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This article was written in 2002 and originally published in Campaign Magazine.

101 Curious Items - Music BoxThe worlds of a D&D campaign should be places of myth and mystery. There comes a point in, time, however, when a sense of complacency can begin to haunt your players: Orcs are no longer monstrous brutes, but a matter of routine; skeletons have become curious tactical problems without the faintest hint of horror about them; and even dragons may have acquired a certain taint of the mundane.

Sometimes what you need to reinvigorate a sense of wonder in your world can be found in the smallest of packages: A rune-inscribed parchment which describes the fall of an ancient city belonging to an empire which has been lost to the annals of history; fairy lights within the forest which escape description or explanation; a broken sword inscribed with the names of ancient heroes in the elder runes of elfish script.
For your consideration, then, we offer 101 curious items. Some of these might be used as the key to unlock deeper mysteries, explore unknown depths, or provide the seed of untold adventure. But, if nothing else, they will serve as a reminder to character and player alike that the worlds in which we game are places of pervasive magic, ancient history, and limitless wonder…

1.     A miniature crystal – small enough to lie upon the outstretched finger of a halfling child – glows softly, and pulses whenever an object colored red is brought near.

2.     An ancient, leather-bound volume written in an archaic script describes the composition and arrangement of the Outer Planes. Strangely, a rather substantial section of text – consisting of an entire chapter if you are translating the numbering correctly – has been torn out of the book. Despite this fact, you can detect no obvious gaps in the volume’s coverage of its subject matter. What unknown plane did that chapter describe?

3.     A tattered, and sadly unusable, scroll fragment, inscribed with a spell unknown to any living mage.

4.     A plain, and otherwise unremarkable, stone room contains one remarkable feature: Upon the floor shattered, multi-colored shards of glass have been carefully arranged into a perfect circle.

5.     A weatherworn wooden board, inscribed with patterns which make it clear that it was once used for a game whose rules have long since been lost to time.

6.     A clock which regularly keeps time… just not the time of this world. Although it is clear that the clock works to a clear pattern and purpose, attempts to decipher the method of its madness fail – as if it had been crafted upon rules of logic which no human mind can comprehend.

7.     A blood-stained dress which, despite being found in ruins which have lain undisturbed for centuries, is still a vibrant, stunning blue.

8.     An elegantly carved comb of oak, engraved with the name Aethelren and decorated with twin dragons. Elsewhere, a similar comb of ash, engraved with the name Ilthorien and decorated with twin unicorns, can be found.

9.     What appears to be the original, handwritten manuscript of the Saga of the Warrior Prince Augustin – a classic ballad composed by the legendary bard Dathorn, famous for its lyrical quality and epic subject matter. A careful perusal of the text, however, reveals strange differences from the version of Augustin known to the bards of today…

10.     A broken holy sword, inscribed with the name of a legendary Paladin.

11.     A ruby the size of a man’s fist which sparkles and gleams with the promise of untold wealth in the faintest of lights, but which crumbles to dust upon the lightest touch.

12.     A child’s poppet which is normal in all respects, except for the third eye to be found upon its forehead.

13.     A long, black lock of woman’s hair, tied with a scarlet ribbon. When touched by human or elf, however, it changes color to match the holder’s own hair color. When touched by a dwarf, a scream of utter agony and anguish fills the air.

14.      The holy symbol of a god long thought dead and gone. Although wrought in iron, it resists any normal attempts to damage it.

15.     A map of a city which claims to be of a city the PCs know well, although the pattern of streets and names on the map are utterly different from the city of today.

16.     A collection case holding fifty spent wands – crafted by the finest craftsman and enchanted by the mightiest wizards of a bygone age, but now reduced to mere wood, bone, and glass.

17.     A small, granite pebble which registers faintly to detect magic and similar spells, but which is otherwise wholly unremarkable.

18.     A cane of the purest white ivory, decorated with runes unknown to modern scholars, and topped with a handle of polished amber. Trapped within the amber is a strange creature unlike any the PCs have ever seen before.

19.     A miniature, mechanical model of a city. When properly wound, its complex mechanisms set its tiny inhabitants into motion, simulating for them a rotating cycle of activities which last for seven days before seamlessly repeating.

20.     A telescope of jade and banded with bloodstone. A character looking through the telescope sees not the world around them, but a strange, alien vista which – nonetheless – follows the motions of the telescope.

