ACME Ring of Invisibility donated by Sam D
Description: a plain silver band, but on the inside
are inscribed the words(in common):
Ring of invisibility - ACME Co.
History: Came from a time/reality portal. it's
original place is said to be from a
thing called a 'cartoon' but who's
heard of a 'cartoon'?
How it Works: When place on a finger, it goes
invisible, but nothing else. when taken
off, it reappears.
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All-Cloak donated by Kiven Thornfinder
Description: All-cloaks are made of lightweight cotton, but reinforced with
various sorts of padding. They are billowy garments when worn
normally, but can be tied around the kender's body with rope
before combat, worn like a coat.
History: The all-cloak was first invented by Namis Thornfinder during the
dark times after the 1st Cataclysm. When kender were routinely
murdered and frequently relieved of all their items by suspicious
townsfolk, this kender lass decided to integrate some of her
pouches into her cloak. Being a master leatherworker and
weaver, she integrated padding into the cloak and cut out
armholes to use it as a coat.
How it Works: Described most accurately as "a greatcloak gone horribly wrong"
by a visiting Solamnic, the all-cloak is a kender invention to
replace the cumbersome (and horribly itchy) armor favored by
the other races. All-cloaks are made of lightweight cotton, but
reinforced with various sorts of padding. They are billowy
garments when worn normally, but can be tied around the
kender's body with rope before combat, worn like a coat. Most
kender dislike wearing the all-cloak like that, but kender
warriors and rangers put armholes in the cloak to make it less
restricting. In AD&D terms, this acts as quilted armor (though a
kender will be mortified if it rips!), thus giving a -1 to AC. In
SAGA terms, the all-cloak gives a -1 armor bonus, much like
padded silk. This defensive bonus is usable by kender only.
All-cloaks are also pocketed, full of assorted items kender have
picked up. Usually, the pockets hold lightweight items, but if
reinforced with extra padding, the typical all-cloak will be able to
hold twice as much. The details are up the the DM, but
non-reinforced all-cloaks hold 10 pounds. Reinforced all-cloaks
can hold anywhere from 15 to 30 pounds.
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Armor of the Five Flames donated by Adison
Description: It is a Chest piece, 2 Bracers, and 2
Anklets. Comes with optional Sword of
the Silver Flame.
History: It was created by an old sorcerer.
How it Works: On command, the armor is engulfed in
flames.
All unarmed attacks are enchanted by
the flames. Right arm is the White
Flame of Good and does +1d6 Fire Damage
and +1d6 Good Damage. Left arm is the
Black Flame of Choas and does +1d6 Fire
Damage and +1d6 Choas Damage. Right leg
is the Green Flame of Acid and does
+1d6 Fire Damage and +1d6 Acid
Damage. Left leg is Blue Flame of
Lightning and does +1d6 of Fire Damage
and +1d6 Electrical Damage. Chest is
the Red Flame of Fire and anybody in
melee suffers 1d4 Fire Damage. The
sword has the Silver Flame of Air and
does +1d6 Fire Damage and +1d6 Air
Damage. It can be worn by any humanoid
race and by any class except any with a
Aquadic/Water subtype.
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Belt of Random Things donated by Tobigera
Description: It is a brown leather belt with seven
differently colored patches on the
front of it.
History: I have no idea how this was made or
where it came from. One day, I met up
with a friend of mine and he said that
someone had dropped it somewhere.
How it Works: This thing is fun. When you pull off
one of the patches, it will become a
completely random thing. The thing has
all the properties of whatever it is,
including magical properties, if your
lucky enough to get a magic item. The
item, however, will change back into a
patch on the belt in one day.
We've got all kinds of interesting
stuff from this. We've had swords and
spears, wands and staffs. Once we got
a eight by twelve foot hole, and
another time we got an entire herd of
buffalo, which, startled, began
stampeding away from us.
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Black Onyx Crossbow donated by Easlethistle Furfang
Description: A crossbow made of dark, almost black, wood.
It is highly polished and has Black onyx
stones set into it, on everywhere but the
handle these stones are spike shaped.
History: It was made by a great Arch mage of the black
robes, for purely evil purposes. That was untill
it accidently fell into the pocket of a kender. It
takes a strong hand to stop the crossbow
firing at any innocent bystander.
How it Works: It fires 3 bolts per round and does extra
poison damage (poison unknown). However, if
the user is weak-willed, or not being careful
the crossbow will fire at a good person at
random. If you see a kender with this
item...RUN!!!
