Current Location

unknown

Origin

Crafted by Hatter of Hearthmere as a bespoke commission for Shelly.

Image

Pasted image 20260425140323.png

Background

During Session 7 in Gildwater, Shelly asked the Hatter of Hearthmere for a hat that could "make things" or at least provide raw materials. More specifically, he wanted the sort of things an artificer actually bothers to ask for: precious metals, crystals and gemstones, monster parts and fluids, salvaged springs, gears, wires, and explosive compounds. The Hatter, who has always had a stronger instinct for elegance than for abundance, heard the request, winced at the last category, and eventually answered it with a restrained piece of practical whimsy.

The Hat of Odds and Ends is not a workshop, not a merchant's trick, and certainly not a replacement for proper supplies. It takes the form of a snug leather trapper cap with fur lining, earflaps, and little fastening straps, the sort of hat an inventive fool might wear while kneeling over a dangerous contraption in bad weather. After being worn long enough, it will surrender one small handful of useful scrap, trim, or craft stock, as though the Hatter had reached inside and decided that this was quite enough assistance for one day.

That limitation is deliberate. The Hatter had no interest in creating a profitable miracle or a hat that would cheapen the labor of actual craftsmen. What he made instead was something more personal: a quiet joke tailored to an artificer, practical on occasion, faintly ridiculous on purpose, and far too modest to ruin any honest shopkeeper.

The hat also has a mean little sense of timing. Quick draws tend to produce scraps, nonsense, or temptations. Longer wear lets it reach for better things: rough treasure, useful reagents, volatile compounds, and stranger artificer's stock. But the hat's judgment is whimsical rather than moral, which is why a patient wearer can still spend two days waiting only to pull out a warm lump of prepared opium resin ready for smoking.

Properties

Wondrous item, rare -- no attunement required

  • The hat stores up to 48 cumulative hours of wear from a single creature. These hours do not need to be consecutive and can continue across multiple days.
  • If another creature wears the hat, all stored wear time is lost and the new wearer begins charging it from 0 hours.
  • After 8 cumulative hours, the wearer can use an action to reach into the hat and roll on the Minor Draw table.
  • If the same wearer keeps waiting, the draw improves. After 24 cumulative hours, roll on the Middling Draw table instead. After 48 cumulative hours, roll on the Deep Draw table instead.
  • The wearer must use the highest table they have reached. Waiting longer improves the potential value, but it also leaves room for silliness and bad luck.
  • Once an item is drawn, the hat loses all charge and cannot begin charging again until the next dawn.
  • Unless an entry says otherwise, materials produced by the hat are ordinary, nonmagical, and permanent once removed.
  • The hat never produces finished weapons, ammunition, coins, cut gemstones, potions, or enough material to count as reliable mercantile trade stock.
  • Any precious metal, crystal, or gemstone produced by the hat is rough, imperfect, and worth no more than 25 gp.
  • Any monster fluid or explosive compound produced by the hat spoils or loses potency at the next dawn if unused.
Wear Time Table
8 hours Minor Draw
24 hours Middling Draw
48 hours Deep Draw

Minor Draw

d8 Result
1 25 feet of fine copper wire
2 1 small pouch of salvaged springs, screws, and broken gear teeth
3 1 folded square foot of oilcloth, stiff felt, and buckram offcuts
4 1 pouch of iron filings mixed with charcoal dust
5 1 bundle of brightly dyed goose feathers, three corks, and a spool of sealing twine
6 1 cup of clean sawdust that smells faintly of hot cider
7 1 handful of mismatched buttons, slightly bent hat pins, and a tiny brass bell
8 1 warm lump of prepared opium resin, ready for smoking

Middling Draw

d8 Result
1 50 feet of fine copper wire braided around a strand of thin silvered wire
2 1 neat bundle of salvaged clock springs, 2 serviceable brass gears, and 1 tension ratchet
3 1 stoppered vial of pungent monster bile or acidic gland fluid (DM's choice)
4 1 waxed packet of blasting powder or flash compound, enough for 1 bomb or trap
5 1 fist-sized cluster of smoky quartz or cloudy crystal
6 1 strip of raw silver sheet or soft copper plate worth 5 gp
7 1 small jar of luminous moth dust that glows prettily and is only intermittently useful
8 1 warm lump of prepared opium resin, ready for smoking

Deep Draw

d10 Result
1 1 raw nugget of gold, silver, or electrum worth 10 gp
2 1 uncut gemstone or clear crystal worth 25 gp
3 1 preserved monster gland, fang, or venom sac suitable for reagent work
4 1 stoppered vial of distilled monster ichor or venom-rich fluid, valuable to artificers and alchemists
5 1 coil of spring steel wire with 3 precision brass gears and 2 flat clock springs
6 1 wax-sealed thumb-sized plug of demolition paste, enough for 1 potent trap or bomb
7 1 crystal lens blank, a length of fine copper-silver wire, and 1 tiny screw of real silver
8 1 ridiculous pouch of lacquered buttons, bright tassels, and 1 polished false ruby
9 1 jar of glittering crystal sand and 3 corked vials of colored smoke powder
10 1 warm lump of prepared opium resin, ready for smoking

Notes

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