Adventurer's Sock (#20/31, #79/365) [EA:V2] (Curiousity)
This is a lone grey sock, slightly damp in texture, that smells absolutely disgusting. Having been worn by an adventuring Hero for a long period of time, it may have absorbed something of their heroic essence. Such socks are thus occasionally used as components in alchemy and brewing potions. Anyone carrying an Adventurer's Sock around must suffer a -1 penalty to all social Special Skill rolls, due to the miasma of foul stench that seems to cloak them. However, once only, they may be automatically Lucky when called upon to Test their Luck. Once this power has been used, the item becomes a regular non-magical but still extremely bad-smelling adventurer's sock instead.
5gp
Essence of Bat Spleen (#21/31, #80/365) [EA:V2] (Potion)
This is a vial containing black, ink-like liquid. Essence of Bat Spleen is a common component in many magical concoctions, and also used to make enchanted ink with which to inscribe magic spell scrolls. Drunk by itself, it allows the imbiber the Dark Seeing talent for 10-60 minutes (or +1 to any Awareness checks if they already have such a talent).
45gp
Brain of the Lost Prince (#22/31, #81/365) [EA:V2] (Curiousity)
This is a jar of yellowish fluid, containing a pinkish-grey human-sized brain. The brain is actually alive, and can be communicated with in the Common speech, but only via magical means, such as ESP spells, Psionicist abilities, and the like. The brain will claim to belong to a prince of Lendleland, who was foully slain by traitors and whose body is magically preserved under a lost citadel deep within the trackless steppes of Lendleland. Whether this is true is up to the Director, but questioning the Brain of the Lost Prince allows one a +1 bonus to a subsequent Special Skill roll for Etiquette, Law, Leadership or Flatland Lore.
Unavailable to buy
The Devil Hound's Magic Box (#23/31, #82/365) [EA:V2] (Artefact)
This is a casket made from blood-rubies and purple Demon steel (see Encyclopedia Arcana: Volume 1, p. 83). It glows with a red light and faint demonic music can be heard emanating from it. Each time it is opened, something unpredictable occurs. Roll two dice on the table below to determine what random effect has happened.
First Roll Second Roll Box Effect
1-3 1 A tentacle of purple flame will slither out of the box and hit a single target within ten metres, doing damage as per a Forcebolt spell. The user must specify a target otherwise the tendril will double back and strike them.
1-3 2 Everyone within ten metres is rendered mute and unable to speak. All magic-users and priests will be unable to use their spells or powers, though this does not apply to Psionicists or Shadow Mages.
1-3 3 A haunting Siren song emanates from the Magic Box, causing all who hear it within 10 metres to stand entranced if they fail to Test their Luck. The user of the Magic Box is immune to the song. The test must be made every Attack Round, unless the Hero can find some way to block their ears, such as using Ear Plugs. The effects last for 2-12 minutes or until the lid of the Magic Box. Anyone entranced by the song, can do nothing other than stand still, listening. If attacked they can defend themselves crudely with a -4 penalty.
1-3 4 A plague of grey Tomb Rats erupts from the Magic Box and run off in all directions, vanishing in all directions as soon as they reach the shadows, biting and nipping as they go. Everyone within 10 metres of the Magic Box must Test their Luck or catch the Red Plague.
1-3 5 A random spell is cast on any one specified being within 10 metres. The user of the Magic Box does not know in advance what this spell will be - roll on the Random Spell table in the Heroes Companion (see p. 28), to determine what it is once the target has been chosen.
1-3 6 A cloud of darkness erupts from the Magic Box to fill an area of 10 metres in radius, and no creature or spell can see within it. This effect also prevents the user from seeing. The darkness lasts for 2-7 Attack Rounds or until the lid of the Magic Box is closed.
4-6 1 An Illusion-Double of one randomly-determined being within 10 metres excluding the user, is formed. It moves and speaks according to the user's mental commands, but has no power to harm anyone, even if believed. Unless dispelled by shutting the Magic Box, the Illusion-Double lasts for 2-12 Attack Rounds if in combat, or 2-12 minutes otherwise.
4-6 2 A boiling storm of heat and steam blows out of the Magic Box, affecting every being within 10 metres. All torches and lanterns will burn twice as brightly for half as long, potentially starting a fire during this time, while all beings must Test their Luck or pass out for 1-6 Attack Rounds due to the extreme heat. This is also the heat storm duration. It does not matter if the lid to the Magic Box is closed or not; the storm remains. Anyone caught in the storm for 4 or more Attack Rounds suffers 1-6 STAMINA damage unless they have magical heat resistant abilities.
4-6 3 The user opens the Magic Box and pulls out a Demonspawn! There is a 1-4 chance the Demonspawn will attack one victim indicated by the user, but on a roll of 5-6 the Demonspawn will attack a random companion of the user instead. The Demonspawn will never attack the user. If the Demonspawn is not slain by its foe, it will disappear after 2-7 minutes, leaving behind a puddle of foul-smelling green slime.
4-6 4 A booming voice from the depths of the Magic Box speaks the name of the most powerful being (with the highest SKILL or MAGIC score) within 10 metres. Only if there is no other person within 10 metres will the user be named. The named victim must Test their Luck immediately or be struck rigidly paralysed with fear and unable to move, for 2-7 Attack Rounds.
