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This is jerky made from fiendish beasts of undisclosed origin. Just accept that it's mystery meat and leave it at that. But, it never spoils and it completely satisfies your hunger with only a few bites. Let the elves have their stupid bread. Real races eat protein! It provides the benefit and bonus of a good meal.
Cursed version tastes like literal ash, causes the user to vomit and be sick for 12 hours. Disadvantage on all saving rolls and -2 damage to all attacks.
Contains 10 servings. COST: 3

This bag can hold one person's set of clothes and armour items. Overnight the items are washed, fixed and neatly folded. No armour kits are needed to maintain your gear. Plus, it comes out with a fresh scent that lasts all day and masks the fact that you didn't bathe.
Cursed version damages everything, putting holes in your regular clothes and taking 1 AC point off your armour permanently. No repair kit or smith can fix it.
Endless usage. COST: 3

This coiled whip of thorned and twisted vines will use DEX bonuses for attack and does 1D8+3 damage. If used to grapple instead, it does 1D6+2 and restrains the arms of an enemy, with a DC17 STR to break out of.
Cursed version wraps itself around you instead in a grapple and does the same. Grappled target cannot attack but can still run... which is recommended. Cursed die is rolled on each use.
Does not need a weapon kit to maintain. COST: 5

You will receive a ball of string coated with tiny obsidian shards. It cannot be cut by any non-magical means and has a length of 50 feet. It requires a perception check at DC 16 to notice. Moving into the string will not break it and will cause 1D10 damage to anyone at walking speed and 3D10 damage to anyone moving at a running speed or faster.
Cursed version cuts the owner as they are stringing it up, causing 1D8 bleeding damage. It will do the same when they take it down (on a second cursed roll).
After it has done its bloody work 3 times, the twine loses its edge and effectiveness.
COST: 2

This magical item appears to just be a piece of bark, but when you bite it, you appear as a local tree or shrub. You can see and hear just fine, and can end the spell's effects at any time. Surprise! Stab! Stab!
Cursed version turns you into an actual tree and traps your soul within. Your companions need to cut you down to turn you back... giving you 1D10+4 damage in the process. Cutting you down requires an axe. Make sure your friends pack one. They can also set you on fire, and then you'll be a person again... and dead.
Bark is good for two transformations.
COST: 2

Wearing this red, stylish belt allows the user to jump 30 feet in height and/or distance and take no fall damage. Hits, shoves or collisions send you backwards 1D8 spaces. Lasts for 1 hour. It needs a STR check at DC 16 to remove before the hour is up (the buckle tends to catch. We're looking into it).
Cursed version does the opposite, doubling gravity and making all movement 1/2 normal speed. But, you cannot be moved against your will, so no bouncer is pushing you out of the tavern.
The buckle breaks after four uses and belt is useless. We're looking into that too.
COST: 1

This quill needs no ink and writes on any surface with a glowing script that only the user and allies he/she designates can see. It's perfect for marking out those secret entrances, or for writing terrible insults on the mayor's house that the whole town (except them) can read.
Cursed version draws ink from the user's blood and does 1 point of damage for each word or symbol drawn. Player rolls for that AFTER they have written or drawn on something. Short and sweet might be for the best.
Endless usage. COST: 1

This is a heavy bludgeoning weapon, topped with a chunk of unrefined and smoking brimstone. Perfect for disgraced paladins (and others), it can instantly shatter or destroy any non-magical item of armour or a shield held by an opponent, removing that AC bonus. It does 1D10+3 damage and on an attack roll of 15 or higher (on the die roll itself) it destroys the armour.
Cursed version will damage any armour you are wearing (but not destroy it) causing you to lose 1 AC point on that gear. Can happen multiple times. Armour kits needed at 2X to restore that damage and make armour normal again. Cursed die is rolled on each use.
Does not need a weapon kit to maintain.
COST: 5

Wash with this small bar before bed and awake with shiny and clean skin... and +6 HP for 24 hours (or until stabbed with something). It is perfect for getting rid of that hard-to-remove dragon or daemon blood.
Cursed version leaves the skin dry and cracked giving disadvantage on all charisma checks and -2 HP for 24 hours that cannot be restored via any means during that time.
Soap is good for 5 washings on normal creatures and 2 for extra large ones. If two close friends bathe together, it will deplete one usage and give bonuses to both (or curses). Plus, people will talk, so make sure you're ready to go public.
COST: 2

