GLUMDARK
Random Tables of the Macabre and Mundane
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Storytelling & Worldbuilding
Bad Omens
Bad Places
Bad Places 2
Defining Life Events
Dubious Discoveries
Festivals and Holidays
Ignoble Ends
Incendiary Incidents
Inns and Taverns
Maritime Encounters
Odd Skills and Traits
Quest Seed Generator NEW
Reasons to Be Evil
Reasons to Leave the Shire
Travel Encounters
Travel Location Generator NEW
Wild Wild Weather NEW
Creatures & Characters
A Life in Three Acts NEW
Animal Oddities
Extremely Unexpected Creatures
Lost and Broken Demigods
Normal People
NPC Generator
NPC Name Generator NEW
Personal Mottos
Suspicious Strangers
Working Stiffs NEW
Powers & Effects
Curses! Curses!
Devilish Deals NEW
Diseases
Double Deformity
Dumb Cantrips for Bad Wizards
Peculiar Potions NEW
Items & Artifacts
Abhorrent Artifacts
A Critical Armament NEW
Arcane Artifacts
Books of the Damned
Does It Have a Name?
Rods, Staffs, and Wands
Spell Components NEW
Things Found in a Dungeon
Things Found in a Mage's Tower
Things Found in an Abandoned Mine
Things Found in an Alchemist's Lab
Things Found in a Rickety Shack
Things Found in a Tree
Things Found in the Pocket of a Stranger
Weird Weapons
Location Generators
A Cabin in the Woods
A Mysterious Tower
A Seaside Altar
A Sinister Sepulchre
Dour Dour Docks
Six Establishments in Squalor
Arcane Artifacts (d20)
Evil but helpful.
1

The Dagger of Bad Dreams

A black dagger with a twisted blade. The blade retracts into the handle, causing no damage. However, on a failed INT or PRE save, the stabbed person believes they are dying. On a D6 critical failure the attacker also believes they’ve committed murder.
2

The Wedding Band

This ring can be used to dramatically influence the emotions of others. Each time it does so, the ring has a one in four chance of tightening around the wearer's finger. The third time that it tightens this way, it becomes small enough to remove the finger entirely. At this point, the ring returns to its original size.
3

The Black Looking Glass

This looking glass can be used to intuit the nature of any curse or dark enchantment. When it is used this way, it always reflects a milder version of the curse back upon the user.
4

The Divine Aquarium

This small aquarium can keep any small fish alive indefinitely without food. The fish will slowly evolve and develop consciousness. Eventually, it will be able to communicate telepathically. It will revert back to a normal fish if it ever leaves the aquarium.
5

The Fecund Stone

This artifact appears to be a small, normal stone. If buried, it causes plant life to grow with wild abundance over an area the size of a single acre.
6

The Dubious Ring of Shielding

This ring can be used to block one magical attack per day. Roll a d20 when it is used this way. On a critical failure it doubles the damage instead.
7

The Flask of Surprise

A small flask which is filled with a random potion each day. Roll on the potions table. Each time the potion is consumed, roll a d4. On a 1, the flask is cracked and forever broken.
8

The Moron's Burden

This purple hood can only be worn by those with very low intelligence. It will glow bright purple when that person is being lied to, and this effect is visible to everyone around them.
9

Kring's Fickle Compass

Once per day, this compass can be used to point in the direction of any place whose name is uttered aloud. It has a one in four chance of pointing in a completely random direction instead, and there is no way of knowing when it is acting reliably.
10

The Teeth of Greed

This set of wooden teeth can be used once to bring someone back from the dead. But it must be fed every day by inflicting a damaging wound on a living creature and feeding the artifact its blood. If it isn’t fed daily, it will grow greedy and take the life of its owner.
11

Billy's Ugly Icon

This ugly doll can be magically paired with any creature in the same room as it via a dark ritual which takes 10 minutes. Thereafter, damage or healing can be transferred through the doll to that person once per day. On a critical failure, the transference fails and both creatures share the transference as damage.
12

The One Way Feather

This artifact allows you to leap great distances but doesn’t protect you from impact on landing. It can be used once per day.
13

The Greedy Eye

A black glass marble which gives a chance of seeing how much money is carried on a person, even through their clothes and possessions. In order to use it, you must replace one of your own eyes with it.
14

The Socks of the Comedian

These socks allow you to move very, very quietly. But they also make the action of sneaking around incredibly funny to you. You're likely to get the giggles, at least.
15

The Coin of Surprise

This simple coin has a smiling face on one side and a gruesome, horrified frown on the other. The coin itself is sentient. When flipped to determine the outcome of any matter, the coin decides which side to display.
16

The Dumb Cane

Consuming this plant makes it impossible to speak or understand language, but possible to read thoughts. The effect lasts for 1d6 hours.
17

The Wheel of Perpetual Motion

This six inch wheel rotates slowly on a small axis indefinitely. It can pull or lift no more than the weight of one medium sized creature.
18

The Can of Surprise

Each night at midnight, this tin can re-seals itself and fills back up with a small amount of liquid. You must crack open the can to see which liquid is inside and it must be used within 6 seconds after being opened or it will simply vanish. The liquid inside is either:
  • Boiling oil
  • Clean water
  • Minor healing potion
  • Acid
19

The Dark Ape

A small stone idol in the shape of a menacing ape. Anyone who stares into the eyes of the ape for a solid ten seconds is put soundly to sleep.
20

The Shrieking Duck

This metal duck randomly produces gold at inopportune times, always shrieking loudly when it does.