1000 magic items Uncle Trapspringer invented

Poor little thread, relegated to the third page. Last time I try to save it.

46) The Did I miss something crystal ball - Allows the holder to visually go back in time and view anything that happened within visual range of the holder in the past.
 

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47. Stone of out-of-body experience. Whenever the kender is bored, this prismatic stone activates. The body sits there, moving with the party, and repeating random kender tales, while the kender's spirit wanders around a random plane until interesting things begin happening where the body is, and the kender goes back into the body. Only kender believe it is real though, other races don't believe anything has changed.
 

Celebrim said:
32) The Parasol of Devouring: This umbrella appears to have been once of a fine make, but now appears shabby and worn - as if discarded by its owner some time ago. The parasol is actually a living creature of a mildly malicious disposition. Whenever left unattended, it unfolds and grabs small objects and perhaps even tiny living creatures (treat the Umberella as a small aberation with 2HD, improved grab, swallow whole, and fast healing 1), which it then devours into an extradimensional space for digestion. The creature has difficulty digesting metals, which it will regurgitate silently 2d6 days latter, but all other materials are gone forever in the same period of time.

I have this horrifying image in my head now:

A stout, matronly woman walks along with an old black umbrella. It begins to rain lightly. With a small sigh, the woman unlimbers her umbrella.

As she raises it over her head, 2 swords clatter to the ground.

The umbrella gives a small hiccough.

Rolling her eyes at the umbrella, the woman shakes her head as she continues down the street...
 


'Lest we 'tilt' the thread with all this bumping, a few more items for your perusal:

48) Trapspringer's 10 League Boots: These ordinary appearing boots will feel extraordinarily light when worn, and the wearer will notice that they have an extra 'spring' in their step. Anyone who jumps in these shoes finds that they bounce like rubber ball, such that immediately upon completing a jump, they immediately jump again whether they will or no. If they are unwilling to jump, the result of the following jump is equal to the result of the previous jump minus their jump skill (or at least 1 which ever is higher), and is otherwise never higher than the previous jump regardless of the roll. If they are willing to continue jumping, they gain a +5 circumstance bonus for each round that they have been jumping to a maximum bonus of +400. While wearing these boots, the user's jump is not restricted by their height. Each round that they have been jumping thier base move increases by +10' to a maximum of +400'
If the wearer encounters a solid object while jumping they take falling damage equal to a fall of the distance jumped unless they can make a successful tumble check (DC 40). If the tumble check is successful, they land on thier feet and bounce off. Naturally, the wearer can choose to deliberately fail this check.

49) Trapspringer's Trapspringer: This device appears to be a small silver bell. Once per day, when rung and the command phrase 'I wonder what this does?' is spoken, all containers and doors are sprung open (as by the spell 'Knock'), and all traps, whether magical or mechanical (but not 'traps' resulting accidently from natural features or decay of objects) within 60' of the bell ringer are immediately triggered. Although the effects of all traps may be observered, the trapspringer does not necessarily reveal the triggering mechanism, so any trap that is capable of resetting itself may remain dangerous and at least partially concealed.

50) The Cloak of Glue: Whenever this garment is worn by a large sized or smaller creature, it appears to just reach past the floor and sweep back in a train several feet behind the wearer. Though one might expect such a garment to exude tar or some other noxious substance, it in fact gets its name from its capracious adhesive properties which cause small objects to stick to it at random. Whenever the cloak sweeps across a diminutive or smaller object weighing not more than 1 lb. there is a 80% chance that it will become firmly affixed to the clock (strength check DC 5 to remove). Objects near at hand or on tables as the person glides are often swept off (DC 5 dex check to avoid unless the wearer is being incautious or deliberately trying to grab an object). Interestingly, the cloak is never stained by dust, soil, or dirt, and seems to repel water so that it is always dry.

51) Ring of Decoy: Three times per week, the wearer of this ring can as a free action conjure forth an illusion of himself. This illusion is quite specialized and he must immediately send the illusion running in the direction of his choosing. The illusion has the same move speed as its wearer has when unencumbered, and will continue moving in as close as possible to the direction indicated for up to 1200'. The illusion is programmed so as to avoid interacting with any living being, and so runs as to evade them if possible. On the other hand, the illusion is equiped with a number of simple illusionary reutines so that it appears to open and close doors with perfect ease (as a free action), even doors which are in reality locked.
Meanwhile, the wearer of the ring is immediately bestowed with a change self spell.
It is rumored that when worn by a Kender, that when the ring is activated anyone passing by the Kender within a minute of the rings activation must make a will save (DC 17) or be subject to the suggestion that they should ask the wearer for directions.

52) The Great Razzberry Horn: This small horn is no larger than a recorder or similar device, but once per day when winded it lets forth a tremendous whining blast which can be clearly heard for 1000'. Anyone but the horn blowers allies in this area of effect must make a Will save (DC 13) or be stunned for one round. Afterwards, those failing thier saves are immediately effected by an Emotion (Hate) spell with regards the reaction to the horn blower. Those with a reaction worse than indifferent are immediately compelled to find the sourse of the blast and will run heedless of all other concerns to find it (or toward it if they are able to discern its location) 1d6x10 minutes.

53) The Rod of Bonk: This rod is no bigger than a slender willow wand and no more than 6" in length, and so can be easily concealed in a pocket or pouch. When drawn forth and the command word 'Bonk' is shouted, the wand transforms for an instant into a huge hammer which for all its size is apparantly no heavier than the wand as far as the wielder is concerned. The hammer strikes as a +5 weapon and does base 3d10+5 damage, but can only inflict subdual damage no matter how it is weilded. Each use of the wand expends one charge. Multiple attacks with the wand in the same round expend multiple charges. When found the rod typically will have 1d100/2 charges.
 
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55: Circlet of interesting personalities. Each day, the circlet will have a different famous Krynnish NPC on it, and the circlet will act like the NPC would if trapepd within a circlet.
 

Kender Spoon of Turning II

Being that Uncle Trapspringer often misplaced his first
Spoon of Turning in his pouches, lost it, or came needed to eat with one while having to turn ghosts and other undead-like persons away. He made a second Spoon of Turning.
(And this time it actualy worked... sort of...)

The spoon magicaly turns away when ever someone tries to eat with it! Providing hours of chalange and fun for any Kender.
It will try and bend away from the mouth no mater how it is held.
and it takes a d20 roll of 18 or better to even eat off it once!

Picking up food with it is a whole nother problem all together!

Ironicaly it actualy does turn undead... mice...
Handy perhaps against other undead rodents as well...
 


55: Kender spoon of coincedental turning

Whenever a kender finds this spoon, he believes it the kender spoon of turning, but no one else does, and they think it's an ordinary spoon. When used, the undead always flee for some coincedental reason, not because of the spoon, but it still gets them away from you.
 

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