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Boots of Holding donated by Shralala Timetripper
Description: These boots appear to be ordinary , well made leather walking
boots . They only come in kender sizes. boots will radiate magic
if checked for.
History: Three years before the Chaos War the white robe Alezandreath
Goldleaf created these boots for the kender Trollup TrollTeaser
in exchance for saving her life ( story to long to tell now).Trollup
was in possesion of the boots until her death two months before
the Chaos War , the boots have not been seen since. These
boots are one of a kind.
How it Works: These Boots are a variation of a bag of holding. Each boot has
a small slit on the side (only noticable by a kender or with the
use of magic). The slits are only 2 inches wide , anything larger
will not fit. Each boot has 15 cu. ft. of space inside and a
carrying capacity of 125 lb.. there is also no need to search
through them , whatever the kender is reaching for will be the
first thing he grabs.. The only restriction is that the object must
come back out of the boot it was put into (right - right / left -
left).
Note : The black robe Vraymyr the Wild heard about these
boots and created several cursed pair. Instead of working as a
bag of holding they work as a bag of devourering. Good luck
telling them apart :)
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Boots of random levitation donated by Samaenthoff {Sam} Merryfoot
Description: A regular pair of boots made to fit
kender feet. Magical runes are etched
on the inside of the calf flap.
History: Made by a long dead red robed mage to
keep the kender he was traveling with's
mouth shut(this backfired, however,
because the kender loved them). Came
from an unusually long trail while they
were lost in the dimesions.
How it Works: every random number of minutes(1d20),
the boots rocket the kender forward in
a kender-toss simulation. They fly a
total of 30 ft. then fall gently. The
kender get great fun out of it and it
can be useful in pit-crossing
situations. On any other but kender
they will not work. They emit an aura
when a detect magic spell is cast on
them. They are not cursed but can be
annoying if they are forgotten and left
on while in a dungeon, shooting the
unfortunate kender into a wall (1d6
damage)
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Boots of Slippery Mud donated by Jawselton Lightfingers
Description: What does it look like?beaten borwn leather boots with worn
laces and mud all over them
History: Who made it? How did you find it? They were worn by a small
green man who called himself "Yoda". On one of my
expeditions i fell into a portal and appeared outside of his hut.
I stayed for a few days and when i left i had them on. How
strange!
How it Works: What does it do? How does it work? when your in troubl the
boots leave behind a trail of slippery mud so that those who are
trying to get you slip and fall and cant get you. The boots are
imune to the slipperiness of any mud. They are not very useful
if you are trying to hid from some one though.
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Cloack of the Shape Shifter donated by Hannah HalfHaven
Description: It's this huge cloak made of animal
fur and it won't rip! It changes
colors and patterns overnight so
one
day it will look like skunk fur and
the next it will look like cowskin.
History: A nice red robed mage gave it to
me for safekeeping. He complained
that it was itchy. He said
something about it containing the
essence of all animals.
How it Works: Well, he said that it used to turn
the wearer into any animal they
wished but it was struck by
lightening or something and now if
you say the magic word, Luthin,
then the cloak will transform into a
living animal! Isn't that neat!
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Cloak of Para-noir donated by Andrew Tucker
Description: This hooded cloak comes to the wearers
ankles. It is made of shiny Black
Silk with gold velvit trim.
History: Legend has it that many years ago,
a taylor fell in love with the wife of
a powerful Mage. Not being one to be
told that he cannot have what he
wants, this taylor made this cloak as
a "gift" for the mage. The taylor
made the cloak and during the night,
left it gift wrapped on the mage's
doorstep with a note that read: "To a
great friend, from a great friend".
When the mage found this gift on his
doorstep, he became so filled with joy
that he unwittingly donned the cloak,
setting the taylors plan in motion.
Unfortunately this plan backfired
on the taylor. When the mage put on
this cloak, he instantly became filled
with paranoia. So much so that the
mage, in an act to "save all he has
worked for" killed his wife and ran
off into the woods. The news of the
murder of the mage's wife so saddend
the taylor, that he took his own life
in despiration to be with the one he
loved.
How it Works: Cursed Item!!
In the instant the player puts on
the cloak, they become filled with
constant paranoia. The begin to
distrust anyone and everyone, claiming
that "everyone is out to get them and
take whats rightfully theirs". This
mass paranoia will eventually lead to
insomnia and after several days of
restless sleep, the wearer suffers
total insanity, eventually becomeing a
berserker.
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Codpiece of many genders donated by Borrower Thistleknot
Description: When in male hands it looks like a
normal steel codpiece. When in female
hands it looks like a frilly piece of
Lingere.