This medical arm cast is infused with demonic writing and old runes (and randomly signed by some guy named Jeff who hopes you get better soon). If worn, it allows the user to cast spells with no cost, no matter what their level (user must have and know the spell). Effects last until combat ends. It does make using a 2-handed weapon or shield impossible, and gives -1 on all other weapon attacks, however.
Cursed version breaks the user's arm for real and makes all spell casting impossible for 2 days, and it also does 1D10 damage. But now Jeff's message makes sense. Roll for curse each time you cast a spell.
Good for 3 battles or until it breaks your arm. COST: 5

This item is a stick of blood-red chalk that feels sticky to the touch, and is wrapped in a convenient tissue-paper tube. Draw a circle up to 10 feet around you, and no fiend or devil can cross the line. You must be in the circle, however, or the line fails.
Cursed version drains your life force, taking away 1 point from your max HP total as soon as you finish the circle. Also, the circle doesn't have to be perfect. An oval is fine too, if you are artistically challenged.
Good for 2 circles. COST: 2

These unisex and unispecies underwear will prevent all forms of non-consensual (and consensual) sexual activity by cutting off all blood flow to that area of the body and turning hard as steel. Great for birthday gifts when your child comes of age. It's also great for lusty paladins that are having trouble keeping their oaths of chastity. As an added bonus, it auto-stabilizes anyone downed in combat and brings them back up on their next turn with 3 hit points and a smile on their face (don't ask, don't tell).
Cursed version brings them back up again, but with a rather suspicious itch that lasts 2 hours and causes disadvantage on all rolls in that time (once again... don't ask).
Good for 2 regenerations or 2 weeks of wearing. Do wash regularly, please. These don't self-clean.
COST: 4

This nail can be nailed into things. But, there's more! Now those things are stuck together forever. As in, for all eternity. No magic, strength or wishful thinking will ever part them again.
Cursed version will cause the two things to repel from each other with the force of a giant's club swing. Best stand aside when hammering this one in. Comes in a bag with four nails. Will not work on ghosts or creatures with a non-solid form.
Helpful tip: If someone nails your hand to the tavern bar as a joke, either enjoy the guilt-free drinking, or remove the hand. Maybe have a few more pints before removing the hand.
COST: 1

This unique item has a metal apparatus that allows it to be worn around the neck and upper chest, keeping it at mouth level without needing to be held in the hand. Blowing into it as a bonus action causes the same effects and damage as viscous mockery to two targets of the user's choice.
Cursed version causes that effect to all allies instead. Sometimes it's the music, more than the lyrics, that cuts deep. Cursed die is rolled on each use.
Good for four sad songs that say so much. COST: 3

Cremate and put the ashes of a loved one in this urn. You can stop there if you like, but the real magic happens when you pour in liberal amounts of alcohol and then shake vigorously (do not stir). The deceased returns to life with 1/2 hp and is ready to party. Unfortunately, they are now a complete alcoholic. Being drunk gives them +1 for all rolls. Not being drunk gives them -2 on all rolls. One full bottle of hard liquor is needed per day to maintain the effect.
Cursed version spits out the loved one, and 19 other copies, all still dead and very stinky. Shovel not included. Please note: None of those dead ones can be resurrected via the urn or any other means.
Good for one friend. Choose wisely.
COST: 5

Kings don't fail at anything... or so they think. And who are we to tell them different? Wear this crown of painted gold and succeed on any challenge roll or saving throw until the shine wears off (the paint was cheap and put on thin, so it's not going to last or fool people for long).
Cursed version requires the rest of your team to make a WIS saving throw before any saving throw, challenge roll, or attack. On a failure, they bow towards the wearer of the crown instead of taking the action. Cursed effects last 2 hours M'Lord.
Good for four saving rolls for the gentry and five if you're an actual king.
COST: 2

This small flail looks like little more than a toy, but it does have four solid metal balls and is not recommended for children. It allows the user to hit a creature and instantly understand its language and be able to speak it. Unfortunately, it does also do 1D6 damage to that creature... which it may not appreciate or personally allow (consent is a tricky thing. How can you ask if they can't understand you?).
Cursed version does the damage to the user and makes them unable to understand ANY language for 12 hours. Anything they try to say just comes out as incoherent mumbling.
Flail away 4 times before all balls are broken and it's useless.
COST: 1

