Here are some random artifacts for your crew to find in chests on half-sunken islands guarded by skeletons or anted up at the Liar's Dice table by that shifty looking dude. Since my Revenge campaign is semi-historical and low fantasy, a lot of these objects are moreso based on sailor's myths, sea shanties, and the like.
1. Satchel of Winds: Simple burlap bag tied with a blue ribbon. Used once to move ship 3 hexes instantly.
1. Satchel of Winds: Simple burlap bag tied with a blue ribbon. Used once to move ship 3 hexes instantly.
2. Skeleton Key: Brass key with a menacing skull face. Can be used to pick one lock.
3. Floating stones: Set of four pedi sry looking stones in a black velvet bag. If placed on an object underwater will allow it to float to the surface.
4. Sextant of True-Seeing: Solid gold instrument with an intricate design of a fish tailed unicorn on the side of it with three rings upon its back to hold the eyepiece steady. Sees things how they really are. +1 to Seafaring through fog.
5. Ship in a bottle: Just add water.
6.
Wondrous Ram: wooden ram figurine with the words "Truth" and "Lie"
carved into each side of it. Telling only truths turns it into an
ordinary ram that will follow basic commands. Telling only lies turns it
into a sloop. If the PC starts telling the opposite it'll turn back
into a figurine.
7. Wisp's Lantern: soft glowing blue light
illuminating from an ornate looking lantern. Glows brighter when enemies
are near. Throwing the lantern creates an explosion of blue fire,
dealing 3d6 damage.
8. Portrait of Orlando: A beautiful
painting of someone of the opposite sex. Looking closer the features
kind of resemble the PC. If they die, the PC is revived wherever
the painting is kept but as the opposite sex. The painting will no
longer have anyone in it.
9. Ethereal Mug: A stone tankard
inscribed with glowing runes. Drinking a liquid from this mug allows the PC to become completely immaterial and immune from harm. However, in this
ghostly form they cannot attack or pick things up.
10.
Atlantean Tunic: Ancient scalemail shirt (+1 or 2 AC) that grants the wearer
the ability to turn into a mermaid for 1d6 hours. Same
abilities/drawbacks as mermaid class.
11. Voodoo Clay: Easily
moldable earth found in a cloth pouch. It can be formed into 1
human-shaped figure that acts as a voodoo doll towards it victim. Can do
damage but never kill.
12. Devil’s Fiddle: Playing this mahogany instrument cuts everyone’s
Sorrow in half (rounded down) and gives +1 morale for Day. Crew will
lose next battle. The devil himself will also be hunting it down.
13. Stone
Parrot: Ancient Aztec tape recorder. Parrot effigy carved out of
granite with a button on the chest. Once pressed can recall up to one
minute of noise. Cannot fly.
14. Gold
Statue of Famine: Solid gold statue of Aztec goddess with ruby eyes.
Can be sold at a port for Insta-level up. First day on ship spoils all
Provisions. Second day Munitions are ruined. Third day Wood is too damp
to make repairs. Invites all manner of creatures and enemy ships to current hex.
15. Spyglass of the Eagle: Can roll Wis to scout out nearest Hex to the bow of the ship, previewing what encounter lies there.
16. Poisoner’s
Cabinet: 1d8 vials of various poisons: Knockout powder, Spider venom,
Widow’s Woe, Madcap mushrooms, Beserk balm, Fighters Respite along with 1 Antidote.
17. Mask of Perfect Masquerade: instant disguise as a person you know that lasts an hour.
18. Everlonging Perfume: use to Charm one person.
19. Ishmael’s
Incense: burning this incense at night gives the Whaler insight into
where a nearby Adult or Monstorous whale is located. They get a +2 on
attack’s against this whale
20. Blarney
Tankard: Automatically win CHA checks but extremely drunk, failing all
DEX checks. Make a CON check before engaging in anything too crazy, fail
and be violently ill the rest of the night
BONUS: Brawler's Bear: tattoo enchantment. Once per island, PC can challenge stranger to an unarmed brawl. The loser is compelled to give the winner one of their powerful belongings (roll Treasures for NPC). At 5th level, the PC also gains +1 to unarmed fighting. At 7th level, the winner loses half their Madness rounded down, loser gains that much.
BONUS: Brawler's Bear: tattoo enchantment. Once per island, PC can challenge stranger to an unarmed brawl. The loser is compelled to give the winner one of their powerful belongings (roll Treasures for NPC). At 5th level, the PC also gains +1 to unarmed fighting. At 7th level, the winner loses half their Madness rounded down, loser gains that much.