Category: Weird Item Wednesday

unforseen tambourine
September 16th, 2015 by Corbett

unforseen tambourine
Unforeseen Tambourine
Balo Bob was a talented bard, that joined a group of traveling bards, but was requested to play the tambourine. He was quickly ignored and forgotten or at least ignored. Balo left the travelling troupe but found that as long as he played the tambourine. To his surprise his traveling troupe cursed the tambourine to make crowds always ignore the tambourine player, perhaps the worse curse for a bard. The tambourine is out of tune because of the damage that Balo did to it when he found out what his fellow bards had done. Any character trying to use the tambourine will find that they are always given the first attack in any combat. As long as a party member is playing the tambourine, the party can always act first in the first round of combat, after the tambourine stops being played combat resumes as normal on the next round. A single player can walk past any sentient creatures (while playing the tambourine) undetected. Animals are irritated by the sound of the tambourine and they will attack the “music” performer to stop the noise.

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bonbons of wonder
August 28th, 2015 by Corbett

bonbons of wonder
Bonbon’s of Wonder
Some people love candy and others love magic. Now we present the best of both worlds, by incorporations the wonder of what is inside a chocolate candy and deadly magic. The Bon bons are just a chocolate coating that helps make the magic inside fresh. The only way to release the magic kept inside each bonbon is by biting into the candy. Once bitten the candy will immediately perform its magical ability, unfortunately there is no way to know what special magic is kept inside. Each set of bonbon’s will appear in a plain brown box, holding twenty pieces, each wrapped in a brown wax paper. The only way to release the magic inside each candy is to chew it, part of the magic is simply not knowing what is inside. Roll a D20 on the list below and see what candy you have tried.

1 – Lightning Bolt comes out of mouth (casts as level ten magic-user, one shot)
2 – Grow two horns out of your head (effects last for one day)
3 – Shape Change into any person you desire (effects last for one day)
4 – It is just candy, enjoy
5 – Stunning, everyone around you is stunned (and cannot act) for three rounds
6 – You can breathe water as well as air for the day
7 – Uncontrollable laughter for three hours
8 – Attract a loyal steed (DM choice)
9 – Grow two extra arms (effects last one day)
10 – Spit up 200 gold coins
11 – Teleport to anyplace you know (DM discretion)
12 – Change gender
13 – Spit up a key that works in the next lock you come to
14 – Poison Candy: Save vs Poison or suffer 1d4 damage for 6 rounds
15 – Kitten pops out of your mouth and is your pet for life
16 – Spit ten arrows (as per shortbow range)
17 – Become extremely intoxicated for six hours
18 – Candy explodes is your mouth, take 1d10 damage
19 – Character becomes a master class artist for one day
20 – Grow three times larger (effects last one day)

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fancy dancing pants
August 12th, 2015 by Corbett

fancy dancing pants

Wizards Fancy Dancin’ Pants

These brightly colored trousers are very baggy to give the wearer lots room to move about. The fasten at middle of the chest, of the wearer, regardless of race or height. The pants will magically adjust to the size of the person wearing them, but they will remain baggy. These pants will work normally as pants on any class, but on any spell caster will receive a bonus to their spells abilities while wearing them. All spells cast while wearing the pants requires the somatic component of dance, regardless of the normal spell requirements. As a bonus feature a pyrotechnic display will appear around any caster dancing while wearing the pants. Any spell cast, while dancing with the pants, will count as a spell being cast at three levels higher than the caster’s level. The pants will also increase the damage of any spell by +1 for each piece of gold jewelry worn (max +5). The pants wearer also benefits from a +1 to Charisma, because they are looking good.

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foolishfighter
August 5th, 2015 by Corbett

foolishfighter

Cowl of the Foolish Fighter

Created from simple cotton cloth, that has been dyed in bright colors, this pointed cowl trimmed with bells is deceptively powerful. The cowl has many bright colors and bells that would hinder any party that is trying to be stealthy or avoid being noticed. Anyone wearing it will gain a +1 to Charisma. Intimidation while wearing the cowl is impossible since most people will respond to the cowl comically. The cowl makes a stylish headpiece for all, but it was designed with fighters in mind. Any fighters wearing the cowl will gain a +4 damage bonus to all attacks made with any weapon. If the rules for critical strikes are being used then the critical chance will increase by 5% on both ends of the spectrum. If your weapon normally creates a critical strike on the roll of a 20, now it will crit on a 19 and 20. However this also functions for critical fumbles, so a normal fumble of 1 would now fumble on a 1 or 2.