Drinking this potion gives you the face and mouth of a gator, allowing a bite attack as a bonus action and providing +2 to AC for the duration of one hour. Bite is +4 to hit and does 1D10+2 damage.
Cursed version turns you into a gator with all its stats for one full day and removes the ability to talk (unless someone casts speak with animals).
AC 12. HP 19. Movement speed: 20ft and swim 30ft. Can hold breath for 15 minutes.
Like a druid, if you die as a full gator you revert to your regular form with HP adjusted accordingly.
Contains one potion. COST: 1

This is a stylish metal tin of dried tea leaves that grants a +5 to all charisma checks for 2 hours after drinking.
Cursed version makes the user unable to lie and needing a WIS saving throw each minute to avoid blurting out secrets, plans or embarrassing things about themselves or their companions. Both outcomes are very useful, depending on who is drinking it.
Good for five cups of tea. Tea must be drunk while warm or hot.
COST: 1

This item is a heavy hook that resembles a clutching skeletal claw. Attached to a rope, it will always find the best grapple point on any surface without a DEX roll required. When attached, it can hold as much weight as the rope attached to it can. It will also let go when commanded to.
Cursed version grapples there forever and won't release the rope attached to it either. Also, it may finger you or make other rude gestures at any time, cursed or not. Just ignore that. It's trying to get a reaction.
Endless usage... or until it refuses to let go. COST: 2

This bone-carved lantern emits a sickly green and feeble light for only 10 feet. That may seem useless, but don't be so quick to judge. It also shows the footprints or tracks of anyone/anything that has walked within its radius in the last 24 hours. This adds +5 to all tracking attempts.
Cursed version pulls 3 zombies from the ground who come towards the light and attack anyone within its area, and probably destroy the lantern as well.
COST: 2

This fleshly leather-like satchel can hold up to 500 lbs of gear or other items in its magical depths, but never weighs more than 10 lbs.
Cursed version will either bite the owner when they take an item out, doing 1D6 damage OR digest the item they were trying to retrieve, destroying it forever. Bag opens to 5 feet in width. If player rolls the cursed version, then roll again. On a second cursed roll, the item is destroyed (0.25% chance of that, so why worry?). Otherwise, you just get the bite, but can still take out the item (which will be unharmed).
Endless usage. COST: 4

This pipe creates smoke images in the form of happy memories that boost the spirits and gives +2 to any roll of the user's choice within 2 hours of smoking it. It self-lights and creates its own tobacco in a range of flavours.
Cursed version shows a terrible memory and gives -2 to the next roll taken.
Prolonged use may cause cancer, but most adventurers don't live long enough for that to catch up to them, so why worry about it? Management is obligated to put the warning on the box however. You happy now, Charles?
COST: 2

This is a fine set of smithing tools that provide their own knowledge of smithing to the user, even without any other previous experience. A master smith can still do better, but it works at a base competency level, allowing the construction of basic weapons or armour (though you still need the materials and a forge).
Cursed version inflicts any item created with malice, causing the user to take 2 points of damage each time they use the created item within a 12 hour period.
Make an entire cursed set of armour and give it to a rival on their birthday!
Endless usage. COST: 3

These matches can light anything on fire, even underwater. The ignited item will burn like wood and be consumed within 20 minutes (depending on size).
Cursed version sets the user on fire instead, doing 1D8+3 burn damage each turn until they stop, drop and roll. Screaming is optional, but usually a part of the experience of self-immolation.
Box contains seven matches. There were ten, but we had an unhappy employee. As an upside, the new lunchroom is looking great.
COST: 2

Plant this small sign in an open area (of at least 15 x 15) and a hotel appears with bed and food. It's larger inside than out, so don't fret about personal space. All party members can use it for the night without cost. Each character or NPC gets the benefits of a long rest and a good meal. There is no cost.
Cursed version doesn't let you leave until you kill a beast with steely knives (knives provided... beast as well).
Good for three stays, or until the beast thing. COST: 3

This small pocket watch, when activated as a bonus action, gives another full action on that turn. So.. attack.. activate... attack again.
Cursed version will freeze the user in time for 1 turn, giving advantage on all attacks against them and preventing movement or attacking on their part. It does not keep accurate regular time, so don't rely on it for appointments.
Timepiece is good for 4 uses and then the spring inside tends to stick.
COST: 2