4-6 5 A cloying storm of purple fungal spores billows out from the Magic Box. Anyone within 10 metres who was facing the user must Test their Luck or be blinded for the next 2-12 Attack Rounds. The storm lasts for 2-7 Attack Rounds, and none can approach the user until it subsides. It is impossible to close the lid while the fungal spores are billowing out.
4-6 6 A flock of 2-7 Flying Skulls (see Return to the Pit, pp. 82-83) flap out of the Magic Box and swoop to attack a foe indicated by the user. Unless slain, these undead creatures remain for 2-12 minutes before dissolving into shadows. If the Magic Box is closed before they disappear, they abandon their original task and return to attack the user of the Magic Box.
The Devil Hound's Magic Box will have 3-18 uses when found. If the number of uses is reduced to zero, the next time the Magic Box is opened, dark fog will swirl around the user. There will be a smell of sulphur and brimstone, and 2-12 Devil Hounds (see Return to the Pit, p. 54) will appear from out of the box, attacking all in the vicinity for 1-3 Attack Rounds. A tall, muscular figure of darkness will stride forward and wrench the Magic Box from the user's hand. The fog will dissipate, leaving no trace of the Devil Hounds, their master or the Magic Box.
It is believed the Magic Box was made by an unknown Demon Prince to keep his kennels of Devil Hounds and Xlaia dogs entertained, but it was lost while the prince was on a Wild Hunt across the lands of Brice. Now, on dark moonless nights, the Wild Hunt careens across the skies of Brice, seeking the Magic Box to return to its master.
Unavailable to buy
Dried Orc Hide (#24/31, #83/365) [EA:V2] (Curiousity)
This is a large rectangular scrap of leathery greenish-brown hide, allegedly that of an Orc. Anything written on it will automatically be translated into the Orc language and its 14-letter alphabet.
20gp
Goblin's Earlobe (#25/31, #84/365) [EA:V2] (Curiousity)
This is a fleshy mangled Goblin's earlobe attached to a brass ring. When worn as an earring, it allows the wearer a +2 bonus Knowledge Special Skill rolls in understanding the Goblin, Orc and Troll languages. Such things are much valued in wasteland settlements as translation devices, and searches are often instigated to find such an item if it is rumoured to exist in a dungeon complex nearby.
15gp
Lucky Charm (#26/31, #85/365) [EA:V2] (Enchanted Item)
This powerful item is a silver eight-pointed star on a chain. When worn, it increases the wearer's LUCK score by 4 points. The evil wizard Ar Gadayon was known to possess one of these.
Unavailable to buy
Powdered Trollbone (#27/31, #86/365) [EA:V2] (Potion)
This is a tobacco-like smoking powder, though made from powdered Trollbone instead of Smoking Weed (see The Titan Herbal, p. 62). It is a yellow-orange in colour. Smoking Powdered Trollbone renders one strong but stupid. Its effects last for 10-60 minutes. Anyone who has smoked Powdered Trollbone will have +1 to their Damage Roll and Strength Special Skill tests, but -1 to all Knowledge and Magic Special Skill Rolls.
15gp
Essence of Rat's Liver (#28/31, #87/365) [EA:V2] (Potion)
This is a bottle of pale red liquid with a sour smell. When drunk it renders the imbiber immune to any poison or disease for the day. However, they also cannot eat or drink (except for water). If they do, they will be sick and lose 1-2 STAMINA points.
20gp
Extract of Mutant Half-Orc Spleen (#29/31, #88/365) [EA:V2] (Potion)
This is a small vial of dark brown liquid that smells strong and pungent. Anyone drinking it will be immune to any Chaos mutations for the entire day, whether caused by exposure to Warpstone, ingesting Mutant Meatballs, suffering from Chaos infection, or any other means.
35gp
Troll Bladder Bag (#30/31, #89/365) [EA:V2] (Enchanted Item)
This is a large bag of thick green leathery hide (actually well-tanned Troll-bladder). The bag is magically expansible, and despite counting as only one item for encumbrance purposes, will fit another five regular sized items inside of it. Any item within the Troll Bladder Bag is also protected from damage of any kind. No self-respecting Warlock would leave home without one. Troll Bladders are also often used to make balls for the popular Orc Knees game.
75gp
Wand of 2D Imprisonment (#31/31, #90/365) [EA:V2] (Enchanted Item)
This magical relic takes the form of a long birchwood wand (see The Titan Herbal, p. 21), in whose tip is embedded a silvery-grey chunk of graphite. When aimed at a target, the target is allowed a Test for Luck. If they fail, they are trapped as a two-dimensional image on any flat surface, such as a wall, painting, parchment or screen. They can only be freed with a Counterspell, or a priest or relic that can dispel curses. If the surface they are on takes any damage, they do to; if it is destroyed, as are they. When found, the Wand of 2D Imprisonment will have 1-3 charges left. The evil wizard Ar Gadayon was known to possess one of these magical wands, with which he tormented his enemies, such as goodly heroes who were members of the Order of Arzochollies.
Unavailable to buy