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Distracting Hat
July 22nd, 2015 by Corbett

Distracting Hat

Distracting Hat

The woven reeds and fibers used to make this stylish chapeau have been enchanted with the special ability to draw attention. The hat was originally crafted for a duchess that was jealous of a queen, the duchess wanted to make sure that all eyes were on her. The hat worked like a charm, unfortunately it was at the queen’s coronation. The duchess got her wish everyone’s eyes were on her right up until the queen had her beheaded. Aside from being very loud and ostentatious, it is also magically enchanted to draw all attention to anyone wearing the gaudy headgear. Anyone not wearing the hat, within eyesight of the hat, must make a save vs. spell or their eyes will be fixated on the hat the entire time. Anyone trying to fight, that fails their save, will be at a -4 penalty to hit on all attacks including against the hat. Anyone wearing the hat will be noticed instantly, even if they are moving silently. Only if the hat and wearer are invisible can the hat go unnoticed. Anyone trying to sneak by that is not wearing the hat, while another party member is wearing the hat, will receive a 25% bonus to sneak since everyone else will be otherwise distracted. The bonnet has an aura of beauty that is hard to resist, but even if people make their save against the hat it also provides a +2 to Charisma (to maximum racial level). So you will at least look pretty in your big bonnet.

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girdle of belching
July 8th, 2015 by Corbett

girdle of belching

Girdle of the Holy Belch

This finely crafted girdle is made from the hide of a sacred cow and dyed a dark shade of green with gold threading. Anyone wearing the girdle will begin to belch, as a warning, when any undead are within 100’ of the girdle. The belches are a consecrated spray mist that keeps any undead three hit dice or less away. Any undead that approach a character wearing the belt is treated as if turn undead was cast by a level three cleric. The girdle also acts as a regeneration magic item, restoring one hit point every turn while it is worn. The wearer is able to communicate in their native language while belching, usually belching out each word.

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skate ring
July 1st, 2015 by Corbett

skate ring

Skate Ring

A wicker woven ring that has been cast in bronze, coated in gold, and enchanted with a very unique traveling magic. When wearing the ring a set of phantom roller-skates appear beneath the wearer’s feet. While using the ring a character can travel three times faster on any surface, but must make a successful dexterity check when stopping or standing still for any length of time. If a dexterity check is failed the character will fall directly on their face and will not be able to regain balance to return to their feet for 1d4 rounds.

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winged underpants
June 24th, 2015 by Corbett

winged underpants

Winged Underpants

White cotton briefs, magically enchanted to resist stains, fire, cold, and charm person. Anyone wearing them will gain a +2 resistance against the effects of fire, cold, or charm saving throws. The briefs appear human sized but will fit comfortably on any size person that tries to put them on. On the waist there is a magic word embroidered, “Wed-Jee”, and once it is spoken the underpants will sprout a set of small yet powerful wings and lift the person into the air. The wings will carry the full weight of up to five-hundred pounds and travel 60’ per round, until it reaches the envisioned location by the wearer. The character wearing the pants must make a save vs. Death Ray or fall unconscious from the pain for 1d4 rounds, also while using the underpants the wearer may not fight or perform any complicated actions because of the extreme discomfort.

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Bracers of Big Hands
June 17th, 2015 by Corbett

Bracers of Big Hands

Bracers of Big Hands

Vakarian Leather is some of the finest crafted leather ever made, it is worked until is is soft and pliable while maintaining its durability. Bracers of Big Hands are the one exception to the rule, they are made with Vakarian Leather, but they are magically enchanted to always fit too tightly on anyone wearing them. The bracers are uncomfortable and can only be worn for a period of two hours at a time before they cut off the circulation and make the wearers hands atrophy from lack of blood flow. They are incredibly stylish and grant a charisma bonus of +2 (up to racial maximums), when dealing with any humanoids. The bracers also cause a swelling of the hands, changing the user’s unarmed damage to 1d6, and doubling any bonuses to hit when grappling. The bracers are also magically enchanted to increase the wearer’s armor class by two. Having fashionable bracers can be a challenge, but the benefits are so worth it.

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crossbow of healing
May 27th, 2015 by Corbett

crossbow of healing

Crossbow of Healing

“You will get worse, before you get better,” they would always say. But the clerics of Dormont took this idea to heart, and discovered a more unconventional way of delivering healing from a distance via a magically enchanted crossbow. The crossbow of healing is a imbued with the special healing powers of the god Dormont, the god of pain and suffering. The crossbow fires normal bolts that grant 1d8 healing and deliver 1d6 damage upon striking a living target. On a natural roll of 20, the bolt will do no damage and the character struck by the bolt will receive 2d8 healing. On a roll of a natural 1 it will still strike the intended target, but the bolt will do 2d6 damage and the victim will gain no healing benefit.

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