Eat this strip of perfectly-prepared bacon and you perform a sublime dance routine. In a pub this will shower you with 2D10 x 100 coins.
In battle, it will make one standard-sized target get into a dance-off with you. This lasts 1 full minute, during which the target cannot attack or defend itself (Advantage on all attacks against it by others). But, the user also cannot attack or move outside their 5-foot square - they are too busy grooving. However, it does not grant advantage on attacks against them.
When the dance-off partner is killed, the user regains normal movement and function. When dancing, they can still use dodge as their action to prevent damage, but can take no other actions.
Cursed version just does this to the user and grants advantage to all attacks against them until a minute has passed, or they have.
COST: 1

This tube contains a pungent, greasy ointment made from crushed underworld parasites. It instantly removes any poisoned condition. It also stabilizes any downed ally if applied as an action, and restores to them 2 HP per turn for the next 5 turns.
Cursed version applies poison, negating any healing and doubling any poison effect, but doesn't harm a downed ally any more than they are already. However, when revived by other means, they have 1/2 movement speed for 1 hour due to severe muscle cramping.
Good for three applications. COST: 3

Be the proud owner of this durable, red silk tent. It repels all natural and magical weather and keeps the users inside warm and dry. It can hold up to 10 people.
Cursed version sucks out life force each hour the users are inside, draining 1 HP per hour. The trick here is that you don't know if that's what has happened until you wake up in the morning... if you do at all. DM rolls that in secret and tells you in the morning. Not recommended for pets or level 1 adventurers.
Endless usage. It's always hungry.
COST: 2

This silver-bladed longsword functions as a regular weapon against most foes, but against ghosts, spectres, spirits or their ilk, it does 2x damage and has a chance to instantly banish them. On a roll of 15 or higher on an attack die, this effect kicks in.
Cursed version doubles the health and damage of the foe... possibly making you a ghost, depending on how hard they hit you.
Does not need a weapon kit to maintain. COST: 5

This small bell emits a very angry mother's shout to "Wake up and get ready for school!" and will instantly awaken anyone with 60 feet from magical slumber, normal sleep, or any other form of unconsciousness (even one caused by cursed tea). It can also remove a charm spell from one person, but the bell breaks after that.
Cursed version is still effective, but makes the awoken subject deaf for 1 hour afterwards. A helpful booklet of basic sign language is included as a free gift while supplies last.
Endless usage, or until it's used for the charm spell. Using bell is an action.
COST: 2

This cage comes in a small box, but expands to a truly impressive size - capable of holding a creature 15 feet tall. If the user can get the creature into the cage (that's your problem), both shrink to a tiny size and the cage can be put in a bag or hung off a belt. When the cage is opened, the creature can exit and will become full-size again.
The cursed version will double the size of the creature that goes in, doubling its health and damage numbers, and explode the cage... instantly freeing it. Expanded size lasts 12 hours. Both outcomes can have their uses, depending on the desired effects. "Who's the bully now, Darryl!?"
Endless usage until the exploding cage thing. COST: 3

This magical note will become a letter of permission, access or invitation whenever it's needed. Need access to the castle? This note will let you in. Need permission to enter the vault? This will authorize it.
HOWEVER, it does require the recipient to have an INT score at no higher than +2 to work. Also, it will not give access into or out of things that nobody has access to. ie: It will not get you out of Infernum. Even your mom can't help you here.
Cursed version tells the reader that you're an imposter and up to no good at all.
Single use. COST: 1

Buy this and you will own a two-sided mirror that reveals the true form or nature of anyone/anything it is pointed at, revealing that image on the other side. The other party just sees themself as others without magic mirrors would see them. Think your date might be an actual hag? Find out before the alcohol wears off.
Cursed version shows the user themself as a rotting corpse, requiring a WIS saving throw at DC 17 or they become terrified, drop the mirror and flee from it for 1D6 turns, getting as far away as possible. The mirror is rumoured to also show past lives or soul states, but we've not been able to test that ourselves.
Endless usage, but once scared of the mirror, that person can never use it again.
COST: 2

This mostly-bone spyglass (with genuine obsidian lenses) lets the user see clearly for the distance of 1/2 mile, even through fog or bad weather (night vision not included for humans and other lesser races). Scout ahead without exposure or danger.
Cursed version will either halve or double the number of enemies it shows you, but you won't know which one it is. It might even show you no danger when there's an entire army, or an entire army when it's nothing but a barren plain. Who can tell? DM rolls that in secret.
Endless usage. COST: 3

