Not all by me--crowdsourced by the Google+ braintrust in the thread here. If you can't follow that link and want to, write and ask to be added to my Google+ game circles along with a link to your Google+ address.
1. Humanskin glove gives advantage to choke attacks. Created by lizardmen/reptilewomen.
2. Nomadic burnt oak cake. Allows mount to move 25% faster but carry 10% less weight.
3. Origami stone. Perfect fidelity to a marble chunk save for its softness. Burn it: crazed stone golem appears. Creator: vapor-poisoned razor-fetishist wood monks.
4. Weeping Pillow. Will kill any child or elderly person sleeping on it and used in times of famish and calamity to spare them a slow death.
5. Huge black lacquered fingernail. Witch giant's family heirloom; reflects sunlight as moonlight. Creator: some dead witch giant.
6. A limbless dog corpse that inexorably wriggles toward a well, poisoning it. Craft of the unrelenting hillmen.
7. Powdered Hopes - a mix of dirt from home and herbs ensures a sleeper that they dream of the family they where forced to leave behind.
8. Hunt Stink. 2d4 pills in a bag. Consuming one makes you smell like local prey animals for 1 hour (cumulative effect). Created by Orcs.
9. slimy tincture in tiny glass vial holding an enormous squid-like creature. expands rapidly when broken or unstoppered. An atlantian transport device or prison.
10. Lonely Crown. A metal headband, when worn the slave cannot see others who wear the same item ensuring that they can't conspire against their masters.
11. Bag of Platonic solids. Out of bag, they cut through everything, steadily and rectilinearly, until holder recites a reductio. Creator: a fallen godling's geometry cult.
12. Crystalline seeds you plant into blood soaked ground. Grow into D20 arrows, +2 versus the type of creature from which the blood was spilled.
13. crystalline lens that converts sunlight to a d4 hp magic missile blast. aarakocra sacramental.
14. troll graft held in a mildly acidic solution. inserted into wounds to create bonzai creatures. illithid art implement. applied and quickly burned, serves as a healing patch.
15. Anesthesiode. Poem congealed as portable foam; dissolves once recited. Reciter saves vs. being numb to new info, d4 hours. Creators: Roving band of occult restauranteurs.
16. pomeranian figurine. If dashed to the ground, 3d10 small dogs rush a target in sight, knocking it to the ground and dealing 1 hp/dog. made by martial artist wizard.
17. A small amount of sand from the depths of the ocean. If thrown any creature within a 15 feet cone must make a save by death/DC 17 CON save or take 6D6 damage, half on a successful save, also suffer from blindness for 1D3 rounds. Made by deep mermen
18. Sundering-stones - Red orb split with jagged line. Brought together, shatters any continuous object. Siege-breakers from ancient, rigid empire; blessed by a King’s final breath.
19. a series of crystals whose chime may open a door to any place, lasting d8 hours. created by elves with bald heads and in neon robes.
20. a gel distilled from star mite fluid by githyanki dissidents. creates a tiny star for a single second (pulls everything in sight to the center, burns for 4d6 damage, double to undead.
21. a white staff which, when struck to the floor three times causes all the curtains and portals in the room to fly open. holy implement of bard priests of an annoying god.
22. Ground bone powder, snorting it gives dream visions from the past of your immediate location. Created in a village where everyone wears strange wooden masks.
23. a grass cloak allowing you to crouch and hide, appearing to be a small barrow or mound. made by reindeer-riding animists.
24. finger bone key , made by xaosichects to spread their theories surreptitiously. dropped in water, backdoor access to the dreams of an alternate self most close to you, dimension-wise.
25. a small door, made by xaosichect operatives. Placed in the stomach, may be opened to hide or imprison someone in another person.
26. Blood-wood curio box, fashioned from a bough of the first tree, into which all regret can be placed. Bardic item. Gives advantage to all performance and reaction rolls until someone in the village discovers the Bard's true name; then confers disadvantage to all performance and reaction rolls until the owner moves on. Destruction of the item releases all its contained regrets and causes suicide for all thinking creatures within a hundred leagues, save vs magic devices (Will) to avoid. Created by a mountain-folk rune maker of the northern lands, slyly gifted to a rival canton's Konung, made for his mead hall's skald (also his lover), immediately disfavoured, mocked, and expelled into the wintry wild.
27. Political pamphlet made by sturmlord fascist devotees. only legible to Dagon-men. Non-Dagonians reading vomit a jet of water as strong as a fire hose.
28. Nautilus cap with a kelp "feather". If flourished, charm all Dagon-men in sight. Made by deep sea explorers.
29. Jack in the box made by infernal tiefling jester class. Every third "pop" releases whoever is trapped inside in exchange for whoever is most close to and looking at the box.
