# The Adventure Zone Items
<br>

## Moonlighting
<br>

### Fantasy Costco
#### Extreme Teen Bible
**Cost: 350gp**  
A +1 holy symbol that contains a cover featuring a rad skateboarder. Allows the user to more easily spread the good word of their deity.
- +1 holy symbol, affects spells used by the owner.
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#### Phantom Fist
**Cost: 600gp**  
A guantlet that grants the user +1 to unarmed attack rolls. When successful, the target must succeed a DC 15 Dexterity saving throw or be knocked back 2d4 feet.

#### Ring of Pointing
**Cost: 200gp**  
A copper ring with an inlad ruby that can project a small visible dot onto any surface. [It is essentially a laser pointer].

#### Stone of Far Speech
**Cost: 100gp each**  
A small stone that can connect to other similar stones and allow for communication between the owners.

#### Scuttle Buddy
**Cost: 500gp**  
A mechanical beetle that the user can use for spying. It will talk to the user, but won't have anything interesting to say beyond its primary function. The owner can wind it up four times before it breaks. The beetle can easily fit through small places and climb walls. It cannot fly and is very fragile.

#### Wand of Switcharoo
**Cost: 1300gp**  
Once a day, when pointed at another creature of similar size within 100ft, the target and the holder of the wand will switch places. If the target is unwilling to switch, it must succeed a DC 17 Constitution saving throw to remain in place.

#### Unlimited Pasta Pass
**Cost: 100**  
Can be used at any participating _Olive Garden_ for free unlimited pasta for the owner of the pass and free soft drinks for their guests.

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### Fantasy Gachapon
#### Railsplitter
**Magnus rolled 6**  
A plain-looking lumberjack axe that allows the user to once a day cut down any tree in one swing.

#### Ring of Frost
**Taako rolled 16**  
A blue steel ring that is cool to the touch. When the wearer is holding any beverage in the same hand as the one with the ring, the beverage becomes frosty and refreshing. The ring also grants the user resistance against Frost damage...though its main purpose is for frosty beverages.

#### True Heart Clasp
**Merle rolled 19**  
A small clasp that can be fastened onto the user's ear, allowing the user to know someone's true intentions. This gives the wearer Advantage and +2 on all Insight checks.


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## Lunar Interlude I
<br>

### Fantasy Costco
#### Alchemist Ring
**Cost: 500gp**  
When the wearer of this ring imbibes a healing potion, they recieve an additional 1d6 hit points.

#### Glasses of Lightning Comprehension
**Cost: 600gp**  
These glasses allow the wearer to read and comprehend any text that is an a language the user knows, 10 times faster.

#### Haunted Doll
**Cost: 300gp**  
A very creepy looking doll. When the owner of this doll fails a third death saving throw, the doll will die in place of its owner.

#### Lens of Straight Creeping
**Cost: 700gp**  
A monocle that allows the user to once a day see the  footprints of a specific person or creature that has been within the area.

#### Mystery Bag (a fish)
**Cost: 300gp**  
A bag that holds a small, indestructible, glass sphere containing a goldfish. The fish does not have any magical properties. The sphere in which the goldfish lives is self-cleaning and allows the fish to easily breathe and be fed.

#### Pocket Spa
**Cost: 1000gp**  
A medium-sized pop-up tent that is used when in a short rest. The tent allows the party to regain an additional 3 hit points for each Hit Dice and/or any health regenerating item(s) used during the short rest.

#### Ring of Recall
**Cost: 1000gp**  
A small ring that allows the spellcaster wearing it to regain a spell slot after having failed in casting a spell.

#### Tankard or Potent Drink
**Cost: 300gp**  
A mug that makes alcoholic beverages in it much more potent. In addition, it can also sober up any inebriated individual when water is drunk from it.

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### Fantasy Gachapon
#### Fletcher's Mitt
**Magnus rolled 11**  
A green-clothed glove that allows the user to avoid or catch a projectile. It gives the wearer a +1 AC against all ranged non-magical attacks. If the wearer completely avoids the attack, the user catches the projectile.

#### Gustmaster 5000
**Taako rolled 16**  
A small blue folding fan with painted on clouds. This fan can, once a day, cast the spell _Gust of Wind_.

#### Slippies of Haste
**Merle rolled 10**  
Footwear that resemble house slippers with small aesthetic wings attached on the heel. These slippers give the wearer Advantage on initiative rolls.


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## Lunar Interlude II
<br>

### Fantasy Costco
#### Anti-Gravtiy Sphere
**Cost: 500gp**  
A small, fist-sized glass ball filled with a silvery smoke. When the sphere is destroyed, it diables the effect of gravity on everything within a 30ft radius.

#### The Champion's Belt
**Cost: 800g**  
This ornate belt is given to someone who has bested all oppponents in a test of strength. Once per day, the wearer may substitute their Strength score for their Wisdom or Charisma score when making a skill check.