This is a stick of red sealing wax that can close any letter or document. Once used, that item cannot be opened by anyone other than the intended recipient, no matter what effort or spells are used.
Cursed version causes 2D6 psychic damage to the intended recipient if the note contains anything other than positive things or compliments. Also, document must be signed with your name for the seal to hold. That way, if it goes bad, the injured party knows it was you. Excellent for sealing those consequence-laden unbreakable contracts so others can't see the deals you've made.
Good for two messages.COST: 2

Anything a user cuts in two becomes two complete versions of that item. Cut a ration in two, and it's two full rations. Cut a living dog in half and you have 2 complete (and identical) dogs.
Cursed version destroys the rations or turns both dogs into ones with rabies that attack you. Other scenarios the DM will sort out.
Please note: this knife only seems to work on items and creatures, and not on more evolved and sentient beings...as management found out when trying to get multiple copies of the employee of the month. Also, best tie down the dog well before beginning.
Blade is good for five cuts before becoming too dull to be practical.
COST: 2

Get someone into these pants, and they must tell the truth to any questions given, or the pants burst into flames and cause 1D10 fire damage for each lie.
Cursed version causes the owner to have their pants go on fire when the other person tells a lie. You'll know which one it is when the talking starts. DM rolls that in secret. Either way, you'll know the truth, right?
These only work once, for obvious reasons... unless no lies are told.
COST: 1

This is a dark glass bottle filled with a thick, near-boiling, crimson liquid. Drink it and it grants 1/2 damage against all cold or fire attacks for the next 2 hours. Plus, you can't get a sunburn or frostbite out in the wild.
Cursed version gives you 2x damage from those attacks, makes you immune to sunscreen and makes your toes very very cold. DM rolls cursed dice in secret. You won't know which scenario is active until you take damage from either of those sources.
COST: 1

This blue rug of 10x10' can be unrolled onto any surface and will turn into a pond that is 10' deep. Water is not safe to drink, but has no ill effects (Please see our fishing line for a wonderful pairing). Clean off, cool off, hide under the surface, drown people... there are many uses.
Cursed version fills the pond with flesh-eating fish, but you won't know that until someone goes in. DM rolls that in secret (as well as the number of fish that bite you - 1D4+2 for each one... up to 10). But there's practical value in that as well, perhaps. Pond remains until you roll it back up.
Five uses before it dries up permanently. COST: 2

Activate this ring as a bonus action and it allows the user to appear dead. They remain fully conscious and aware (including sight) but appear dead to all other observers. They can turn that effect off anytime they wish. If they move or speak, it's going to be obvious they aren't really dead, so use a little common sense.
Also, tell your friends before you activate it... or don't, and then see who cries at your passing. Furthermore, "I can't come to work because I'm dead" likely only works once.
Cursed version nearly kills you for real, dropping you to 10% of your Max HP total.
Three uses. COST: 2

This pot perfectly cooks any food item, making it taste amazing and removing any potential ill effects. Can hold anything the size of a human torso or smaller (but that's a size reference and not an encouragement to try human meat if that's not already your thing. If it is, then have at it).
Cursed version is a bomb that does 2D10 in a 60 foot radius as soon as you drop food in. Then the cooker is gone... you too maybe.
COST: 2

Wearing this ring will provide you with what you need to survive in a pinch. If thirsty, you'll find a skin of water. If hungry, you'll find some food. If badly hurt (5HP or less), you'll find a medium health potion.
Cursed version takes away your extra rations, water, jewelry, money or anything else you don't absolutely need to survive for the day and puts them in a pile by the last place you slept. You get to keep your weapons, but do you really NEED that armour? Apparently the ring doesn't think so.
If you are unattractive, the ring will let you keep your clothing for the benefit of others around you. If you're really pleasing to the eye, it takes that as well... for the same reason.
COST: 1

Hide in plain sight by turning your chiseled abs and confident stride into a 50-year dad bod... complete with out-of-fashion clothing, medium paunch, and a slight hunch of the back. People need a perception check at -15 to recognize you. Can be turned off when you need it.
Cursed version locks you in this state for 12 hours, dropping your HP to 10 and limiting you to using your fists (or stern warnings) as weapons. This dad never trained or fought. You don't get this kind of body by doing that sort of nonsense.
Good for three transformations.
COST: 1

This ring, if worn during a long rest, makes any non-elf able to benefit from the elvish ability to require only four hours of meditation vs eight hours of sleep for a long rest.
Cursed version removes ability to sleep at all, causing exhaustion at level 2 (speed 1/2 for 12 hours and -2 on all attack rolls).
Endless usage. COST: 1

