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Bargain Bin Items

The document describes a variety of magical and mundane items being sold in a bargain bin for 50 gold pieces or less. Many of the items have questionable, useless, or even dangerous magical effects. Some examples given include potions with unknown effects, a bag of holding that plays loud music when opened, an immovable rod that randomly activates, and a mirror that makes everyone look ugly.

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Sasha Williams
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100% found this document useful (2 votes)
2K views5 pages

Bargain Bin Items

The document describes a variety of magical and mundane items being sold in a bargain bin for 50 gold pieces or less. Many of the items have questionable, useless, or even dangerous magical effects. Some examples given include potions with unknown effects, a bag of holding that plays loud music when opened, an immovable rod that randomly activates, and a mirror that makes everyone look ugly.

Uploaded by

Sasha Williams
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
  • Pre-owned Bag of Holding: Introduces a magical bag with occasional surprises.
  • Steel Bat with Corners: Explains a dangerous weapon equipped with corners for added impact.
  • Shiny Ring of Unknown Power: Describes a shiny ring with unknown magical properties.
  • Deck of Cards with a Radio: Details a deck of cards that begins playing music when opened.
  • Unlabeled Healing Potions: Describes a peculiar healing potion with unexpected effects.
  • Scorpion Tail: Introduces the severed tail of a scorpion with potent abilities.
  • High Velocity Throwing Rock: Describes a rock that can be thrown at high speeds with special effects.
  • Fresh Tear in Time: Talks about a mysterious tear in time with enigmatic properties.
  • Conspiracy Evidence: Provides evidence of a conspiracy involving nobility.
  • Water Skin with a Spell: Discusses a water skin containing a random spell effect.
  • Draught of Harpy-on-hit: Details a potion that transforms the user during an attack.
  • Mind Flayer Head In a Jar: Describes a gruesome relic with psychic abilities.

Bargain Bin “NOTHING OVER 50GP

1. Unlabeled “healing” potions with effects that the merchant himself doesn’t even know
2. A pre-owned bag of holding that occasionally gives random items when a player tries to reach in and
grab something
3. A bag of holding with a radio in it that plays loudly whenever the bag is opened
4. A luck blade with no charges remaining
5. A deck of cards with a powerful magical aura that’s not a Deck of Many Things, but rather a Deck of
Shitty Things
6. A deck of cards with a magical aura, but it’s just a normal deck enchanted to always be short one card
7. An immovable rod that randomly activates and deactivates
8. A discount scroll of Wish, but Wish like the app (caster will get a discount, shittier version of what they
originally wished for)
9. The Giant Belt of Strength: a huge, clearly magical belt that is said to enhance your strength, but it
just fixes your posture and does that electrocuting your abs thing to strengthen your muscles
10. A weapon that returns to its wielder after it is thrown, but it does so by growing tiny human legs and
walking while actively and loudly complaining about how tired it is
11. A magical book that takes away any knowledge you might have had of the things described within it
when you read it.
12. A sword/weapon that yells about how everything you're doing is morally wrong whenever you do
battle using it.
13. A sword/weapon that yells about how everything you’re doing is technically wrong whenever you do
battle using it (ex. “Why is your stance so open?? God I can’t believe I’m being wielded by someone
whose left foot is at a full 90 degrees from their right”)
14. A mirror that makes everyone look indescribably ugly.
15. A hand mirror that shows the face of a person that will die within 48 hours]
16. A wallet that makes money appear by stealing it from nearby NPCs AND leaves a note saying that
you stole the money.
17. A pack of Juicy Fruit
18. A canteen that gives you random (mostly bad) consequences - roll d10 1 - incapacitated with diarrhea
(must long rest) 2 - you have trouble remembering your spells/weapons so you choose one at random
when needed 3 - suffer the effects of being drunk 4 - you hallucinate and think you can speak with
animals... You can't 5 - Each time you enter a room, you rip a loud fart that is easily heard (roll stealth
check to see if it's noticed) 6 - you get really bad acne (-1 charisma for 1 day) 7 - it's just a regular
canteen 8 - it's just a regular canteen 9 - effects of a short rest 10 - effects of a long rest
19. A homunculus that dies every day in excruciating fashion (and is reincarnated)
20. A magic 8 ball that shows you the consequences of your result (used once per day), i.e. should we
rescue the princess? - Yes - shows that her and the quest holder are planning a trap to rob you.
21. A genie lamp which doesn’t contain a genie but rather a pissed off Air Elemental. (He won’t fight you,
he’s just pissed off about being mistaken for a genie.
22. A bag of holding that is filled with dense mist, anything that goes in comes out damp and slippery.
23. A fine selection of potion bottles from the estate of a deceased wizard. They were not properly
cleaned before sale, and using them without properly sanitizing them may have odd side effects.
24. The Deck of Manny Tings. Formerly the property of Manuel "Manny" Tings, pro gambler, he had the
deck created to help teach his child the game. When attuned and used for play, the Deck informs the
user of the relative value of their hand, reminds them of the next steps of play, and occasional
messages of encouragement.
25. Used gold teeth
26. A horse translation collar that lets you flawlessly command horses when you wear it, but you only
make horse noises and you can’t understand the horses’ replies, if any. You still understand
humanoid speech but can’t speak it; the collar must be worn for at least eight hours at a time.
27. Jerky made of whatever you think it is. "Tarrasque jerky? Sure, you're looking at it!". The truth is much
scarier.
28. Ring of Feather Falling - When used while falling, feathers spontaneously fall around them. The
feathers don't actually help you stop falling.
Bargain Bin “NOTHING OVER 50GP

