Liven up your castle, college, wizard’s tower, monastery, or dungeon with some fantastical set dressing.
Categories
Roll 1d6.
- Mundane Curiosities
- Animate Objects
- Magical Oddities
- Plants & Animals
- Odd Architecture
- Unlikely Finds
1. Mundane Curiosities
Roll 1d20.
- A (1d6: 1=vase; 2=pot; 3=statuette; 4=drum; 5=weapon; 6=hat) from a foreign land.
- A (1d6: 1=horn; 2=cup; 3=club; 4=carved box; 5=idol; 6=oil lamp) from a foreign land.
- A finely crafted chair that clearly dates to… (1d6: 1=the ancient realm; 2=the old empire; 3=the reign of the barbarians; 4=the first kingdom; 5=the reign of the evil overlord; 6=the days before the plague).
- A chair on wheels, for an infirm person.
- Some frilly underthings.
- An executioner’s hood and great ax.
- A box of puppets.
- A large wicker basket full of smaller wicker baskets.
- An artist’s wooden model of a person with articulated limbs, so it can be posed.
- A fine slate chalkboard on a stand, which can be flipped around to use either side.
- A songbird’s nest with three hollowed-out eggs.
- Two very fancy ceremonial glaives mounted on the wall.
- A collection of glass and ceramic bottles containing samples of various plants (originally for cooking, study, or potion-brewing).
- A hat that marked the wearer as a member of a venerable institution.
- A book about catching rats with dogs, with a chapter on breeding rats to make catching more lucrative.
- A collection of wood, bone, and ivory scroll cases, neatly displayed in a custom rack.
- A set of fist-sized balls carved from (1d4: 1=wood; 2=bone; 3=ivory; 4=stone).
- A finely wrought… (1d6: 1=birdcage; 2=oil lamp; 3=framed mirror; 4=hand mirror; 5=mechanical clock; 6=walking stick).
- An accurate 18-inch figure of a (1d6: 1=goblin; 2=orc; 3=hobgoblin; 4=gnoll; 5=troglodyte; 6=kobold).
- Roll for an Unlikely Find.
2. Animate Objects
Roll 1d20.
- Two empty suits of armor that patrol a corridor but are only for display. They ignore intruders and have no ability to fight.
- An animate object that periodically does some minor bit of maintenance work, like watering plants or cleaning, long after its master is gone.
- A child’s toy… (1d4: 1=knight; 2=knight on a horse; 3=horse and carriage; 4=dragon) that falls apart and puts itself back together again.
- A statue of a minstrel that plays its lute and produces actual music. It plays a dozen songs, mainly when someone stands in front of it. If you turn your back on it, it stops.
- A statue of a… (1d6: 1=horse; 2=wolf; 3=stag; 4=moose; 5=lion; 6=tiger) with wear marks indicating it was once frequently sat upon. Sitting on it causes it to walk in place.
- An enchanted bird toy that flies around endlessly.
- A harpsichord that occasionally plays itself.
- A pen that, when dipped in ink, writes down whatever is spoken at or (spy version) near it.
- An 18-inch tall “footman” construct that will follow its master everywhere, carrying his or her shoes, etc. (not a heavy adventuring pack). Human walking speed. Easily destroyed.
- An 18-inch tall “linkboy” construct that will follow its master everywhere, carrying a lit lantern or torch (which it can’t light). Human walking speed. Easily destroyed.
- An automaton that can move around but not fight. It’s a… (1d6: 1=bear; 2=wolf; 3=stag; 4=reindeer; 5=lion; 6=tiger).
- A box that, when opened, folds down to create a little stage, with constructs that dance.
- A fancy lady’s hat with a bird on top that moves realistically when the hat is worn.
- A chessboard with pieces that will walk to the square indicated.
- A glass ball filled with liquid in which floats an eyeball that is clearly alive.
- The foot-tall figure of a man that, under the light of the full moon, transforms into a… (1d6: 1=wererat; 2=werebear; 3=werewolf; 4=weretiger; 5=werebat; 6=wereleopard).
- A child’s carved wooden dragon with articulated body that, when pushed along on its wheels, undulates and moves its head from side to side, puffs smoke, and flexes its wings.
- A permanent invisible servant that endlessly tidies up any objects that get moved for a master long dead.
- A bucket that, when anything is put in it and a door is open, hops thru the open door and empties itself.
- Roll for an Unlikely Find.
3. Magical Oddities
Roll 1d20.
- A tapestry that depicts a pastoral scene of peasants at work on a manor changes with the seasons.
- A crystal ball with a small defect that displays a different random far away scene each time someone looks into it.
- Sculpted torches that ignite when touched.
- Torches in magical sconces that ignite when visible movement passes nearby.
- A small box that, when opened, produces a swirling light show in the air.
- Two urns decorated in shifting patterns.
- A close stool that makes anything set in it vanish when the lid is closed. (The contents end up in an outdoor refuse pile not far away.)
- A ruined bridge, catwalk, or passage is actually intact but covered in an illusion.
- A painting in a ruined mansion that always displays the current owners currently displays a regal pair of mice. If the heroes clear it, their likenesses replace the mice.
- A wooden stirring spoon that, when placed in a hot pot, slowly stirs it until removed.
- A musical instrument that, when played–however poorly–plays the tune you’re thinking of. If played by an expert, it adds flourishes the player can only imagine.
- A rolled-up miniature rug that, when unrolled and laid on the floor, expands to 10-feet.
- A fist-sized miniature trunk locked with a fancy lock larger than it is. If unlocked, the trunk expands to 3 feet long and shrinks again–along with any contents–when locked.
- A painting that, when a command word is spoken, captures the scene in front of it, replacing the previous scene.
- A painting of a book that one can reach into and open and read the pages.