Wear this ring during sleep time and you will sink three feet under the ground and have an uninterrupted rest with a good rest bonus. Nothing can find, touch or harm you.
Cursed version sinks you down 1 foot and malfunctions. You take 1D6 suffocation damage each turn until you dig yourself out. It will take 1D4 turns to accomplish that. Perfect for those too cheap to buy a tent, rent a room, or find a friend's couch.
It's also great for vampires. Never get caught in sunlight without a way to hide from it. Also, they can suffocate, since they are already dead. Win-win.
Five uses. COST: 2

This retractable leash only works on rogues...hence the name. Are you always losing your rogue? Are they slipping off without going over the plan first? Clip this to your rogue and it gives them 120 feet of range from the holder. At any point, press the retract button as a bonus action and the rogue is pulled the entire distance back at such speed so as to prevent any attacks of opportunity.
Cursed version does the opposite and brings the user to the rogue, and both take 1D6 damage from the collision.
Endless fun and usage... unless the rogue cuts the leash.
COST: 2

Push this shield into the ground as a bonus action and it provides 3/4 cover and makes all attacks against the user (from the appropriate direction) at disadvantage while the user is behind it.
Cursed version pushes the user back 20 feet and causes 1D10 damage... then it explodes and vanishes. Anyone else within 10 feet takes 1D8 damage. If all goes well, the shield can be pulled up and used again, though each new use requires a roll on the cursed dice.
It does not need an armour kit to maintain. COST: 4

An obsidian blade that glows like dying embers is the main feature of this unique weapon. It deals regular damage, plus an extra 8 points of burning damage (which is the real selling feature here). Fire damage does not affect fire creatures, but does 16 points burning damage to ice-based ones.
Cursed version ignites the handle, causing 1D4 fire damage instantly and 1 point of damage each turn afterwards that it is still used. If dropped, it will revert back to normal after 20 seconds. Cursed die is rolled on each use.
Does not need a weapon kit to maintain. COST: 5

These are small, hollow insect husks that fit perfectly in the ears, granting immunity to things like viscous mockery, command spells, and other things that require the target to be hearing them to be harmed by them. It does not prevent the user from hearing other things, and does not protect against other forms of spells (that fireball is still going to hurt).
Cursed version digs into the ear canal and emits a high pitched shriek that makes the user scream every minute for 1 hour. Then they release and can be removed.
Endless usage, if you dare.
COST: 2

If someone holds at least one of these cards, and the owner another, the owner will see the other person's most horrible sin committed in the past year on the back of their card. Only the owner of the deck will see this.
Use with a full group of friends for insight and the likely end of those friendships. These appear as regular cards otherwise.
Cursed version will do the opposite, showing everyone else your worst moments. If you've lived a blameless life, the cards will just make something up. But, we've never seen that happen.
After three uses, these are just regular (but very stylish) cards.
COST: 2

This is a jagged bladed weapon that vibrates slightly with the faint sound of weeping. It uses STR modifier to attack and does 2D8 damage. If target is below 1/2 health, it always deals maximum damage (16 points).
Cursed version will give the user 4 points of damage each time a blow fails to kill its target, but it still damages the target according to what is laid out above. Roll for cursed version on each attack.
Does not need a weapon kit to maintain. COST: 5

This unique item is a 50-foot rope made of muscle fibres and sinews from a tough, unfriendly, old elf. It can knot and unknot itself on command and holds 2000 lbs of weight.
Cursed version is sentient and hungry and requires a cup of blood from the owner or it attempts to grapple and strangle them to death. Blood-letting causes 1D4+2 damage and satiates the rope until it is used again (and a new roll is needed). Grapple requires a DC STR save at 17 or higher or the user takes 1D8 damage per turn until they break free or die.
Full disclosure: The elf was psychotic, not just unfriendly.
COST: 2

We're not sure whose skin this was, or if they gave it willingly, so please don't ask. But, this parchment creates a binding contract between two parties. If either side breaks the contract they receive the punishment laid out in the contract. Both parties must sign the document willingly and with full understanding of its contents, or it is not binding. No Infernal script is allowed - we're a reputable establishment.
Cursed version causes all the damages or consequences to the owner and not to the other party, no matter who broke the contract. It is binding and permanent either way. Sign with care. Careless signing is probably what got you here.
One use per page purchased.
COST: 2