29. Severed scorpion tail - A tail of a random scorpion, with enough venom for one last strike.
30. High velocity throwing rock - A regular stone.
31. “Magic beans”: each bean has a 50% chance to be a normal bean, 35% chance to explode, 10%
chance to turn into a sphere of annihilation, and a 5% chance to make the player turn into a minor
deity when eaten
32. A talking sword that only talks when the merchant is present
33. Armor and equipment that looks suspiciously like the what you own, down to the most exacting detail
34. A used chest, broken open from the inside
35. A whole bunch of parchment, all with mysterious stains
36. Clothing which wouldn't fit any normal humanoid (extra arms, legs, collars, etc.)
37. The Cushion of Whu'pi - An elegant silk cushion that makes a flatulent sound and releases a foul odor
when sat upon
38. Bag of Folding - an old dilapidated bag that works just as well as any other bag of holding... as long
as you dont mind everything you put in to come out slightly bent. Objects placed in the bag multiple
times have a 50/50 chance of bending back into their original shape or getting even worse. Creatures
that are placed in the bag come out with slight scoliosis.
39. Jar of Bees - An enchanted clay pot with a constant faint buzzing sound coming from inside. This jar
can bee opened once per day, releasing a docile swarm of bees. If the jar is shaken vigorously before
being opened, the bees will immediately attack a random creature nearby. If the bees are outside of
the jar upon sunrise they will disappear and reappear inside the jar. If they are dead, a new swarm
appears inside the jar.
40. Criss-Cross Bow - a crossbow that shoots two bolts, but in a criss-cross fashion (as in an X). probably
won't hit the target. Uses two bolts per attack.
41. B'ris'q Iced Tea - a really expensive drink that gives the effects of Haste for 30 seconds. The user
crashes from a sugar high afterwards.
42. Paci-Fist - a spiked metal fingerless glove that deals 1d10 piercing damage when used to punch, but
the user must roll a constitution saving throw with a DC determined by DM. If failed, user is put to
sleep.
43. Bag of Pocket Sand - literally just a bag of sand. Can be used as a reaction to reduce an enemy's hit
roll by 1d8.
44. Father Long-Legs - A small spider companion that only the buyer can hear speak. Tries to convince
the player that their god is the one true god, and everyone else is wrong. No combat use. (BONUS: if
brought to another god, will abandon their previous faith and switch to that god)
45. A vial of “dragon blood” that upon closer inspection is just tomato soup
46. A handful of plastic gemstones
47. A tooth from a venomous creature called the “Pep’tooth” that dispenses a murky pink liquid that
removes the effects of all illness for an 8 hour period
48. A small dagger with an unusually large handle labelled “Longsword” when held it is revealed that the
blade is much longer but invisible
49. A “ring of mimic friendship” which makes all mimics nearby docile and possibly helpful to the wearer.
The ring itself is a mimic
50. A necklace with several teeth of different sizes called the “mimic tooth necklace” while worn, many
more mimics appear in the world and has a chance to turn any non magical item picked up by the
wearer into a mimic
51. A magical chess set containing pieces you can destroy to summon a human with the same title as the
piece. Destroying a king piece will summon a king, destroying a knight piece will summon a knight,
etc. People summoned this way have a 50/50 chance of being hostile or friendly
52. A fragmentation grenade. Nobody knows how it got here.
53. A bottle containing a powerful aphrodisiac magically enchanted to be identified as manticore poison
54. A beautifully carved obsidian wand radiating purple smoke. Holds the True Polymorph spell but
disappears after a single use.
55. A brightly coloured plaid invisibility cloak that only works on beings with true sight.
Bargain Bin “NOTHING OVER 50GP