#### Diadem of Fabulous Truthiness
**Cost: 900gp**  
Once per day, the wearer can use this simple circlet to cast a version of the spell _Zone of Truth_. This will not cost the wearer a spell slot and will only target one creature as opposed to a radius.

#### Flaming, Poisoning, Raging Sword of Doom
**Cost: 60,000gp**  
A gigantic blade wreathed in flames with a crooked, oozing scorpion's stinger affixed to its point. It deals an extra 20 melee damage.

#### The Glutton's Fork
**Cost: 750gp**  
Once a day, this fork will allow the user to eat any non-magical item they can fit in their mouth and regain 2d6 hit points. Just tap the the fork on the item and it will turn edible.

#### The Immovable Rod
**Cost: 1100gp**  
This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.

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#### The Nit Picker
**Cost: 900gp**  
Resembles a miniature garden gnome that carries lock picking tools in his hands. When not in use, looks like a 4" inch tall statue.

Twice daily, can be placed in front of a locked object to unlock it (functions as the spell _Knock_). At this point, the statue comes to life in order to pick the lock. After the lock is picked (or if he is unable to open it), reverts back to an inanimate statue.

While picking the lock, the Nit Picker critiques any or all members of the party on their recent performance in the campaign. Nothing escapes the critical eye of the Nit Picker, no matter how small the perceived offense.

#### No-sodium Salt Shaker
**Cost: 400gp**  
This might look like a simple salt shaker, but the contents have been bewitched to turn a bright shade of pink if sprinkled over food or drink that contains poison. Also makes food delicious!

#### Plastic Sheriff's Badge
**Cost: 500gp**  
Adds +3 to deception skill checks when impersonating a person of authority.

#### Phone-a-friend Scrying Bones
**Cost: 500gp**  
Once per day, can be used to ask a yes, no, or maybe question to the fates (DM). There are three bones carved into people with happy faces and sad faces. All happy faces mean yes, all sad faces mean no, anything in between means maybe. The DM can respond or choose not to answer.

#### Rusted Can of Cheerewine
**Cost: 400gp**  
A very badly worn can that radiates vital energy. Whoever drinks its contents gains +5 to their max hit points.

#### Shield of Heroic Memories
**Cost: 1200gp**  
This perfectly round silver shield initially has a mirror finish. As a hero takes it into battle it remembers the enemies encountered, gaining a +1 to AC on any subsequent battle with creatures of that type. The events of the battle are intricately engraved onto the shield’s surface (which has a seemingly endless capacity for detail).

The bearer of the shield may also attempt to recount past battles (real or imagined) to the shield. Upon a DC 10 charisma check or DC 15 deception check, the shield confers a +1 AC against the creatures described in the tall tales.

3 failed attempts at recounting stories cause the shield to be cleared of all of its memories. The engravings disappear. It reverts to its mirror finish. All bonuses are lost.



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### Fantasy Gachapon
#### Cloak of the Manta Ray
**Taako rolled 8**  
A slick, black leather cloak that grants the wearer a +1 to AC. When the wearer in submerged in water, it grants the wearer +2 AC instead, grants water breathing, and allows 60ft of underwater movement speed.

#### Defender's Dial
**Magnus rolled 20**  
A belt with a dial in the middle containing three images: a flame, an ice cube, and a lightning bolt. Once a day, the belt will grant the wearer resistance against a certain type for 5 minutes depending on what it is set to:
- A flame: fire resistance
- An ice cube: frost resistance
- Lightning bolt: lightning resistance

#### The Physician's Pendant
**Merle rolled 6**  
A pendant with a small red cross imbued on it. After casting a spell that restores a creatures hit points, the wearer rolls a d20. On a 16 or higher roll, the spell does not cost the user a spell slot.


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## Lunar Interlude III
<br>

### Fantasy Costco
#### All-or-Nothing Coin
**Cost: 700gp** (Estimate)  
Once a day, the owner of the coin can substitute a regular 2-sided coin flip in place of a d20 roll. If the coin lands on heads, it is considered a Critical Hit. If the coin lands on tails, it is considered a Critical Fail.

#### Arcane Trickster's Glove
**Cost: 1500gp**  
Allows a spellcaster who can use the spell _Mage Hand_ to turn the conjured hand invisible. It also allows the conjured hand to perform stealthy actions, such as pickpocketing, sleight of hand, or other acts of remote legerdemain. For these checks, the caster uses their Arcana score.

#### Astro Shell
**Cost: 1200**  
A conch shell that allows the user to interrogate the souls of the recently deceased. [Not much more info is given].

#### Magnetic Charge
**Cost: 900gp**  
A fist-sized glass ball with a blue button on top. When the button is pressed, the ball will begin to glow and produce a magnetic field that lasts 2 rounds of combat. The field repels any metal objects within 10ft of the ball. Takes 1 day for enough charge to be built up to allow use again.