This soap can be lathered with a small amount of water and put on the skin. The user now has no smell or scent, and any creatures that hunt, track, or can find you by your musky odour won't pick you up.
Cursed version makes you smell like a well-cooked steak. Beasts or other hungry things will be drawn to you. If you are an unattractive, older, single woman in need of a partner, this may actually be to your advantage. The soap does not alter your taste, however.
Good for four washings. COST: 1

Be the proud owner of a heavy leather pouch, lined with lead, and secured with a bone drawstring. You cannot be pickpocketed or robbed when your money is in this pouch, as it will scream and alert you, no matter how far apart you are from it (of course, getting back to the pouch, and the thief, if you are five days away is your own problem). When drawing out regular money, there is a 2% chance that the amount you pull out will be tripled, and 5% for blood coins. Possible effect triggers once per day.
Cursed version will halve the money you pull out, destroying the other half. Roll when making a withdrawal.
COST: 3

These nifty snap-on items are climbing spikes that allow the user to adhere to any surface, including diamond or solid steel. The user is then able to climb it at their normal speed. It's not perfectly silent, but makes no more noise than normal climbing in boots or other gear would.
Cursed version lets out a loud agonizing shriek on each step, alerting anyone within 300 feet to your presence and making the user the primary target. Even your friends may want to kill you. But, you can take off the pitons to quiet them again. It's not recommended that you do that when 30 feet up a wall.
Endless usage, if you've not been killed by friend or foe.
COST: 2

It looks ratty and quite dirty, but this is a grade-A sleeping bag that allows for a good rest bonus any time you use it, no matter where you sleep. If you use it in a place that already gives a good rest bonus, your token does an extra +1.
Cursed version whispers curses and insults all night, preventing you and all companions in earshot from getting any sleep at all. This inflicts a -2 to all rolls for 12 hours or until you sleep again...either with it keeping quiet, or without the bag at all.
Endless usage. COST: 2

A compass that always points towards the person that the owner hates or envies the most at that current moment...and it could be yours!
Cursed version points towards the person that hates the user the most. Both are useful, and the cursed version may be very enlightening. User will not know which it's doing. DM makes the roll in secret.
Player must make a WIS saving throw under normal circumstances (unless there's a clear reason for the hatred) to convince the compass of their animosity. Otherwise, it picks someone at random.
Endless Usage. COST: 1

A heavy crossbow made of charred bone! It looks awesome and intimidating...and smells faintly of rotten eggs. Get yours today!
Bolts explode in a cloud of ash, doing an extra 1D6 damage and obscuring the point of impact with a cloud for 1 turn (DIS to all attacks out of the cloud).
Cursed version has the bolt explode in the weapon, doing 1D6 to the user and putting them in a cloud for a turn. Cursed die is rolled on each use.
Does not need a weapon kit to maintain. COST: 5

This is a dense mineral block the size of a human fist. It can season food that has gone bad (but not entirely) and make it palatable and good enough to provide a good meal bonus. Food a day or two past its due date is valid. Any more than that, and it's a lost cause.
Cursed version ruins the food entirely and makes it inedible, even if fresh. One use per 5 rations worth of food.
Five total uses. COST: 2

Crack one of these nuts as a bonus action and you'll summon a random low-level creature that will join your side and fight to the death for you with no regard for personal safety or self-preservation.
Cursed version summons them with the same attributes, but they can find no worse enemy than you. There are five nuts in a pack... and yes they are real nuts and you really get to crack them at the table. Fun!
COST: 2

This long stick with a little goblin hand on the end will instantly open any non-magical locked door, chest or other item.
The cursed version will lock the item instead, and do so with such efficiency that it cannot be opened without its key.
If the locked item or door is magical, the tool will break. But, at least you'll know it was magical. That's useful too, right?
Three uses, unless you tried it on a magical door. Then it's just that one, I guess.
COST: 1

This is a simple line with lure that can catch an edible fish which would be sufficient for a single user as a daily ration. It can pull a fish out of any bit of water large enough to hold a fish, including water barrels, large puddles, bowls of water, etc. Even get a surprisingly-hearty sardine from a mug of watered-down beer! Water does not need to be clean. This does not provide a good meal bonus, but it's a solid ration.
Cursed version tries to pull the user into the water instead, looping around their hand and arm, and requiring a DC 15 STR check or they take drowning damage of 1D8 for each turn they can't pull free. OR, they can cut the line and lose it forever.
COST: 2

