Collection ...
make it completely random and use
Print it out on both sides of a Letter-sized paper (check Borderless Printing in the printer
OPTION 1
properties). Fold along the dotted lines. This is what you should have.
Roll a d4 for everything
Start in the middle. Roll d4 to decide if the item was made by elves,
dwarves, halflings or wizards. Follow the lines from there.
If you want a chance for the item to be cursed, roll the Curse d4.
On a 1, the magic item is cursed.
Roll D4 to determine which curse the item holds.
You can’t drop the cursed item without the help of a Dispel Magic,
Remove Curse, or some very clever workaround.
If you pick up a second cursed item while holding the first one, you drop
the first cursed item and are now only carrying the second one and
su ering its curse. You can't knowingly do it to get rid of a cursed item
by switching to a di erent curse.
When you need a magic item, pick one – or make it random and roll some dice.
Roll a d6: OPTION 2
1 – blades 4 – odds and ends Roll a d4, d8, and d20
2 – hats 5 – capes Start in the middle. Roll d4 to decide if the item was made by elves,
3 – footwear 6 – use the Generator dwarves, halflings or wizards.
Then look at the column with the category that you got, roll a d6, and have fun with Roll a d8 to determine what kind of item it is.
whatever strange thing you end up with. Roll a d20 to determine the magic quality. If you don’t want the item to
Each item is supposed to be unique. If you roll one that you already got before, reroll, or... be cursed, reroll on 17-20.
This product is an independent production by Semen and is not a liated with Lamentations of the Flame
Thanks to Cerne, Kisa, Alvur, Mist, Becami and Zak for playtesting and advice.
Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
Ghosting casket
Collection of 5x6 magic items
Silk Cape When opened, it lets you see,
Once per day you can throw this hear and touch the spirit plane. The
cape at someone or on the ground more you use it, the more you lose connection
and turn into a Web spell. It will to the material plane. Roll a d10+ the number of times
turn back into a cape when you the character had used the casket. On a modified 10 or higher,
command it, or after an hour the character develops a condition (roll a d6 to pick which one,
passes, unless it’s destroyed by re-roll if you get the same result). A character who develops all
fire. Ripping the web doesn’t stop six conditions becomes a ghost and is gone forever.
it from reforming into the cape, as long as 1. Looks kind of transparent. –1 to Charisma.
the ripped bits are kept close together. 2. Groaning voice. –1 to Charisma.
Forest Cape 3. Hears voices of the dead. They make no sense whatsoever.
Made of bark and leaves. While you wear it, you get a +2 to save –1 to searching checks.
versus Poison, +2 bonus to Bushcraft, and can cast one of these 4. A known language is replaced with a long-dead one. If a character
only knows one language, well, that’s awkward, isn’t it?
spells once per day: Charm Plant (includes plant monsters), Plant
5. Isn’t all quite there. A 1 in 6 chance for enemy weapons and missiles
Growth, or Speak with Plants. Any fire attack against you causes to pass harmlessly through the character’s body. Also, a 1 in 6 chance
a critical hit. Die while wearing the cape, and you turn into a tree. for the character to drop whatever they’re using.
Dune Cape 6. Glows in the dark.
Sand-coloured, rough to the touch. Once per day it can be used to Bone flute that controls the dead
cast a Sleep spell. A dead body will obey simple commands, as long as it has the
Midnight Cape necessary parts.
Woven from the ebony hair of an elven princess, once per day it Inkwell filled with blood
can be used to cast Darkness around the wearer. Can be used to write in the language of
Snake Mantle demons, even if the writer doesn’t know the
Has a cobra-like hood. As long as you keep the hood up, you can language. Must be refilled with blood to be used
talk to snakes and understand what they say, and they would again, each time it must be the blood of a
treat you like a fellow snake. Most snakes would be intimidated di erent creature.
by your size and try to slither away from you. Big snakes have a
Cage of cold iron A Modest Collection of Weird Items
2 in 6 chance to challenge you for the control of the territory. The
Contains a single Living Spell from the magic-user to be Used in Games with Your
challenge can be resolved by games such as “who will eat more
spell list. The spell casts itself as soon as the cage is Friends and Loved Ones,
rats in five minutes”, staring contests, and snake poetry slams.
opened. plus a Generator
Robes of Healing
A long bright-red garment, cool to the touch, surprisingly heavy Walking stick for Creation of Artifacts,
and resilient. Whenever the wearer is wounded, the Robes heal Once per day, it can turn into a 2 HD snake that follows both Wondrous and Ridiculous.
them for d4 hit points. Actually it’s a symbiotic animal that the owner’s commands. If you lose it, it will turn into a
hibernates most of the time, and feeds on the wearer’s blood. snake and crawl back to you the next day.
Extra unpleasant things like fire, very loud noises, extreme cold, Pail of air Created by Semen. Art by Bubo.
or Stinking Cloud wake the creature up and irritate it, so it bites Full of supercooled mixture of liquefied gases that
the wearer for 2d4 hit points. If you end up playing it as some constantly evaporate. Can fill a 20X20X20 feet chamber with To Becami, may she wear a different
magical hat every day.
sort of Venom, you’re playing the game right. breathable air.
Webdagger
Guard shaped like spider’s legs,
entangles the victim in webs on a successful Elven boots
strike. After 3 strikes, must be plunged into a corpse for an You always land on your
hour to recharge. feet, but you share all the
Lancet vulnerabilities of an Elf. Fall damage
This dagger lets out bad blood from the body that it cuts. Does is halved (1d6 damage per 20’ the
d4 damage. (1 – no special e ect, just damage. 2-3 – damage plus character falls). They’re green.
neutralize poison or remove disease. 4 – the damage die explodes) Boots of Greed
Oblivion With these boots, created by a half-mad dwarven
Wine-red beret with a rooster’s saddle feather treasure-seeker, your feet acquire the true Dwarven sensitivity.