30. A cave dwelling culture, they pierce pterodactyl eggs, drain them, and then fill them with successive layers of magic powder. When the egg shell is smashed, it erupts into a prismatic sphere.
31. Reed basket, keeps one armload of fruit placed in it eternally fresh, made by a wise woman of the western marshes.
32. Alligator skin cap made by hermits along the Nile. Bite something for 2d6 damage and hold tight for d6 damage each following turn.
33. Venus of Willendorf via alien sculptor. Summons an alien beauty so terrible to behold all are struck mad for a turn. She'll write any spell in your spellbook if you can avoid showing your madness and offending her.
34. Maniples of martial artists priests, cracked like a whip, can bind a target for one turn.
35. Song stones of a lost avian empire. Beautifully painted. If broken, emits an ancient melody that triggers feelings of 1. Euphoria 2.terror 3. Alertness 4. Starvation in all who hear it.
36. Golden colored dandelion. If blown, the seeds multiply until they obscure vision in a 20 foot radius for 5 rounds. - Created by sylvan elf gardener who grows magic plants.
37. Pomade in a small ceramic jar. Safely closes any bleeding wound, but it always leaves an ugly and painful keloid scar. Made by orc medics. (1d4 doses left)
38. Cage carried by hunters of the horrors that breach the Shimmer in Tarnis. Removes ability to fear; if opened, user faces all accumulated fears simultaneously.
39. Swamp Spike: poison plant used by lizard men/bullywugs. Increase melee damage by 4 for 1d4 rounds, at end of each round user/victim suffers 1d6 damage (no save).
40. The Hollow Children- hollowed out obsidian shards that each contain a memory of fleeting youth- a coven of hags from the Slidgil Depths.
41. Loud Pearl--put it in your ear to hear everything in a 200' cone through walls or other obstacles. Made by sea elves.
42. A pair of metal spikes that vibrate like a tuning fork when crossed in the presence of men from beyond the stars. Made by elves with throbbing brains.
43. water tablet - grape-sized dry tablet turns into a barrel's-worth of water when exposed to the slightest amount of dampness. Made by nomadic wizards for long journeys across sea or desert.
44. Restoration Dagger – Insert large, hollow, stiletto-like blade into flesh, press button. Nanites effectively heal spell, resurrect recently dead. Basic med-tech of space-faring giant ape-philosophers.
45. Crow eyeball. Consuming it instantly converts you into a sentient murder of crows for 1 hour. Created by orcish assassins.
46. Moonbottle. When unstoppered, the moon vanishes from the sky and appears in the bottle for a single night. Created by a cult of witchunters.
47. Flail of Flying: Large ungainly flail that if whirled around above your head causes you to rise rapidly into the air until your arms tire. Made by suicidal priests of a forgotten godling.
48. Small gold tuning fork. When struck against rock, it resonates at different frequencies and volumes depending on type and proximity of the nearest precious metal deposit. Created by deep gnomes.
49. Dero sweet airs. Smell of sulfur, salt or jasmine stone. cause temporary visions of a conspiratorial, mad truth.
50. Graveworm. Placed in: right ear, improves intelligence; left ear, improves wisdom; chewed & spit, curses an opponent. Effects are minor & last d10 minutes. Grave diggers' secret.
51. Tincture of Melancholy: Vial, one dose, dark blue liquid. Scent causes weeping for 24 hours (-4 Charisma). Creator: theatrical troupe led by an emo warlock.
52. Silver Tongue: Fits over tongue like sleeve, for 24 hours wearer has advantage on all romantic/diplomacy interactions. Creator: Loveless warforged from Island of Bones.
53. Arrow that causes plague of Otto's Irresistible Dance, transmitted by touch. Creator: siege wizards.
54. Egg shell. All who hear it crushed are blinded and deafened. (save at penalty). Made in luxurious and opulent underground nation of thieves.
55. Millescan Mirror: enchanted to capture planar creatures and banish them from our plane when shattered. Created by the Demon-quellers of Millesce.
56. Bark sheet. Worn as girdle. Wearer looks like a tree until non-move action is taken, then shatters. From anarchist forest tribe.
57. A piece of string that gets tighter the louder the wearer is. Breaks when wearer is detected. From monastery of silent monks.
58. Powder that increases in temperature as wearer risks being seen. Burns away if wearer seen. From ashes of baby-stealing demon elves.
59. A wind up statue that absorbs all spells encountering it's song. All release simultaneously when the song ends, destroying it. From sleep-worshiping Tiamat cult.
60. Blade of Grass: small vial of liquid that if poured on a blade of grass it temporarily hardens into a steel-like blade (1d6 hours). Made by Plains Elves.
