by Max Davenport, Matthew Hoover, and Jeff Rients
Bezoar Bag (Davenport): This ordinary rawhide bag
functions at first as one of the lesser bags of holding. However, if goods of more than 500 gc value are placed within they will be compressed into a single pearl or gem- like stone of no more than 1/5 the value of the goods. If goods totalling over 5000 gc value are placed within the bag, the stone produced will function as a periapt of posion immunity. After producing a periapt, the bezoar bag loses all magic.
Bronze Dog (Davenport): When commanded to Sit, this
bronze statuette animates into an enormous mastiff. The dog is untrained, and gentle as a kitten. Any efforts at training the creature as a mount or war dog will be doomed as it reverts to bronze each evening and forgets all it learned. It can be taught basic tricks like rolling over, begging or shaking hands -- but not fetch.
Embezzler's Purse (Davenport): This ordinary pouch
produces a fabulous 1-100 gc per day! At the same time, however, the purseholder's companions suffer the loss of an equal amount of coin (or an equivalent loss in the value of any gems, jewelry or trade goods). Should the purse- holder be alone or his or her companions be destitute, the purse will fixate on the wealthiest person or creature in a ten mile radius. Unfortunately, once the amount of coin gained this way exceeds 500 gc the accidental benefactor will begin to dream nightly of the purseholder robbing his or her coffers, and will unerringly know the purseholder's wherabouts as well....
Floating Chair (Calithena): This very light chair, made
from some alien metal (perhaps an ultralight alloy of mith- ril?), bestows magical protection +2 on anyone sitting in it. If a Floating Disk spell is cast, it can be discovered that the chair easily rests atop it and moves with it, along with all the possessions of its occupant. Moreover, the duration of such spells when used to bear chairs is extended tenfold.
Medium's Hat (Hoover): This conical star-spangled hat
grants its wearer (spell casters only) the ability to memorize one extra first level spell per day. If the medium's hat is removed while its power is being used, the wearer will forget one random first level spell they had memorized. If no first level spells were memorized, the wearer must save or else take one die's worth of damage. It is rumored that more powerful versions exist (conjurer's hat, etc.) that grant the ability to memorize an extra spell of higher level.
Nesting-Box of Holding (Davenport): A simple metal
coffer which is entirely filled up by a slightly smaller Box of Holding, which contains a still smaller Box, and so on. On removal of the box within, each box collapses with an
ostentatious but pointless display – loud clanging, flashes of light, clouds of mist, swarms of beetles, etc.
Strumpet Trumpet (Davenport): When sounded, this
serpentine horn plays a lewd wah-wah ditty, summoning 2- 5 ladies of ill repute (or hustlers of unwholesome habit, as tastes dictate) who will loudly proposition all and sundry, insulting those who refuse their advances. They will depart only after plying their trade, but not before robbing their customers if at all possible. They can otherwise be banished only by spells. Repeated soundings of the horn or any assault on the strumpets summons their pander, a fearsome efreet.
Talking Pit (Davenport): Formed, perhaps, by the slow
leakage of extra-dimensional space from poorly sewn bags
of holding, a talking pit is in most ways identical to an ordinary dungeon pit. It may be open, or concealed with a trap door or similar covering. Its depth can vary from 10- 100 feet or more, and it may or may not contain spikes, water or other hazards. A talking pit has two major differences from the standard pit trap. The first is mobility. It typically moves about dungeon corridors at a rate of only a few feet per hour, though it is capable of travelling as fast as the average dungeon party. Because the pit is extra-dimensional it does not intersect lower levels as it moves, and cannot be used to bypass levels or other dungeon features as a passwall or move earth spell might. The second difference, of course, is that it talks. For unknown reasons a talking pit has a degree of senti- ence and a simple personality. A talking pit is generally defined by a single overriding character trait, which might be baleful or beneficial as the DM chooses. Some pits are devious, seeking to lure one or two party members into their depths with the promise of treasure, and then sealing shut and moving away, reopening in some far away locale - - if they reopen at all. Others delight in mayhem, calling loudly to attract the attention of wandering monsters while their victims attempt to climb out. Still others seem merely lonely, and may follow an adventuring party around with a puppy-like devotion. Many other traits are possible, as the GM desires.
Tlozcap's Ring of Arcanocogitation (Rients): Under the
scrutiny of magical detection this plain-looking copper band comes to life with dozens of shimmering runes so tiny as to be invisible in normal lighting. On the finger of a magic-user of at least Conjurer ranking Tlozcap's Ring opens new neural pathways in the brain, making spell memorization much easier. Second level magics may be memorized as first level, third as second, fourth as third, and so on. First level spells are unaffected and in no case does the user gain access to spell levels they cannot otherwise cast. Should the ring be removed or destroyed while the user has an overabundance of memorized spells the judge should randomly determine which spells will be considered in excess of the magic-user's normal limit. For each of these extra spells roll 1d6. On a 1-3 the spell is simply lost. On a 4-6 the spells activates in a random direction/at a random target. Also, the caster must save against magic or be feebleminded for d6 hours.
Ventriloquist's Stone (Hoover): At will, the voice of the
owner of a ventriloquist's stone will seem to originate from the stone, and will continue to do so until the owner wills otherwise or until distance becomes too great. The stone will only work if its owner is within 60 feet of it, and if the distance between the stone and its owner becomes greater than that, the link is severed until the stone comes into possession again.
Xeno's Rope (Davenport): A coil of sturdy rope capable