#### Mathias - The Living Grimoire
**Cost: 1300gp**  
This clockwork owl has been owned by dozens of different wizards throughout its lifespan and can now recite arcane knowledge on command. All Arcana checks made by the user who owns this item, gains advantage. In addition, the user can use this item to prepare a spell they do not know once per day. This spell still takes up a spell slot of the spell’s level.

#### Mockingbird Gum
**Cost: 200gp**  
A pack of gum containing 5 pieces [assumption]. Whoever chews a piece of this gum is able to emulate the voice of another person for up to an hour.

#### Mystery Powder
**Cost: 800gp**  
A bag of refilling magical powder that can be used once a day. When the powder is thrown on a target (friend or foe), the user rolls a d100 and refers to the **_Wild Surge Table_** located in the _Player's Handbook 5th Edition_ on page 104, to see what effects occur.

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#### Stronmaus' Laughing Amulet
**Cost: 1200gp**  
Traditionally worn by a high priest of the boisterous and jovial, smiling God. The amulet carries the image of a stylized human face, mouth open in laughter. Whenever a foe is defeated, the wearer may activate the amulet by tapping it twice and then delivering the best taunting joke or victorious one-liner applicable to the current situation. If the jest pleases Stronmaus (DM), he rewards the adventurer by recharging up to 1d10+Con hp. But Stronmaus is a fickle god; jokes that fail are punished with a small bolt of lightning, dealing 1d6 lightning damage per failure.

#### Tarantula's Bracelet
**Cost: 800gp**  
Once per day, this bracelet allows the the wearer to perform the spell _Spider Climb_ on themselves for 10 minutes, allowing for Advantage on Stealth checks when clmibing.

### Fantasy Gachapon
#### Awareness Frame
**Merle rolled 17**  
A pair of thick-framed glasses that grant the wearer +2 to Perception and Investigation checks.

#### Feather-Weight Cuirass
**Magnus rolled 2**  
A piece of torso armor covered in dark gray feathers. It contains the same AC as the owner's current armor, but grants the wearer +3 to Acrobatic checks.

#### Hole Thrower
**Taako rolled 8**  
A plain looking, wooden slingshot with an intricately carved handle. Once a day, this slingshot can throw and create a circular hole on any non-magical, non-living, object or barrier. A d10 roll determines the depth and width of the hole.


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## Lunar Interlude IV
<br>
### Fantasy Costco
#### The Billow Branch
**Cost: 800gp**  
This small tubular device resembling an electric cigarette grants the user Advantage on Persuation and/or Intimidation checks when smoking it. [No further details given].

#### Grappling Hook
**Cost: 600gp**  
Once a day, the owner can use this item to make a "hook-shot". This allows them to make a ranged-melee attack throw onto any surface that would allow the user to repel between it.

#### Jar of Bees
**Cost: 200gp**  
A jar of bees...

This can be thrown and smashed to distract enemies.

#### Pocket Workshop
**Cost: 1200gp**  
From the makers of the _Pocket Spa_ comes the Pocket Workshop. Our top of the line master-craftsman’s woodworking shop is concealed within a battered red toolbox. When opened, the toolbox reveals a descending staircase that leads to a pocket dimension containing the deluxe Craftsman’s workshop. The Workshop is well lit, properly ventilated, and equipped with saws, planes, blades, and dozens of hand tools. Everything you need to make your project a success. The workshop is always stocked with the highest quality wood from across the realms, as well as nutritious snacks and refreshments.

The Pocket Workshop can hold up to two people at a time within it's pocket dimension.

#### Rickle Axager's Pocket Guide to Adventuring (3rd Edition)
**Cost: 1500gp**  
Once per day, the ownder of this guide may read a section associated with a particular skill to gain Advantage on all rolls relating to that skill for the next 24 hours. The owner may also read the passage out loud to grant one additional party member the same benefit.

#### Ring of the Grammarian
**Cost: 800gp**  
The wearer of this ring can, once a day, alter one letter on a spell's title to alter the spell being cast for a different effect: 

Example:
- _Cause Fear_ becomes _Cause Bear_.
___
The effect of these altered spells are deteremined by the DM, but with the caster's intentions taken into account.

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#### The Slicer of Tapir-Weir Isles
**Cost: 900gp**  
An item that is, itself, useless, but with a good enough sales pitch, the owner can convince anyone of its value and get them to trade their most valuable possession for it.


### Fantasy Gachapon
#### Band of Projected Thought
**Taako rolled 16**  
A small, circular bracelet. The wearer can communicate telepathically with any creature they can see within 30ft of them.

#### Broom of Flying
**Merle rolled 6**  
An item that resembles a simple broom. Upon using the broom’s command word (owner's choice), it will begin to hover and allow the user to fly when mounted on it. Flying speed: 50ft, up to 400lbs.The user can send to the broom to travel somewhere within 1mile of the owner using the command word and can also call it back, assuming it is still within 1mile of the owner.

#### Ring of the Giant Slayer
**Mangus rolled 14**  
A plain copper ring that grants the wearer a +1 AC and +1 to attack rolls against any enemy in the "large" or bigger size category.



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