- A bell cast with the face of a woman that sings when the bell is struck.
- A shirt that changes color to match something deliberately touched to it.
- An item labeled “Perilous Wish”, which offers a magic wish but results in something equally bad happening to the wisher.
- A small bird figurine that whispers the name of the last person you spoke to.
- Roll for an Unlikely Find.
4. Plants & Animals
Roll 1d20.
- Weak, grasping tendrils of animate plants that normally prey on rodents. They’re harmless to creatures as large as the heroes and retreat quickly.
- A giant dog that’s very friendly but can’t be coaxed into leaving its territory.
- A squirrel that has gotten in to search for food is trapped in a cage-like piece of decor.
- A collection of… (1d6: 1=butterflies; 2=flies; 3=beetles; 4=moths; 5=spiders; 6=bees) pinned to a velvet cushion in a frame.
- Towering mushrooms that are edible but not tasty.
- Sundrinker flowers that gently turn to face light sources.
- Mouser plants, which lure mice with false smells and catch and digest them.
- Alarm vines, which hang from cracks and corners of the ceiling and recoil when touched, making a high-pitch keening noise, sure to get attention.
- Squirrels that charge the heroes and chitter angrily, then retreat.
- Lantern plants, which have tendrils that, when movement is near, raise bell-like blossoms aloft that light a small area (5-ft radius), found in groups in dark places.
- A chameleon bird, whose feathers change color to make it blend in with its surroundings.
- A couple of barter fish in a pool, which offer shiny stones and coins brought up from the bottom in an attempt to get food.
- Heart flowers, which sprout gorgeous red blooms out of the chest cavity of large animal carcasses.
- Harlequin weasels, which feature diamond patterns on their fur and which love to steal small items.
- A giant… (1d6: 1-2=curious duck; 3-4=aggressive swan; 5-6=territorial goose), which will flee if credibly threatened.
- A stuffed (taxidermied)… (1d6: 1=fluffy house cat; 2=dodo bird; 3=snake; 4=small crocodile; 5=monkey; 6=vampire bat), which, nevertheless, follows you with its eyes.
- A stuffed (taxidermied)… (1d6: 1=fluffy house cat; 2=weasel; 3=pine marten; 4=polecat; 5=monkey; 6=fox), that assumes a different pose each time it’s newly observed.
- Stickyburr plants, which leave gooey, sticky burrs on your clothes and, if you touch them, hands, and which are quite hard to get rid of.
- A bogfellow, a living puddle of water that crawls from place to place, looking for just the right depression but which flees if something tries to drink it.
- Roll for an Unlikely Find.
5. Odd Architecture
Roll 1d6.
- A trapdoor in the floor that leads to a mysterious hole hiding… (1d6: 1=the bones of a child in a small chest; 2=a once beautiful dress, now ruined; 3=secret documents; 4=pewter flagons wrapped in muslin; 5=two ruined tomes; 6=the skull of a ram).
- A water wheel in an underground river, still pumping water up to a fountain in a ruins.
- An elaborate little house built inside a large chamber by a semi-intelligent creature.
- A well with iron ladder runs set into the side, going down to a secret room next to the well’s pool of water.
- A magical painting of a scene you can crawl into, but the furniture and people are static and the space is small. A key (useful elsewhere) is hidden behind a piece of furniture.
- Shelving very high up on the wall of a high-ceilinged room, built for someone who wore boots of levitation daily.
6. Unlikely Finds
Roll 1d20.
- Hidden away, a stuffed (taxidermied)… (1d6: 1=centaur; 2=couatl; 3=tortle; 4=ki-rin; 5=hybsil; 6=unicorn). It’s clearly old and so probably not killed by the current owner.
- A crudely mummified (dead) human, wrapped in brown linen tied with twine.
- A rug made of… (1d6: 1-3=bear skin; 4-5=owlbear skin; 6=human skin).
- An iron maiden torture/execution device.
- The neatly labeled skull of a… (1d6: 1=well-known outlaw; 2=notorious tyrant; 3=revered sage; 4=beloved jester/troubadour; 5=folk hero; 6=defeated enemy).
- A stuffed (taxidermied) fish that sings a little song when touched.
- A decorative glass ball 8 inches across, encasing a small (preserved) lizard.
- The feather of a (1d6: 1=giant chicken; 2=pegasus; 3=griffon; 4=giant eagle; 5=couatl; 6=phoenix) on display.
- A horned skull with the horns cut short and drilled out for use as candle holders.
- The skull of a (1d6: 1=wolf; 2=bear; 3=eagle; 4=deer; 5=boar; 6=badger).
- Two “statues” of people in terrified poses, turned to stone by some enchantment, now long past the time they could have been un-petrified.
- A model of the sun, moon(s), and planet(s) that can be rotated to show various dates and can predict the phases of the moon and even, if you’re patient, eclipses.
- Pieces of marble chipped out of a block to sculpt a statue, magically (but roughly) reassembled in two halves, showing the inverse figure of the statue.
- The articulated and poseable skeleton of a (1d6: 1=monkey; 2=giant tortoise; 3=dodo; 4=mermaid; 5=falcon; 6=raven).
- A set of disused halfling-sized furniture.
- A suit of armor made for a giant.
- An oversized scroll of precise drawings of… (1d6: 1=bats; 2=lions; 3=leopards; 4=winged horses; 5=unicorns; 6=dragons).
- A silver… (1d6: 1=chalice; 2=loving cup; 3=salver; 4=horse; 5=knight; 6=eagle) made as a trophy for the winner of a tournament.
- A display case with a… (1d6: 1=collection of shark teeth; 2=pair of elephant tusks; 3=rhino horn; 4=twig from the elven ur-tree; 5=piece of mythril ore; 6=piece of adamantite ore).
- A scale model of the current location in its heyday.



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