History: I don't know, I found a frilly piece of
Lingere sitting on this pile of bones
which SEEMED to belong to an orc... and
when I picked it up it turned into a
codpiece. I thought it was the coolest
thing, so I placed it inside one of my
many pouches.
How it Works: When picked up it magically changes to
fit your size and gender. Though when
equipped the subject changes gender
every 2d12 hours. Also it will not come
off without a touch of magic aka Remove
curse or cursed obeject. When taken off
subject stays that gender permanently.
(Usually best for a half-orc who is
getting on one's nerves... hint-hint
GM's)
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Corynna Skylark's Vest of Pockets donated by Corynna Skylark
Description: The Vest of Pockets is a leather vest consisting of twenty
differently-colored pockets all around it. Each pocket is roughly
4-6 inches in width (which limits the size of things put in them).
Each pocket is tied shut with a colored ribbon that usually does
not match the color of the pocket.
History: Dara Flor'Tel, an archmagus of Krynn and artificer by passion,
created this item for the kender who was centrally instrumental
in saving her life. Dara had always had a soft spot for kender in
general (and being human, this was rare indeed!), though she
usually did not allow them into her lab. After finishing the Vest
of Pockets, she invited Corynna into the lab and offered it as a
present. Three days later, she realized that a rod of lightning
and a ring of chameleon power were missing, but, being
somewhat (or completely) absent-minded, she promptly forgot
about it and still holds Corynna in the highest regard.
How it Works: Anything may be held in these pockets, providing they fit into
the 4-6 inch opening. One pocket holds six items. Once within
the pocket, items may not react to one another, so putting
straw and a match in the same pocket has no chance of starting
a fire. Also, anything living that is put into the pockets remains
so, and it may not escape unless pulled out by the kender's
hand. Some type of anti-magic spell is also in effect,
preventing any magical effects from occuring until the item is
pulled out of the pocket (including that nasty effect when a bag
of holding is placed in a bag of holding). The ribbons that close
each pocket magically seal the pocket closed, incurring the
above effects. Finally, each pocket acts much as a bag of
holding in that they are as deep as they need to be. For
example, a kender would be able to place a 4-in. diameter
quarterstaff in the pocket with room to hold 5 more items, but
he could not put a 7-inch plate in any pocket.
How to use the Vest of Pockets: Draw up a sheet marked 1-20
with 6 spaces under each number. Then the kender or DM rolls
a d20 to determine which pocket is opened. Roll a d6 to
determine which of the six items in that pocket are pulled out.
NOTE: This item may only be used by kender (and
half-kender).
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Corynna's Vest of Pockets donated by Corynna Skylark
Description: This fashionable alternative to those bulky pouches is made of soft
leather, dyed in a variety of colors. All over the vest (on the inside and
the outside), are multi-colored pockets, each held shut by a ribbon (of
clashing colors).
It always seems to perfectly fit the person wearing it, although it does
not serve to give any armor bonuses.
History: The vest was made for Corynna Skylark by a young and naive artificer
who also happened to befriend the kender. It was a gift to Corynna
after she saved the mage from a difficult situation (involving death and
blood and...well, it's good it's over). It also served as a going away
present as the two parted ways shortly thereafter (much to the relief of
the now-not-so-naive mage).
How it Works: Each pocket can hold six items of any size (as long as it can fit into a
four to six inch wide hole). When in the pocket, no material (magical
or non) can react or ignite or otherwise cause interesting (but often
fatal) incidents.
to use: make a list from 1-20. These are the pockets. For each
pocket, number 1-6. For a random draw, roll a twenty-sided then a
six-sided to determine which item is drawn.
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Dragon Bracers donated by Darknose "The Sticky Touch" Pocketandrun
Description: Weight: Same as normal bracers
Color: The color of the dragon they were made from
Alignment: (somewhat intelligent) true neutral
History: The entire creation process takes 5d20 weeks. Each extra spell
takes 1d12 days. Wizards that are capable of creating dragon
bracers will usually charge 100 platinum and 1000 gold pieces
and the story of how the dragon was killed. The DM may also
assign other costs. The process will usually have scales left (it
doesn't take too many). The other costs are materials and
metals that can contain and naturally accept the magical
properties that are bestowed and weave well with the dragon's
tough scales. Only characters that can be Mages will get the
ability to cast spells. Everything else stays.