21.     A large snow globe, with a sturdy base of polished oak, depicting a small farmhouse in the midst of a forest clearing. Shaking the globe causes the snow to gently fall, and as it does miniature figures exit the house and begin performing chores about the farmyard. The figures return to the house as the last flake falls.

22.     A wood chip which acts as a magnet, despite its non-metallic nature.

23.     A broken music box which still plays a hauntingly familiar, but unrecognizable, tune if it is wound beneath the rays of the full moon.

24.     A complex set of interlocking gears which, if followed by the eye, seem to… twist at some point, as if they were not strictly bound by the geometry of this world. Although the device functions as a perpetual motion machine, it is not magical in any way.

25.     A finely crafted compass of gold and silver, decorated and labelled with ornate, dwarven and draconic runes. Once every 1d4 hours it randomly changes the cardinal direction to which its arrow points.

Continued tomorrow…

Dragon winds are hot, dry winds which blow suddenly, strongly, and unexpectedly against the prevailing winds. They are taken to be signs of ill-omen and bad fortune. In the Low Countries they are more explicitly called dragon’s breath, and perhaps that’s why, in the crag villages of the Killorn Peaks, they are believed to be the sulfurous breath of the Red Maiden, the most-feared of the eighty-seven fates.

Loremasters, however, trace the origin of the term back to the tribute flights of the tyrant dragon Cinderheart. It is written that he possessed wings of crawling magma and that the terrible heat swept forth by the beating of those wings could be felt for miles as a harbinger of terror.

Golden ChaliceIt’s interesting watching PCs (and their players) slip through a varying appreciation of cash. The same folks who will cheer at a 100 gp payout at 1st level will gradually become far more jaded towards their bank accounts as the levels tick past.

“I’ve only got 2,000 gp!”

Ah, yes. You poor dear. You’ve only got as much money as the average person makes in two lifetimes.

Of course, this might all be funnier if it didn’t happen in real life and with real money all the time.

In the Middle Ages, the wealthy were known to sponsor holy pilgrims. Like modern millionaires funding a NASCAR team, the sponsors would share in the reflected glory of the pilgrimage. Of course, as in all matters of salvation and piety, there were also deeper spiritual entanglements to consider in such things: Acting in their name and as their agents, the pilgrims would receive blessing not only for themselves but for the lords and ladies in whose name they journeyed.

Historically speaking, the sponsoring of pilgrimages were partly a matter of holy duty (like any other form of tithing) and partly a matter of expediency (for those too busy to make the journey for themselves). In a fantasy setting, however, it would be fairly easy to imagine a third parameter: Danger.

Enter the adventurers.

Imagine, for example, an ancient holy site which is now located in the upper lairs of the Bloodreaver Dragons. Or in the Lava Caverns of the Myrmarch. Or lost in the eddies of the Astral Sea.

And in a world where the gods are active (and perhaps even malevolent) forces, the stakes for successfully performing such pilgrimages might be incredibly high. Thus those who have proven that they can make the greatest dangers into their play-things could easily find great profit in performing such journeys.

A sponsored pilgrimage could be a fun, exploratory travelogue (an appropriate sub-structure for any hexcrawl); it could be tied into a larger scenario (“we need guidance from the Forgotten God of the Purple Seas, and you must journey to his Broken Temple lost among the Steppes of the Black Wight”); or it could be the seed for even larger adventures (“we went to Thor’s shrine for you, but now we all seem to be having visions of Ragnarok”).

Found a great word the other day: Scurrier.

It’s an old term referring to “one sent out to reconnoiter or scout”. It originally seems to have applied specifically to military scouts (who would be sent out to “scour” the countryside), but in the 16th century it seems to have migrated into more domestic concerns as a sort of “special agent” before abruptly disappearing from the language.

I just love the archaic tang of it. It makes it sound like the perfect job for a group of PCs: Whether exploring a vast wilderness; investigating extraordinary crimes; acting as agents in a foreign land; or any number of other activities.

It could also be readily applied to any number of modern milieus as well: Scurriers of the Knight Templars emerging from the hidden sanctuaries to pursue the Order’s agendas in the 21st century. Or perhaps agents of an ancient order which has charged itself with scourging the planet of the vampiric plague.

What about applying it as a bit of cyberpunk slang referring to the ‘runners who scout out the digital frontiers?

Once you start looking, it seems like there’s no place you won’t find scurriers scurrying.


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