61. Bubble of Trouble: a small glass vial with a soapy mixture inside and a wire hoop attached to the stopper. When the bubble blown from this mixture pops, the reflections of all living creatures on the bubble's surface come to life and attack their doubles. Made by cruel changeling fairies.
62. Paper Frog: a large origami frog, has one Jump spell written into the folds. Used as a disposable pogo by the assassins of the Silver Lotus Clan.
63. Worm Bullet - hard chrysalis awakened by body heat. Melds with nearest organ to impact site and aggressively animates it in 1d6 turns. If cut open, contains as many worm bullets. Gunslingers of the Great Grub.
64. Cracker of Quality - hard tug ejects one gold crown, joke that read aloud paralyses one random listener, and another item from this list. Venerable traditionists.
65. Doom Spinner. Spinning top makes low droning when spun, inducing sense of dread and mild optical hallucinations. Decreases morale in earshot, creatures dying nearby choke out grim prophecies in Latin with their last breath. Prophets of a dead race.
66. Faerie Curse Removing Nut: Let a cursed person sleep with the nut in their armpit on a new moon's night and the nut will turn black as it sucks out the curse. If the nut is then eaten by someone before the next dawn, the curse will transfer over to them, if it's not eaten by anyone by that time the curse will return.
67. Merrow Spittle: water-breathing potion, causes imbiber to grow webbed feet and hands, making underwater movement easier. Tastes REALLY bad. Occasionally causes vomiting, negating effect and impairing the drinker. Used by urchin divers.
68. A nourishing broth that acts as a cure disease spell but also causes you to gain d8x10 pounds. Created by a cult of grandmothers who think you're too thin and don't eat enough out there on your adventures.
69. Bottled Ship: is a model ship in a glass bottle. When the bottle is broken the ship rapidly grows to 1:1 scale permanently. The ship is still one solid piece of carved wood, with no hold or cabin. The wheel and ropes are just decoration, but it will float (upside down). Failed experiment of a smugglers guild.
70. Door in a Bag: a small pouch with sawdust inside. When the sawdust is throne against a wall, roof, or floor it creates a doorway for 1d6 minutes. The doorway is two meters high, one meter wide, and up to two meters deep. Made by the gravediggers guild.
71. Silver bullet that never miss it's mark. Cast under a new moon by poachers in the southern mountains.
72. A bag of leaves & debris that when poured out in a 10' circle makes a pit trap beneath it. Created by woodland trappers.
73: Courtesan's Veil: cloth imbued with a spurned Tiefling's tears, it gives the wearer max Cha/App for one evening. However, anyone who interacts with the wearer falls possessively in love.
74. Herringbomb. Immensely stinky, fermented fish from beyond the northern sea, in metal container. Releases Stinking Cloud when opened. Northerners are immune, and will claim it tastes like expensive cheese. Mmmmm, lutefisk!
75. Half-life candle: they burn as bright as the sun for 5 minutes, cannot be extinguished, hazardous to hold while lit, permanently radioactive afterwards (Dwarven Vampire Hunters)
76. Make-up that constantly changes the features of your face for a night (Decadent Psychedelic Nobility)
77. Hair gel projects your surface thoughts into a bubble above your head for 30 minutes. Practical joke made by 3rd year divination students.
78. Shoe phone - With this shoe/boot phone you can phone in one limited wish from a Genie. The shoe phone was created by the Maxwellians, a ancient race of humans that wore extravagant tunics.
79. Glass throwing dagger, shatters on impact. Any damaged by it have total amnesia for 2d12 rounds. From Persian-esque city on edge of Desert of Nepethe.
80. Braided sisal nuptual collar of the dogmen. An orgasm experienced in daylight will grant the wearer a fortune and cause blindness for d6hrs. From the forests of Argeld.
81. Drawstring pouch contains whispered secret, now unknown to original speaker. Made by paranoid secretive sub-race hidden within society, zealous guardians of their annonymity.