How it Works: Dragon bracers follow the standards of bracers except that they
have magical properties. First the AC bestowed by the bracers
are 4 less than the dragon's original AC. Next whatever the
dragon was immune to the wearer is immune to they make the
normal savings throw if attacked. If they fail they take only 50%
of the total damage. Finally the bracers grant the wearer minor
ability to cast mage spells. To determine the limits follow the
following rules.
- Obviously wearer must posses the scales from the
conquered dragon. The spells that the bracers will know will
follow what the dragon's breath weapon was. (ex: red dragon,
bracers get fire based spells only)
- For the mage spells the charges are determined by rolling
1d12. These are the normal day to day use charges. The extra
five are the magic that sustains the properties of the bracers.
These extra five also count towards the burn limit. For example
a dwarf warrior gets 6 out of 12. Everyday he can use 6 charges
without damaging his bracers. Then the next day the dwarf
goes out and uses 8 charges. The bracers lose 40%(the two
charges at 20% each) of the total AC, then he loses 2 charge
points towards casting spells. So the next day he can only use
four charges. When all the charges and burn limit charges are
gone, the wearer takes 1d10 non-savable damage, then the
bracers turn to dust and blow away.
- Uses of the charges are as follows: a 1st level spell counts
as 1 charge, a 2nd level spell counts as 2 charges. ETC. The
bracers can only learn one spell per level and will follow the
wearer's maximum spell limitations. At the end of the that
process the Wizard creating the bracers will be able to teach the
bracers 1d4 extra spells at any level from any school. When
casting spells that follow the variable of the caster's level, the
bracers cast as the level of the caster.
- Casting with the bracers is as follows. The wearer must
know the spell and the bracers must know the spell, not have
the particular spell memorized. If the wearer attempts to cast a
spell the bracers don't know the bracers will laugh. The spell
fails automatically, on roll of 20 of 1d20 the wearer will be the
target of the attempted spell. The charges are still used.
- Only wizards of levels 18+ are able to create the bracers.
The wizard must know the spells; create a magical item/enchant
an item. Then the next spell of Permanency. Then they must
posses the non-weapon proficiencies of Leather working,
Armorer, Seamstress, and Spell craft. The same wizard must
already know the spells that the wearer chooses per level and
any extra spells the wearer wants the bracers to know. In
essence the Wizard creating the bracers literally "Teaches" the
bracers the spells.
- The only person that can wear the bracers is the one that is
fitted for. Anyone else wearing them will suffer 1d20 points of
damage a day non-savable until someone casts dispels magic
(which destroys them) or remove curse (which removes them).
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Dragons of Slipperkind donated by Spoonhanger Kickbottom
Description: These are 1' tall dragons (real, not porcelain or gold) that are always found in pairs.
History: They usually speak common and have kenderlike personalities (whoa, this could go under new races as well.) the thing that sets them apart from most other species of dragon is a big hole in their back which are suitable for kender and gnome feet to be placed in (no others will fit.) When a kender (or gnome) sticks his cute little feet (in the case of a kender) or non cute feet inside these holes the dragons become inanimate and transforms into boots of dragonskin. But the real magic is the fact that when you have these on, you are clothed an illusion of a large pink bunny slipper. walking around makes the illusion seems to hop.
How it Works: For other questions, just look in the tome o'magic under slippers of dragon kind. (only pair currently owned by Spoonhanger Kickbottom)
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Flute Of Colors donated by Dalamar Whisperfoot
Description: The Flute Of Colors is a small silver
flute lined with diamonds. There is a
diamond for every color of the rainbow;
red, orange, yellow, green, blue,
indigo, and violet.
History: The Archmage, Jarec, had spent a few
months in Kendermore to see if any
kender had the gift of magic. He grew
attached to the little people and
entertained them in his spair time.
When he left kendermore he made and
gave the Flute Of Colors to them so
they would allways remember him.
How it Works: The flute acts like a normal flute when
anyone but a kender plays it. When a
kender plays it all objects within a 10
foot radius start to change colors
uncontrollably. The effect lasts for 48
hours. This is truly an item only a
kender would carry.
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Fox's leggings of the Rainbow donated by Foxworthy Dragonfun
Description: When not on a kender they apear to be a boring grey colored set of leggings.
