirty feet long by twenty feet high, depicting a series of dramatic scenes in illithid history. It's subtly interwoven with gold and silver thread, and radiates faint abjuration magic which protects it from everyday wear and tear, making its age hard to distinguish. For extra verisimilitude, allow a difficult Knowledge (history) or Bardic Knowledge check to identify what series of events it's describing -- I'd make a story up, but I don't know the background of your campaign world well enough.

Jewelry: A sceptre made for a giant, which puts it at about the length of a broom handle. It's made out of pink quartz, slightly rough-hewn, and weighs about 300 pounds. Atop it is affixed an artfully polished giant skull, whose features have been filed into a queer parody of a face.

Monuments: Well, we'd better add something personal for the players. Perhaps remains or possessions of the earlier expedition to the White Kingdom, with the original Sir Aleax? Maybe the ghouls would have defaced the remains and arranged them as a monument to their previous victory over the surface-dwellers. Maybe some survivors have been brought back as undead and kept in torment for the Kingdom's amusement.

Unique weaponry: The hilt of a sword, broken off a few inches from the base, which radiates strong magic. When drawn, the wielder can (as a free action) cause a shimmering illusion of a blade to form above the break, which acts as a ghost touch weapon with an impressive array of additional abilities, at your discretion. The concentration required to make the sword manifest is physically draining, however, and causes 2 points of subdual damage to its wielder every round. [Or you could make it a bit creepier, and have it cause real damage, feeding on its user's life force. The tactical balance between using the sword's abilities and suffering the damage might be interesting, as long as it's sufficiently good to make it a difficult choice for them.]

Books and information: A set of three leather-bound volumes which comprise the notes, initial drafts, and decaying pressings for Carnivorous Flora of the Subterranean Realms, an ambitious book of botanical research by one Vorvikel Echen of Corsai, long deceased. (Let's see them find a use for THAT. :D)

History: A set of ancient tomes, presumably pilfered from Mrid, emblazoned with the holy symbol of Dumathoin on their beautifully carved wooden covers. The dwarven inside is spidery and difficult to read, perhaps in some sort of cipher. I'd expect it's the sort of thing which Glibstone would probably kill his own mother to restore to their rightful place.

Magic: A rod, crafted from a length of thick metal, but curiously light as a feather. When activated, three times per day, the rod renders gravity powerless in a 60' radius around itself for up to 10 minutes. People and objects in that sphere tend to gently drift about, and characters need to push off or "swim" through the air to move. At the end of the duration, everything suddenly clatters back down to the ground again.

By the way, I love Tallarn's idea of putting in a pile of really valuable svirfneblin "junk" that nobody except Priggle will even pay attention to. Just the proper reward for our favourite long-suffering hero!
 

Thanks Steverooo. I was trying to go for something a bit different that would capture the depravity of the Ithillid.

Though, reading it again, I made some poor grammar choices. I hope it isn't too difficult to read. I may go back and claen that up with an edit later.
 

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