56. Evidence of a noble house's conspiracy to murder the king/queen/whomever. Turns out to be a rough
draft for a play written by the merchant.
57. A skeleton key that only opens acacia wood doors.
58. A glass orb that flashes intermittently for no discernible reason
59. Cave bat jerky
60. A perfectly average house cat
61. Rope that repels water
62. Horseshoes stolen from a centaur
63. A fairy in a bottle
64. An old sandwich. He picked all the mold off the bread though.
65. A normal looking cloak. However, it's a cursed item that, when worn, changes your skin and hair into
garish colours and patterns that clash horribly.
66. An "energy drink" made with "Minotaur essence." +1 dex for 4 hours but are fatigued the next day.
67. A set of dehydrated clothing, unlabeled. Just add water to this twill seed and get a fresh set of slightly-
damp clothes. No guarantee on style, collect them all!
68. Boots of booting. Can punt small items under 5 pounds up to 100 yards. No combat benefits.
69. Dragon eggs, that are actually kenku eggs

1. Fruits that make you luckier at one task (have no actual effect, but are highly effective placebo)
2. Cheap animal pelts with way more knife holes then there probably should be
3. Christmas ornaments all year round
4. A cheap book called “Beginners Guide to Potions” with large amounts of the pages missing
5. A bag of holding for a good price, but once bought is found to contain at least 8,000 dead mice
6. A "rat" potion which according to seller turns people into rats.
7. A "ring of invisibility" where if a player wears it the ring turns invisible.
8. A clock but the handles only tick backwards
9. A pair of caestus' that reek of alcohol, if worn the wearer grant them advantage to sleight of hand as
well as unarmored strikes.
10. A Potion of Greater Importence (a close look at the label shows the 'r' was squeezed in by a different
hand.)
11. A Figurine of Wondrous Power (Goat). User must pass a high Charisma check or the goat will ignore
orders and only scream loudly for the duration. Seller automatically passes the check.
12. A saddle with rude words etched into the seat.
13. An owl guaranteed to lay eggs with owl bears inside.
14. "Fine liquor", in dusty old bottles. Which proves it is authentic!
15. Bootleg, home-brewed potions of invisibility that turn you transparent, washing out colors [other
creatures roll with disadvantage to notice you, you gain +2 bonus to stealth checks].
16. Assorted fenced jewelry, sold by gold weight.
17. Gold ingots, crudely stamped as "0.99999999999 pursent" pure. An evaluation reveals them to be just
over 14 karat gold, or around 60% gold by weight.
18. Assorted gemstones, priced between 30 and 40 gold. Actual value is around 20 to 25 gold.
19. Crates of short swords bearing foreign makers marks, priced below market value.
20. +1 gnommish folding shortbows, sold for 150 gold each. Require an action to unfold for use, but easily
concealed.
21. An errand boy on a blanket, collecting under the table poison orders for a notable local alchemist.
One can order the following by the dose, to be collected in 3 days:
22. — Draught of viper - 3 poison damage on hit, then 2 damage per turn for 3 turns (18 damage on
ingestion). 20 gold.
23. --Draught of dryad - on hit, target makes a DC 13 CON save, or begins to bleed profusely from the
wound. Target takes 3 bleeding damage per turn for 5 turns. Targets with max HP under 50 fall
unconcious from blood loss after 5 turns. 45 gold.
Bargain Bin “NOTHING OVER 50GP

24. --Draught of Harpy - on hit, target begins to hallucinate. Target must pass a DC 10 Charisma save
each turn, or become frightened. Target gains disadvantage to hit. 35 gold.
25. A pair of spectacles worn by the great emperor's nephew.
26. An embroidered kerchief with the crest of a well known upper-class family.
27. Documents granting legal entry into a lost civilization.
28. A vendor with a real working wondrous Item selling the chance to win it by paying 5gp to draw the
black ball out of a bag of white balls (1% chance of picking it). If the character miraculously succeeds,
they are followed and an attempt to steal the item back is made.
29. A walking cane with a hidden compartment in the handle.
30. A cap which can be flipped inside out for a quick change of appearance
31. A coat which can be flipped inside out for a quick change of appearance
32. A wand of “alter self” that, when activated with the button on the side, springs open to reveal a
standard make up kit!
33. A scroll of “Prismatic wall” that casts prestidigitation, turning the nearest wall rainbow!
34. A spell book! First page contains 1 new cantrip, the rest of the book teaches the reader how to spell
words in another language.
35. Potion of climbing; when opened, a harmless slime crawls out and climbs up on top of the players
head!(If a DC 12 animal handling check is passed, the slime will help them climb up something, but
not down)
36. (Have the vendor ask where the party is going as small talk) a bag of holding for a low but fair price
that is 3/4 full of goods to be smuggled into that location
37. A steel crown that turns the user into a steel statue until the crown is removed
38. An “all-in-one” miracle potion with a random effect of healing, poison resistance, etc
39. An alchemy jug that only dispenses different kinds of flavored water (and maybe some blood)
40. Bag of blood, though the owner isn’t sure where it’s from or how he got it
41. Finger of death statue, which is only a statue of an outstretched finger with the word “death” on it.
42. Pixie in a mason jar
43. A dagger that will always hover and point east
44. “Death in a jar”- a lot of garbage and some traces of random magic blended together into a thick black
substance
45. Copper coins that explode when bent
46. The shop owner’s left hand, and quite fresh too
47. A group of “legendary crafters” that create very strong weapons for a high price, that break on one hit
48. A glass eye. Investigation shows it is still warm and moist, as if it was removed from the previous
owner quite recently.
49. Crude copies of local prison records, with half of prisoners being way too innocent and unjustly
accused.
50. Live fish with illegal substances inside their bellies.
51. Books with empty pages only
52. A supposedly legendary sword, locked inside a holy pedestal until a chosen hero unleashes it. Well,
the sword is pretty durable, but someone took a sledgehammer to the pedestal. Now it's a beautiful
sword with a hulking stone chomping down on the last fourth of the blade. Makes for a good hammer,
but the handle is a bit sharp further up the haft. Someone probably wants that sword back where it
belongs, though...
53. Counterfeit gold. 25 mid-quality fake gp. Really good stuff, just fake, sold in a cheap children's rattle
so you can occupy a kid while you use some of the contents inside to procure your dinner from an
unobserving bartender. Reappears inside rattle after 24hrs.
54. Cheap replicas of earlier mentioned legendary sword. Cheap metal, even some are wood. Reckon
they'd break off in someone if you stuck 'em. Bonus points if these are sold next to the seller of the
sword-hammer above.
55. Giant bags stuffed to the brim with dust. Sold by a very clean and professional mage. Where did the
dust come from? How does he have so much? Do with the dust what you will; it doesn't matter to him.
He just has to get rid of it
Bargain Bin “NOTHING OVER 50GP