History: Well, my best friend "Gavin of the Blue" made them. He was a scarry fello, he was caotic you know, but loyal to his cotage of magic. One of the kindest human's I've met, he showed me some of the most facinating things! Once he gave me a ruby that would protect me from magic, then he shot a fireball at me so I could see what it was like! Oh, yeah, the leggings! Well I happened to stop by his cotage one time and I had just found a new ring! Well, I noticed with this ring that I an army of Death Knights apeared around me! For some reason they were scared of me! Well, I don't like Death Knights and all so i took the ring off and they were all sucked into the ring! The Death Knights found it very annoying after I took the ring on and of many times to watch this wonderful display. Yeah, the leggings, right, I'm getting there! Well when Gavin let me in and showed me some new gaurdians for his cotage that he conjured. They were the most wonderful thing! When you touch these mushrooms infront of his cotage they start to make a shrieking sound that atrackts skeletal warriors and the mushrooms would grow to the size of 20 feet tale! Hey, I'm getting to the leggings, just hold on! Geese! Well, Gavin being very good at the necromancy part of being a mage I figured I could trade this ring for some magical divice! Well I showed the ring to him and he gasped in amazment! Then he asked me where I got it! Even though I told him I think he didn't listen! He told me that he would make a magical device for him if I gave him the ring. So I gave him the ring. Then he told me to let him have my leggings(I had lost my bright green ones so I found some grey ones to were for now). So figured that he wanted my ring, that was okay, but wanting to take my leggings was too much, so I said "No!" right of hand. Then Gavin "wooshed" my leggings off and "wooshed" some ugly brown ones on me. Then on top of that he ran to his laboratory and locked the door! When I put my lock pics to the lock they blew up in flames! About one long uninteresting hour of sitting next to the laboratory door Gavin came out with my leggings! He told me that they would change to any color or turn exactaly the same color as the surface I am leaning against. Then he told me the operating words and the title of the leggings!
How it Works: The leggings turn any color the owner wants! There are three comands! The comands are: "Fox's leggings of the Rainbow, I comand you to turn (you name the color here)!", "Fox's leggings of the Rainbow, I comand you to turn the color of the surface I am touching!","Fox's leggings of the Rainbow, I give you to (name of the kender you give them to)!" These leggings are smart too! when no one is around they will talk to you and listen to your stories and tell you some stories of it's own!
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Girdle of the Kender donated by stephen
Description: A perfectly normal girdle or belt. Sometimes with a few
money-filled pouches on it.
History: To make a long story short, a kender wizard (something uncommon
indeed) blew a gasket and decided to create this cursed item
(although some may not see it as a curse) to assimilate the
non-kender races of Krynn.
How it Works: Upon donning the girdle, the wearer is instantly and irrevocably
(irrevocably: removing the girdle does not undo the curse)
transformed into a 1st level kender handler. This change imparts no
changes to ability scores, equipment carried, or memory, although it
certainly will change the attitude of the former non-kender. The
wearer is as if he had dual-classed--he retains HP but not
proficiencies or anything else, but upon reaching the level of
experience he was at before donning the girdle he still remains a
kender handler.
If a kender puts on this girdle, it malfunctions and has a 75% chance
of permanently losing its power.
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Gloves of Borrowing donated by Tasslehoff Trapspringer
Description: These gloves are exactly like any
other pair.
History: The gloves were tailored by a
human.
How it Works: It does absolutely nothing, unless
you are a kender, then it "helps
handling"(it still does nothing).
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Handkerchief of Sneezing donated by Larcae Marisfodle
Description: What does it look like?It looks like a fancy lacy handkerchief with little designs all over it.
History: Who made it? How did you find it?I was traveling with a very rich lady who died and when we buried her i found that i had this kerchief and didn't want to bother them by them having to dig her up and put it on her again.
How it Works: What does it do? How does it work?This Magical Handkerchief works when you wave it into the face of an opponent.It causes them to sneeze alot but not forever!It allows the kender,etc to finish that person off without a problem.
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Hat of counting donated by Magus Stickyfingers
Description: A old pointy hat with a wide brim
and a ribbon whichi guessing was
once pink hanging form the top.
This item is very dirty and it looks
like a wild rat with rabies was set
loose on it.
History: It was created a very long time ago
by an unknown wizard who took a
shine to the antics of gully dwarvs.
How it Works: Well, let's see-puts hat on a gully
dwarf that happens to be passing
by and asks the dwarf to count the
number of candies in a bag,
"one, gulp, two, gulp, ten, gulp,
twnty-four, gupl..."
In conclusion, this item may have
once worked, but, the counting
spell seems as full of holes as the
hat.
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Incredible Blanket of Folding donated by Rashi Pouchfur, Mage and Eldest of the Kender Sist
Description: A tiny gray cloth, folded.
