| Taliesin Hoyle |
69. Stone soup. Place the stone in a cauldron of soup, and the soup becomes sufficient to serve 100 people. At sunset, the remaining soup disappears.
70. Horseshoe of binding. This horseshoe becomes immobile and holds the horse in place if any but the owner tries to ride it. A command word, written on the bottom of the shoe, releases the horse.
71. Snake oil. This oil relieves the symptoms of a disease or toxin until the next sunrise or sunset. It does nothing to cure the disease.
72. Shady hat. The owner of a shady hat recieves a +5 on survival checks to reduce the exhaustion caused by excessive heat.
73. Watchknot. A simple knot in a cord, this device is used to summon help in times of trouble. As the knot is untied, the owner hears an audible prompt, similar to an alarm spell. He or she will then know that the bearer needs help.
74. Dry stone. This looks like any other millstone,except it continually turns by itself, allowing a mill to operate without wind or water.
75. Palisade beam. A log for use in a palisade, this wondrous item enchants the wall to add 5 to its hardness, and give it 5 points of fire resistance.
| Lathiira |
78) Daern's Instant Outhouse
79) Scythe of Reaping: Scythe +1, plant bane. Allows critical hits and sneak attacks against plants and scarecrows. Any plant slain by this weapon is instantly transformed into a grain product of the wielder's choice.
80) Ladder of cherry-picking. Can extend to any height if leaned up against a fruit tree.
| M. Balmer |
83. Bottomless outhouse.
84. Farmer's Lucky Horseshoe - nailed over doorway, prevents bandits and monsters from noticing the farm.
85. Barn of Composting - all dung generated in the barn is stored in an extradimensional space until the time comes to mulch the fields.
86. Candle of Field Clearing - place the candle on a rock or stump in a field. Light the wick and allow to burn overnight. In the morning, the stump or stone will have disappeared.
87. Matchmaker's Quilt - a quilt sewn by a village matron that shows the family tree of each family in the area, to prevent inbreeding. Ogres are immune to this object.
88. Farmer Clot's Book of Animal Husbandry - reading this manual takes 1 day, and it disappears once read. Thereafter, the person who read the book is able to select animals to produce stronger offspring (max. HP).
Set
|
82. Shrieking seed.
Wow, that one didn't go where the name took me. Thankfully.
86. Candle of Field Clearing - place the candle on a rock or stump in a field. Light the wick and allow to burn overnight. In the morning, the stump or stone will have disappeared.
That one is evocative as all hell. I love it.
Where does the stump go? Why is there a warning on the wax paper around the candle to never, under any circumstances, watch the candle burning overnight in hopes of seeing the magic happen?
And what happened to the curious lad who did stay up to see the magic?
| Valegrim |
Gloves of mudslinging.
+3 to hit; 1d2 of non lethal damage
Save dc 25 enchantment or yell a secret or unflattering thing you know about someone near you.
Headband of Blissful Ignorance.
Int and wisdom scores each drop to a 6; your garb and appearance change to appear like the local town idiot. anything told to you, asked of you, or taught to you is forgotten after one minute. Roll vs confusion each round you want to act:
1) act normally
2) stand and drool
3) act abnormally by saying something quasi intelligent
4) laugh at some joke nobody else heard
5) act normally
6) do an uncouth action like scratch, belch, slurp your drink; etc.
Adds +20 to disquise skill; and +10 to any bluff roll to consider accusing that you might have done...anything.
Pitchfork of Frensied Mobs
+1 iron pitchfork;
Suggestion spell active 10ft radius; save dc 15; "us is good; them is bad; if your not us your them and we gonna get them"
anyone under the influence of the suggestion; must roll a d6 each round; on a odd number; they Rage as per 1st level barbarian.
wielder has +2 to any leadership attempts if he hold the fork over his head and waves it while talking.
Torch of Everburning things that scare people.
+2 blunt 1d6 club +2d6 fire damage.
When lit; it burns for 24 hours and cannot be extiguished; it channels from directly from the elemental plane of fire.
It can sense when more torches are needed and can summon d6 normal torches per round.
wielder has +3 to any rolls in his favor when dealing with fire creatures
Anytime the weilder has a group of at least 10 followers with lit torches; the wielder can:
Produce flame at will
Raging flame once a turn.