View Full Version : Looking for item ideas for a module
moonracer20000
June 1st, 2026, 20:22
I'm working on a supplement module and thought I'd ask here for ideas.
I'd like to add some generic quest items like letters, packages, suitcases,... Any suggestions would be helpful. If there are items in adventures that are mentioned but not made into items in FGU let me know.
I'm also thinking about collectibles and souvenirs. Things like Lords of Space action figures, primitive trinkets, jewelry.
Let me know if you think of anything beyond this.
Tempered7
June 1st, 2026, 20:59
Main ideas;
* Letters written in code, like first letter of every word gives a hidden message.
* Package in a package in a package, like those russian dolls, within, is a pocket dimension of a mage.
* Collectible wooden figures of critters in DnD.
* Collectible silver-made flora types with jewels placed in.
- Souvenirs;
* 6-sided dice with 6s in all sides. Carried for good luck. Can be a cursed version with 1s on each side.
* A fancy Scabbard made for a child king who did not like it and ended up in stores with too high of a price.
* Wooden ale mug of famous local dwarf [famous for his clever taunts]
* A golden thimble. Token of gratitude from one tailor to her apprentice.
* Seasoning spices in air tight wooden/glass containers.
* Working hammer of a smith, so heavy that only STR 14+ can lift, let alone use it.
* Calidoscope jewelry.
* Ruby when place in front of a rogue's eye, shows traps.
* Repurposed tower shield to be used as a slide in winter.
* A feather from a harpy to be used by a fletcher.
- Other things;
* Ancient alchemical things; such as Greek Fire in a jar.
* Pouches with hidden compartments.
* Magical playing cards that is used for cheating [they show whatever suits/numbers as the cheater desires].
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