History: Well I was wondering about the
Tower of Palanthus because my
good friend Dalamar the Dark
forgot to let me in again, drat him,
always slamming doors in poor
kender faces and locking things
tighter then a gully dwarf's arms
around a stinky rat. . . .anyway, I
came into this funny room with a
funny thingy on the wall, you
know, it's big and round and has all
these dragony heads, I bet
everyone has them in their attic,
my little sister has a red dragon
that got changed into a gold
statue in her basement!
Anyway, I went through it, cuz it
looked neat, and BAMMO! I was in
a funny room! It had a big black
marble tub, and there were bottles
and this funny tiny rag I knew was
too small for Dalamar to wash with!
(For I now knew this must be his
bathroom! *nod nod*) So I
liberated it for him.
How it Works: Why as I was leaving through my
little tunnel, I got ash all over my
face! (Cuz it's under the fireplace,
I'll have you know.) I unfolded the
little rag to wipe my face, and
whoa! It was twice as big, but still
folded, isn't that a kick?
*nudges Rashi back a bit* Basically,
you can keep unfolding it to any
size you please.
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Ironkskin Crocodile leather armor donated by Jason D
Description: It looks like a green suit of leather
armor.
History: An ironskin crocodile leather armor
suit comes from the thick, armored,
scaly hide of an ironskin crocodile
(obviously.) It is made by skinning an
ironskin crocodile. The ironskin
crocodile does not need to die, as it
will quickly regrow its lost skin.
Mostly, the ironskin crocodile is
captured first, and has some skin
stripped from its back, neck, and feet
(in those three places, the skin is the
hardest and thickest.)
How it Works: It acts as a substitute for iron in a
swamp, as iron rusts and is hard to
come by in a swamp.
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Kashmir's Spork of Anniahlation donated by Kahsmir Woolsweater, the third
Description: It is a small, metal spork.
History: It was given to Kashmir by his very best friend Birdrender Squirrelfish, who happened to be a Kender Battlerager. He says he got it from uncle Tass, who got it from Raistlin, who was uncle Tass's best friend. (I must note that Kashmir Woolsweater III is one of my characters, and taht this was his main weapon after about sixth level)
How it Works: It is a stabbing weapon that attacks at +3 and does 1d12 damage. It can only be used by Kender, and only after being given as a gift. It prevents itself from being "found" by seeming old, durty, and gennerally uninteresting.
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Kender Fork of Twisting donated by Nightfoot
Description: It looks like an average fork, but it
is fire red and has a ruby in the
handle. It also has the
initials "R.M." Who could that be?...
History: It was made by a very powerful
sorceror. He used an average fork as
a base, then added a magical
properity. The ruby is what gives it
such power. It was also shaped
slightly different with agic light
from a staff.
How it Works: This is the whole reason he made it.
It is used to help eat dinner. It
atomaticaly twists spagetti perfectly
round the end.
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Kender Hands donated by stephen
Description: A pair of very elaborate gloves. There are many gems and little bits
of precious metal inset in each glove. However, it's impossible (as
far as anyone knows yet) to remove the gems and metals. They're
kender-sized. They can fit on halfling hands, but the only function
for kender.
History: The history of the Kender Hands is vague at best. The first known
appearance of them was when they were discovered by a kender
traveler. They didn't need to be identified; apparently they were so
bored they just let him know their magical powers. They change
hands (forgive the pun) frequently, trying not to let any one kender
become too much more successful than any others.
How it Works: For up to one round at a time, the Kender Hands can detach
themselves from the hands of the wearer and float around
themselves, leaving the owner free to act in other ways. They can't
attack or weild weapons while in this state, but they can perform all
manual thieving skills (pick pockets, open locks, remove traps). They
use theiving skills with a score equal to the owner's percentage base
plus 10 percent (not to exceed 95 in any case). After a turn, they
must return to the owner within a round. They have a movement
rate of 24, and if they can't reach their owner within a round they
instantly disappear and reappear somewhere else, eventually to be
found by another kender.
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Kender Hat of Knowing donated by Daniel
Description: The Kender Hat of Knowing is an old
looking, beat up, dirty cap. The cap
was bright blue at one time, but now it
is only a dull brownish blue. The cap
has a hole in the right side and a
muddy feather on the left.
History: First off, only a Kender can use The
Kender Hat of Knowing. No one knows
where the Kender Hat of Knowing came
from. One day someone just saw a Kender
(name not to be known at this time)
with it prodly displayed on his head.
The Kender insisted that he had found
it deep in a dark dungeon protected by
a great, mean, really nasty wizard. Of
course the Kender said that he had been
really nice, but of course we all know
what that means...