56. Mind flayer blood... and a lot of it too. Some say the visions you get after drinking that stuff could kill.
57. A very ornate gold chased silver flask, still pierced with the holes left by the crossbow bolt that killed
the previous owner. A mending spell would fix it easily. Worth 40Gp if repaired and being sold for
scrap value of 7Gp.
58. Gunsmeeths Gnomish AutoPistola, with a 150 round ammo drum (empty). Could fire a burst of three
rounds for each attack! You will never find the small calibre ammunition. It only did d3-1 damage per
round. It had a 10ft range increment. It has a first shot (per target) attack modifier of -2 inaccuracy and
further penalty without the exotic weapon proficiency, plus a familiarity penalty of -2 unless the user
has done 300+ frustrating target practice shots. Cost is as much as the customer can afford as long
as it is more than 550Gp.
59. Live hens, each in a sack, clucking quietly.. "trap finders! Just set one loose and she will go straight
for the trap!" Apparently the merchant has been training them for months, but has to leave on a sea
voyage and can't take his hens with him.
60. A ship in a bottle. "Just throw it into salt water, the glass will break, and your ship will get to full size
ready to sail!" A fact, you note, which cannot be tested in the landlocked town he is selling it in. He
also does not mention that when said ship does emerge full sized and full rigged (surprise!) it is
somewhat hard to catch at full speed without a dinghy or a really remarkable swim speed...
61. Cure-all pills. These are throat lollies in wax paper wrappings. No refunds. Will not cure death.
62. Magic beans. Do not eat. Will grow very long beanstalks if planted.... Several kilometres long. But not
to the clouds because that would require planning permission from cloud giants, which they won't
grant. Just along the ground or climbing all over a wall, and so on.
63. A circular, wooden token which the seller claims is a "lucky charm"
64. Fake Dragon products. This could include anything from dragon eggs, dragon scales, or an animated
sculpture of a tiny Dragon that is supposedly a real Dragon (some might have multiple heads or come
in colours of Dragon that don't even exist in your world)
65. A sword of wondrous luck! (Good or bad is decided every time the sword is unsheathed. Coin toss by
PC who buys it to see if they get good luck (heads) which will be advantage for the duration of that
combat or bad luck (tails) which will be disadvantage for the duration of that combat)
66. A jack in the box that has a genie trapped inside
67. A warlock's collection of small journals that have a demon's name for summoning
68. A vendor that sells rare poisonous succulents
69. An old/used assassin's hidden wrist blade that works 80% of the time but jams in the holder 20% of
the time
70. Broken Glass Ice Cubes. Hundreds of tiny shards of broken glass frozen into an ice cubes. Drop them
in someone's drink for a quick assassination.
71. A hot pie being sold by some street urchins. There's a slice missing.
72. "Wand of disintegration" On use the wand disintegrates
73. "Potion of the golden sun" It's a bottle of pee
74. "Key of mystery" Can lock any door at the price of the party being unable to reopen the door
themselves (The door must have a keyhole)
75. "Glasses of the flip" When worn the wearer has disadvantage on anything that requires sight
(because it makes up down and down up)

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