Temu's Treasures

This catalogue is 1/10th the price that one might find these goods elsewhere! Unfortunately... they're also likely to be 1/10th the quality. Roll 1d20 for luck upon an item's 1st use. 18+ is a normal item. 20+ has a minor boon/benefit. Lower rolls are interpreted at GM discretion.

Chainmail Shirt: Requires 2 STR to wear.

Defense: 9+DEX (max 2).

Enchanted to remain immaculately clean; It cannot tarnish or stain.

Common
Enchanted Armor

Half Plate: Requires 3 STR to wear.

Defense: 14.

Enchanted to remain immaculately clean; It cannot tarnish or stain.

Common
Enchanted Armor

Ox-Hide Defense: 4+DEX

Enchanted to remain immaculately clean; It cannot tarnish or stain.

Common
Wonderous Accessory

Action: While worn, the wearer may encourage the cloak to billow dramatically, as if caught in a strong wind.

The cloak's flare is purely aesthetic, and its movement is subject to the wearer's preference.

Common
Wonderous Item

While worn, this wide-brimmed hat is enchanted to cool the wearer in hot environments. It can be worn on top of a helmet.

Useful across Daybreak. But in Brightward, an additional cooling method is necessary.

Uncommon
Weapon

Action: 2d6+STR Bludgeoning.

Properties: 2-handed, Reach 2 (Req. 2 STR), Ruinous, Viscious against unarmored and cavalry.

This fearsome war club, up to 2-meters long, is carved from dense wood and reinforced with iron spikes. It is designed to shatter armor, crush bones, and dismount cavalry.

While worn, skill checks related to menial tasks, ordinary work, and item crafting are advantaged.

Grab a pair of these slacks for the folks who don't!

Action: Pull 1 animal (rabbit, pigeon, or dove) out of the hat, 1/day.

It's fun at parties for all ages! Unfortunately, the hat offers no help controlling the animals.

Common
Trick Coin

Action: Flipping this enchanted coin will always result in it landing on its edge.

Some blokes say it's worthless, but those blokes ain't never seen how thick-of-skull my cousin is, 'specially after a few pints.

Common
Wonderous Item

A simple stuffed animal that, when slept with, guarantees only pleasant dreaming from the holder.

This item only affects common dreams. It does not interfere with divine visions or other magical dream effects.

Uncommon
Wondrous Item

Open/Fold: 1 Action each - (Un)fold the cloth to create or close a 2x2 circular hole.

Retrieve: 1 Action - Grab any single item present, if the fabric is already open.

Escape: 1 Attempt/Minute, DC17 STR Save - If enclosed, 1 Med or smaller creature has 10 (+/- STR) minutes of air.

A pitch-black silken cloth that can fold into a handkerchief or open into a 2x2 circular sheet/extra-dimensional hole.

Kindly do not place a Portable Hole within another extra-dimensional item -- else reality may begin to collapse within itself until its cracks fill.

Delicate spectacles with multiple sets of enchanted lenses.

Rose: Adv to WIL skills and saves.

Verdant: +5 to the Naturecraft skill.

Opalescent: Visible auras surround active magic & magic items (not creatures).

Amber: Grants Darkvision as normal sight.

Obsidian: Grants normal vision to Darkvision creatures & immunity to the blinded condition.

While worn, any Crit damage or Nat-1 DEX Saves will break the worn lenses.

Common
Staff

Action: Expend 1 charge and sprout a flower from soil within reach (5ft), or from the staff itself.

This staff has 10 charges. Its flowers are harmless and non-magical, and they grow or wither as normal flowers would.

Regain 1d6+4 expended charges after the wielder's long-rest. Roll a d20 after expending all charges. On a 1, the staff erupts into flower petals and is lost forever.