How it Works: The Kender Hat of Knowing is supposed
to let the wearer know anything he asks
the hat. The Kender must speak out
loud to the hat, and the hat will
telapahically tell the Kender what is
wanted. The hat must be on the
Kender's head to work. The hat will
shrink/grow to any size to fit the
Kender. A command phrase must be
spoken to activate the hat(so the
Kender doesn't accidently activate
it). The command phrase is very simple
and is printed on the inside of the
hat. Remarkably the instrutions
haven't been damaged in any way. The
command phrase is-"Hat, would you
please tell me what _____ does/is?
Depending on the situation, a different
phrase is needed, but it is always
simple. Note: because the hat isn't a
powerful artifact, it cannot tell
everything, and can only be used once
per day. For example: it could
identify a simple magic item, as the
spell, or tell in what direction a
particular thing lies, but it couldn't
identify an artifact or tell where an
object is exactly. Still it is a
powerful item...too bad the party
members will rarely believe the
Kender...
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Kender shirt of magic donated by Waterlilly newfoot
Description: What does it look It is a bright Blue shirt Made of Silk with red silk sleeves
History: Who made it? How did you find it? I was travling with the great Archmage Beleze when he left suddeny and this shirt was in his place I think he had a Conclave to attend and they do not let Kender's in
How it Works: What does it do? How does it work? This shirt acts as a Chain Mail +3 it also gives the Kender to cast 5 first second or third level spell per day.
It works by wearing it. In order for the spell to work the kender must know the affects of the spell It will fit any Kender
It only works for kenders
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Kender's ring of keeping donated by Due
Description: It appears to be a Golden band with two inscriptions written in
ancient kender. They read "Me Keep."
History: A great mage once made a ring so powerful, that it could do
whatever it's master wanted it to do. When you get, you'd make
a statement of what you want it to do, and that would never
change.
It was stolen by Giggly Barefoot. Her statement was, by
accident, "I wish I could at least not get in trouble so often, and
that I don't lose this ring or it's powers.
At that moment, the ring sealed it's magic, never again to allow
any other power to be used.
How it Works: When addorned, the ring halves the chance of getting caught by
guards, assassins, angry people, etc., by any creature. When
addorned by a kender, the chance of being caught is quartered.
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Kenders Hotpants of Reaction donated by Piers
Description: A pair of hotpants/short-shorts.
except.... they're green.
History: Discoverd deep in the elven forests, A
kender slipped these on and found out
itsss terrible seceret!!!
How it Works: raises reactions towards character from
other characters of the opposite sex by
5. plus 5 reaction hotpants. YEAH!
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Lighttongue's Shirt of Never Stays Put donated by Peregrin Lighttongue
Description: This is just yer basic red shirt, with
lots of buttons. It has PL embroidered
on it (my initials), and patches on the
elbows. It also has this big soup stain
that just won't go away.
History: My grammy made it for me! She also made
the soup that stained it. It was good
soup too. She lives in Hylo, so I guess
it came from there.
How it Works: It never seems to wanna stay in one
place. I go to put it on, and it ends
up hanging on the ceiling. Put it in
your dresser, it goes to your stove. I
even watched it crawl from my bed to
the bathtub. Once I was arrested
because it crawled off my back and
ended up at the butcher shop of all
places.
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Lord Brinne's Platemail donated by Jon
Description: A large, thick, and sturdy piece of
black-blue steel plate mail, also
adorned with onyx and obsidian spikes.
History: Lord Brinne, a dragon lord who died a
dishonorable death, had it made and
imbued with magical properties. he died
from slipping on an icy and treachorous
trail in Icewall and impaling his arm
to one of the spikes, his blood giving
the obsidian a red and tarnished
look.It is said that his fall took
three of his companions with him,
therefore the armor is imbued with
their spirits as well as any living
being the wearer has killed, further
enhancing the wearer's strength and
protection.
How it Works: It summons a dead dragons spirit from
the Abyss to kill any enemies of the
wearer, but if the dragon summoned was
a good dragon in life, the wearer gains
a sheild resembling the dragons breath
power. If a being is killed by the
armor, it's spirit is forever trapped
inside, to serve their now master after
death, and will serve the wearer until
the armor is completley burned by the
flames of a gold dragon or a red
dragon, because the dragons kept inside
will only help in the armor's
destruction if their living bretheren
will help destroy this cursed piece of
platemail.