This magical chest will hide any treasure item under 12 feet of soil and it cannot be found by anyone else but the user. A single command sinks it, and a command brings it back up again. The chest can hold up to 20 items of average size (clothing, weapons, armour, spouses, etc).
Cursed version digs itself down 500 feet, and nobody is every going to get that thing back or anything that's inside it. Remember, it's not murder if there's no body... it's just a missing person.
COST: 1

This small mat of woven goat's hair is the perfect way to say, "No Solicitors!" Anyone stepping on the mat takes 1D6 damage and is catapulted 30 feet away (and 30 feet high) taking falling damage on impact with the ground.
Cursed version lets them pass over the mat and through any wall or door in front of it... and it gives them 1D10 extra health for 2 hours. Plus, it makes you really want to buy both home and life insurance. Effect works once every 8 hours. The cursed version might be more useful if you get it to trigger for you...
COST: 2

This wand will break anything down into its component parts, be it weapon, armour, or small building. A small house turns into a pile of lumber and nails. A set of armour turns into pieces of metal or leather, fasteners, and string. Larger structures will only partially disassemble, but that can be very effective as well.
Cursed version does this to your armour and clothing, leaving you without either. A good smith or seamstress may be able to put your things back together again, but likely not right on the spot.
One use only. Use wisely. COST: 4

This wand will create a herd of 10 vampiric cows that attack your enemies and drink their blood. Each cow has 10 HP, does a bite at +2 and does 1D6 bleeding damage to a target. They all die after combat ends, if any are still standing.
Eating them gives mad cow disease and causes disadvantage on all rolls for 24 hours... plus a need for blood drinking. Just don't do it.
Cursed version makes the cows attack the party instead of the enemy.
This is a single-use item. They aren't in the mooood to come out more than once. Also, they are all dead now.
COST: 3

This is a waterskin that fills itself with lukewarm and slightly salty water each time it is drained completely. It will keep a user hydrated and alive even in the driest environments.
Cursed version fills with actual tears and when drunk makes the user so depressed that they must make a WIS saving throw at DC10 each time they make an action or attack for the next 2 hours... or they just sit and cry instead of taking the action. A team member must make a CHA roll at DC 14 to get them to snap out of it and get on with their lives. But, they might fall back into a funk 7 seconds later. Who can tell?
Works with potions as a mixer in Infernum, allowing the user to choose between two possible effects (if they trigger).
COST: 3

This magical wand summons 1D10 kittens in a space around you, serving as a distraction, performance element, or just a wonderful way to amuse children and white liberal women.
Cursed version summons hungry tigers instead. Both have their uses, but remember that the summoning happens around the user. Tiger balm is not an effective deterrent, and we don't sell it anyway.
Whisk up things three times before this whisk is whisked away.
COST: 2

This bottle of red wine must be drunk in its entirety (not a problem for most people) and will fill the user with a sense of calm and kindness towards those around them, making them 2x more susceptible to dialogue, persuasion or charisma attempts. It lasts for 2 days. Perfect for when the mother or mother-in-law comes to town... either for her or for you (we suggest two bottles, one for each of you).
Cursed version causes the opposite, with a 10% chance to drive the user enraged and insane, attacking friend and foe alike for 24 hours. So... mother-in-law acts normal?
COST: 1

These bone and fleshless wings can be attached to the back of a user's armour. They provide an additional 5 feet of movement and give all melee attacks a +1 to hit and +5 damage as long as the user has travelled the full amount of possible movement in a straight or curved line (you can't just jog back and forth Martha! It's right on the box!).
Cursed version forces the user to travel the full possible amount of movement every turn or take 2 points of damage. Effect lasts until combat ends and you have time to take them off. Also, it provides +2 to all intimidation checks and -2 for charisma.
Does not need a weapon or armour kit to maintain. COST: 3

This wood stitch is perfect for cutting down a neighbour's flower bed, tormenting their pets, or giving an ogre an irritating cut on the cheek. It does 1D4-1 damage (minimum of 1)... which is basically nothing. But, at least you're not unarmed and defenceless, technically speaking.
Cursed version does nothing extra. It's already bad enough without that.
However, it does have a 10 ft range, and it will make any invisible creatures hit with it instantly visible again. So, maybe more useful than it looks?
COST: 2

You have reached the end of our catalogue. We look forward to serving you.
You're already dead. Nothing but torment awaits. Why save what little life you have left just to linger and languish? Spend some of that vitality and have a little fun before the worst suffering you can imagine overtakes you. Why not have a few good memories to take with you into your torment? Why not help us pay our staff with your life essence?
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