82. One of Huginn's feathers. Burning it removes everyone else's memories of last round's events. Used by Odin's agents.
83. Bar Ragga Death-cap History and Flavor Text: The cult of War-barra have long been feared by the tribes of the west, not for their battle prowess, but for their Deathsong. Worn about the neck of the War-barra child-soldier is a skull-like seed-pod known as the Bar Ragga Death-cap, or just Death-cap. This seed pod is a psychotropic plant cultivated deep in the catacombs of the tribe's mountain fortress near a millennia. In the face of certain death, War-barra child-soldiers consume the Death-cap, releasing a flood of endorphin stimulating chemicals into their blood-stream. Consumption of the Death-cap, means certain death, but allows for one last action in which the consumptive, is restored to full vitality, strikes with unerring precision, and vengeful strength. Bar-Ragga Death-cap Game Mechanics: Character must save vs. Poison (+4 bonus). On save she is restored to full health, Attacks with a +4 to hit, a 2 in 6 chance the hit is a Critical Hit, and damage multiplied by the character's level. These effects last one round only, or until the target of the character's Deathsong is killed, after which the character dies frothing at the mouth as her veins and nervous system are overloaded, chemically burned up, and her heart explodes. Resurrection, heal spells, etc are completely ineffective. Any character consuming the Death-cap irrevocably dies. All War-barra soldiers seek a glorious blood soaked death.
84. Black sands of Yonde, collected by ragged alligator men. Presents visions of anything that occurred while stars still lit Yonde.
85. Mirror reflects parallel reality where things play out slightly differently. Shatter to choose the best outcome of either world (advantage). Made by alternate you.
86. White Snake Ring. A ring in the shape of a small white snake, biting its own tail. When you put the ring on it animates and bites you, dealing damage that you never fully heal from unless you do a quest or cleansing. You're also troubled by disturbing dreams and have a fondness for mice. If you take lethal damage at any point while wearing the ring, it burrows into your hand, and a large white snake immediately bursts from your body, shedding your skin and moving a good 30 feet away. Within a minute or so, you gain consciousness and can crawl out of the dessicated snake body, healed of your last lethal wound. Crafted by Albino Ovates of the secretive White Snake Shamans.
87. Starfish of Zzoz. A strange creature from another plane with an interesting defense mechanism. If you rip off arm from the starfish, if phases back to its home plane. The starfish will vanish and 1. You go ethereal for a short time, existing between worlds 2. 1 and the starfish dumps a psychic bomb on every one within 100 feet. You'll recover quicker since you're prepped for it, but bring a spare change of underwear. 3. 1, 2, and a portion of its watery realm floods the area within 100 feet, causing a small tidal wave ( strong enough to knock people of their feet and wash out a dungeon room) 4. 1, 2, 3, and the area is filled with Jellyfish that give poison damage. These starfish are carefully cultivated in shallow sea nurseries in their home realm by intelligent plane traveling manatees who value them as art pieces.
88. Crunchy enchanted, dried beetles, produced by the Scaly Death tribe. They act as a standard healing potion and taste of mozzerella.
89. Ask-a-Doll: Garishly colored yarn dolls that represent local celebrities (the mayor, the archbishop, the Dragon terrorizing the parish, your own party members if you're famous enough). If you ask it a question about where to find services, entertainment, or goods, it will attempt to read your mind and give you the best suggestion on how to spend your time. Has 1d4 uses, and you get to keep the doll. Immensely popular with children, slow people, and the king's court. Commissioned by the city council to encourage tourism, crafted by gnomes. Occasionally you'll get a hacked one that slips by quality control. The ones by prankster gnomes are obvious and ribald, the gentry love them. Other ones are much less obvious and suggest ideas that seem fine, but usually wind up causing trouble.
90. Beetles of Borgheranz: If crushed into a paste and worn as pomade, +5 CHA to wearer. Causes horrible dreams. From Frenchy Faerie court.
91. Knife that turns one living king into a voodoo doll for another. Both most be struck at least once. Creator: Drow.
92. Infected caltrops. Creator: Urban murder halflings.
93. Crossbow bolt that can anchor in stone or any other substance and cannot be removed. Creator: Dwarves.
94. An habitual liars dried tongue is crushed into a powder, the person who eats it forgets the names of those he/she is about to lie to.
95. 5 inch tall golden man figure obeys any order given by owner, will interpret orders in a way that is most beneficial to most people. Ironic gift for evil cultist.
96. Githyanki intentional bomb. A biorganic and barbed metal pupating creature into whose mind is imprinted a single intent. As it sheds its chrysalis and dies in alien air, all within range are powerfully compelled by this one intent.
97. Piece of gum that when you blow a bubble actually allows you to fly a bit. Created by children with a sense of wonder and bit of magical ability
98. a magical scroll (spell really doesn't matter) that has been written in charcoal and everything is misspelled and has backwards letters and upper and lower case just randomly littered though out it. When used to cast the spell you roll four times on your wild mage surge table of choice. Created by goblin sorcerers
99: Snow Globe: a glass orb filled with water and white powder. When smashed causes a localised blizzard for 1 d6 hours. Made by homesick northern gnome mage.
100. Rage Snuff: a packed powder ball that can be crushed between the fingers and snorted, the snuffer instantly enters a barbarian rage. Used by the Chaos Monks of Bakoo.