Welcome one again to my tome of terrible treassures! Most of the items listed in the previous post are now in use in my local gaming group (we're training up a new DM, and he's not only rather homicidal, but also rather generous with his magic items). So here are a few more of the strangest and most bewildering of magical artefacts...
GOAT’S HORN
A fairly boring looking goat horn.
Once
per day, you may blow this horn to summon D6 goats.
(One of our members is actually playing as a goat...)
THE SOCK OF SILENCE
A somewhat grubby looking sock, woven with mystical runes and darned with magical threads.
Anything which this sock is pulled over will become completely silent. (Obviously, this is vital if one also possesses the Trombone of Invisibility)
TEAPOT OF TEATIME
One must always make time for tea.
At exactly 4 O’Clock each day, this teapot will
whistle loudly and fill with excellent, boiling hot tea. It will also summon
forth a number of small biscuits equal
to the number of people within 10m.
CUPID’S LONGJOHNS
A set of heart-patterned long
underwear of stupendously romantic design.
Once per day, you can make any being within line of
sight fall in love with your for 1D6-1 minutes.
ARM BAND OF AIR HOLDING
A wonderous, yellow arm band, which can be inflated
with air through a small valve.
Grants a +2 bonus on swimming checks. (Vitally important as our campaign takes place on levitating islands over a world-spanning ocean... My hippoman priest picked this up at our last session)
BUCANEER’S BLADE
A mighty and enchanted cutlass, with the word ‘ARRRR’
intricately picked out in tiny gems on the blade.
Sword,
DL: 4.
+1 to
attack rolls. Ignores 1 Armour Level.
(What were you expecting to be written on a pirate's favourite sword? This sword has a damage level one higher than normal, boosts your to-hit rolls and ignores a point of armour. Nothing fancy, but it is wielded by the pirate king in a low-level adventure)
MERILYTH’S MOP
It looks like an ordinary
mop. It isn’t.
The
Mop can be used as a spear, polearm or staff.
DL:
4.
50%
chance of destroying an item of armour
on a successful hit.
(The magic mop of the cosmic cleaning lady? I must've been sniffing too much of Epic Mickey's paint thinner that day...)(High-fives to the Wii/Disney fans who got that reference!)
DRAGON FIRE TUSK-CAPS
A pair of bronze tusk-caps
fitted with ingenious contrivance for breathing fire.
Once
every hour, you can cast Fireball at Fire Magic: 2
TAMUS
ONLY.
(Tamus are sort of the equivilent to Dwarves in the world of Harran - except they are Hippos.)
ZENADE
Made by pacifist monks from
distant lands, it glows with purity and virtue.
Thrown weapon, Rng. 4/6/8. Blast 2.
Anything caught in the blast drops it’s weapons, and
will not attack or perform violent actions for D6 turns (rolled individually)
(I've always loved the Zenade in The Ballad of Halo Jones, especially since it's sound effect is 'OHMMMMMMMMMMMM')
BEREUCRACY BOMB
It explodes with red tape and
opens a portal to the nether hell of paper work.
Thrown weapon. Rng 4/6/8. Blast 2.
Anything caught in the blast must spend a full turn
filling out paperwork before performing any action for the next D6 turns
(rolled individually)
(This is an item I got from the Seventh Sanctum random generator... it just had to happen)
TOME OF RULES
A thick, leather volume
bearing the name ‘Papers and Paychecks’. It appears to contain a highly complex
set of rules for pretending to be something called an ‘office worker’ or
‘university student’ in something called ‘the real world’.
(All hail the silly cartoons in the original AD&D DMG!)
SURPRISING MONOCLE
This finely made Monocle pops out when startled.
Precisely
one second before anything surprising is about to happen, the monocle pops out.
Well, that seems like enough for one day... there are others, but some of them rely very heavily on Dice Chucker's rule system and I'd have to translate too much for them to be understood by non DC players...