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Item: Single-Use Horns: when delivering a headbutt while wearing one of these cones, it delivers an extra 3 Piercing damage in addition to the usual Bludgeoning, but the horn is destroyed in the process. As many as will fit onto your head may be worn as wished.

Item: Mask of the Overlook (source, also available as a scarf, cardigan, or rug); allows the wearer to cast a spell once per hour with no control over which (roll d4):

  1. the nearest container up to the size of an elevator fills with blood
  2. summons a pair of ethereal twins that don’t do anything, just look creepy
  3. grants an axe. Just a regular axe. You have one now. +3 against doors
  4. the wearer’s thoughts appear in jagged written form over all visible surfaces

Item: Helm of the Id; grants a medium-sized humanoid a pair of size-class-small arms and a mouth that gives voice to its Id, yelling threats and repressed urges. With a successful Will save the wearer can control the arms, but the mouth has a mind of its own, capable of speech but usually more interested in yelling, biting enemies, and eating/drinking (anything it consumes is deposited down the back of the wearer’s neck).

randomencounters:

Encounter: two Orbinauts, hovering constructs wielding four spiked orbs that may be treated as Dancing Morning-Stars. If an Orbinaut is carefully captured, hollowed out, and worn as a helmet, allows the wearer to gain the four spiked orbs that hover around them and can be willed to fly at targets and recalled. Unlike the Four Wooden Orbs, however, the spiked orbs cannot be deactivated, circling around the helmet even when it is not being worn.

Item: Helm of the Orbinaut

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Item: Mask of Games and Stunts; grants +d4d4 on games of luck and chance, despite also covering the wearer’s eyes and mouth. Must be removed every few rounds, depending on how long the wearer can hold their breath.