Forged in the waters of Lethe, this dagger draws memories
Once a day lets you transform into a black dog for 1 hour. You gain 3 points in Architecture, and have a 2 in 6 chance to
together with blood. On a hit, the target loses a memorized spell
The dog keeps the character’s stats and hitpoints, has a 5 find secret doors and traps. Whenever you’re within 100 feet
(starting from the lowest level) or a skill point. Useless against
in 6 chance to find hidden things with Search, has a 2d4 from something precious, like, say, a treasure chest, the boots
brainless enemies. On a critical hit, you can absorb the memory
bite attack, and cannot speak. have 2 in 6 chance of carrying you towards the treasure,
by licking the blood o the blade.
Vulcan’s helmet ignoring the perils that may lie between the treasure and you.
Steelmirror
While you wear it, you can talk to metal statues and Goblin boots
The blade of this sword always stays clean and reflective,
neither dirt nor blood adheres to it. It has a 50% chance to decorations, as long as they’re shaped like something that You can walk on walls and ceilings wearing those! You also
reflect any spell directed at you – and when it reflects, it has can talk. It doesn’t make the metal objects friendlier or speak backwards, and healing spells and potions hurt you.
a 50% chance to redirect the spell at your ally instead. more cooperative. Has horns on it. They’re made of spider skin.
Wraithblade Combat tiara Halfling sandals
Breaks on hit. The broken piece of the blade digs into the You can throw it as a +1 weapon and it returns into your Have unusually thick soles and can be used to walk on broken
target’s body. The next turn, target must roll to save vs magic. hand after a successful throw. Deals d4 damage. glass, lava, and other horrible things. Also, if you click your
Failed roll means death, success means the loss of half the hit heels together, poisoned spurs pop out of the sandals. There’s
Permafrost crown enough poison for one kick, afterwards they just do d4 damage.
points. Dark mages and assassins will pay good money for it.
While wearing it, you’re invisible to thermal vision and Boots of ominous tracks
Ratfang cannot be harmed by fire, normal or magical. You also
A magical dagger made of, you When you wear these boots, you leave tracks shaped like large
su er a -1 penalty to Search and Surprise rolls because of
guessed it, a giant rat’s fang. Not cloven hooves. Dogs and
brainfreeze.
a ected by Heat Metal. On a natural similar animals will refuse
18, 19, or 20 hit Ratfang grows into a O’mega hat to follow your scent.
larger weapon, going Once a day, if turned inside out, it becomes a completely Touching holy water causes
from Minor to Small, di erent magic hat. Roll to determine which one. It will you d8 damage.
to Meduim, to Great, to automatically turn back after an hour passes. Shoes of
Too Large For a Human to Carry. Hat of many walls spectacular hopping
If it’s larger than Minor, on a natural 1, 2, 3, Shaped like flippers,
or 4 Ratfang breaks. Broken Ratfang can be fixed It’s a gorgeous-looking hat made of silk, decorated with
2d4 +1 gems. The gems can be torn o and thrown to these magnificent shoes grant you
by someone skilled in bone carving. A ratcatcher the ability to leap up to 100 feet.
would be willing to pay a hundred silver pieces for create a Wall of Fire (ruby), Wall of Ice (sapphire), or Wall
of Fog (diamond). Ribbit!
the Ratfang, if you can prove that it’s the real thing.
Ge d8
ne d20
d4
Sword
1
1–2
d4
3–4
d4 Arrows
2
d20
d4 1. +d4 fire damage
ra С 2. +d4 frost damage
3. Paralyzing strike
4. +1 weapon, yay
tor Sta
3–4
8 d20
d4+12
Elves
1
d20
d4
3
Hammer
3–4
Curses
d8 d4 С Wizz! 4 d4 2 Dwarves С d4 d8 (roll a d4)
1 Everything hurts.
You don’t take damage,
1–2 1–2 but you make all rolls with
3 a -2 penalty because of
neverstopping pain.
d20 Hobbits d20 Except saves vs Poison –
5. +1 protection vs fire Ring Chainmail your body is so wrecked
d4+12 d4+4 that you actually have
6. +1 protection vs magic 7 4 better chances to fight o
7. +1 protection vs frost the toxins, so you save vs
8. +1 armour, yay С Poison with a +2 bonus.
9. 2 extra pips in Stealth d20 6 5 d20 2 Nothing makes sense.
10. 2 extra pips in Sleight of Hand
Gloves d4 Belt The delicate connections
d4+8 1–2 3–4 d4+8 between your brain and
11. 2 extra pips in Bushcraft your senses are out of
d8 tune. When using any
12. 2 extra pips in Languages skills, roll twice and take
13. d4 charges of Mending 17. Curse 1 the worst result.
14. d4 charges of Enlarge 18. Curse 2 3 Your arm goes numb, clutching the cursed item. You can’t do anything that requires the use of both hands –
shooting a bow, casting a magic spell unless you’re an Elf, using a great weapon, etc.
15. d4 charges of Reduce 19. Curse 3
4 You are now haunted by the spirit of the last creature that you killed. If you didn’t kill anyone, you’re haunted by
16. d4 charges of Feather Fall 20. Curse 4 a spirit that mistakes you for someone else, but you can explain the mistake and the spirit will fuck o .