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Magnetic Chain Mail -10 donated by JollyFingers Sapdrainer
Description: It looks like a suit of perfectly made
chain mail. It will radiate magic if
Detect Magic, or some similiar spell,
is cast upon it. At first glance it
appears to be some version of Elven
Chain Mail. Due to it's small size only
Kender may wear it. All Kender may wear
it.
History: Rumor has it that a group of people of
all races, except for Kender of course,
got together and thought of a way of
getting rid of their Kender companions
without them realizing it. This was
what they made.
How it Works: Instead of adding to AC, it subtracts
10 from the AC of the wearer, as it
tends to draw in all weapons aimed at
the poor Kender. But due to it's
magnetic qualities and to the fact that
it is magically light, it adds 10% to
the Kender's Handling abilities,
excluding hide which it subtracts 5% to
(The makers thought that making it
shiny would appeal more to Kender.)
It is a cursed item that once put on
can only be removed via a Remove Curse
spell. Most Kender though, after
putting it on will want to wear it
because it makes them look so cool,
even after they found out what it does.
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Mask of Tobigera donated by Tobigera
Description: A white mask with four eyes and a
twisted smile of triangle shaped
teeth.
History: Nobody's really sure how it was
made. When we were searching
for a ship to take us across the
Blood Sea, we ran into a piarate
wearing this mask. The kender of
our party picked it up and walked
away with it. When
questioned later, he said that the
pirate made no effort to stop him.
How it Works: When he said that the former
holder of the mask made no effort
to stop him, he wasn't kidding.
The mask makes everyone ignore
whoever wears it. You are NOT
invisible, however. People still see
and can interact with you (if you
talk to them), but they will
consider you of importance.
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Nevercold, Neverhot Robes donated by Frido Quickhands
Description: The Nevercold, Neverhot Robes are kendersize fitting blue or
red robes, depending on what the kender's decision when
donning those robes.
History: Those robes were first originated from the IceWall Glacier,
made by a crazy mage out of compassion for a wandering
kender who was freezing to death there. Any further
information about those robes is unknown, it is assumed that
that kender is still wearing those robes, still wandering across
Ansalon...
How it Works: Those robes provides its wearer with body heat/cold even in
conditions of extreme cold/heat where the wearer has no
clothing whatsoever except for the robes. It also restores
damage caused by cold/heat at the rate of one point per turn.
It provides a saving throw bonus of +2 versus cold/heat-based
attacks, and reduces damage sustained by -1 per die.
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Ragged Cloth of Wiping Windows donated by Ghostbuster Lilypad
Description: It's a dirty piece of cloth ripped off
of a red shirt.
History: It was found by the first great Gully
mage,the great BogGulp, in a
myterious laundry sack.
How it Works: It...wipes windows and makes them
clean! This is obviously a magical
property to the Gullys.
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Rainbow Gem donated by Joe Armes
Description: Small rainboww colored gem.
History: Made by complete accident when a
kender mage accidently sneezed
on it while casting a color-spray
spell.
How it Works: Grants the ability to spit in rainbow-
colors,and those spit on turn a
random color.
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Tasslehoff's clothes donated by Chao Lord
Description: Tasslehoff's clothes are the exact
copy of the famous Tasslehoff
Burrfoot's best clothing.
History: It was made by Tasslehoff and a
wizard who asked what his name
was several times. The wizard
enchanted the clothes to make
anyone who wore them look just
like Tasslehoff.
How it Works: Tasslehoff's clothes make any
kender who wears them look
exactly like Tasslehoff. The kender
gets a +5 fame bonus to all
charisma- related checks or skills.
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The All Powerful Shoes of Switching donated by Hannah HalfHaven
Description: They are a pair of lime green shoes
with yellow laces and tiny bells
around the tops.
History: These shoes were made spicifically
for Kender by a Red Robed mage
who had been angered by the
Conclave. He knew a kender who
would do anything to be a mage
for a day so he crafted these shoes
and gave them to her.
How it Works: When a kender puts these shoes
on all they have to do is say
something like, "Gee, wouldn't it
be neat to be a mage?" and Poof!
They're in the body of a mage.
While the kender inhabits the
mage's body the mage inhabits the
kender's body.This works on any
race. If a kender inhabits a mages
body then he has acess to all the
mages spells (Gods help us) and
whild the mage won't be able to
cast spells in kender form he'll find
that he has an excellent
pickpocketing skill.
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The Amazing Socks of Mint donated by Kalin Thistleknot
Description: These are light green socks with
little green ribbons at the top.
History: One day a kender was traveling
down a road, when he met a
mage. (uh-oh.) The mage, for
some strange reason, grew very
flustered, and asked the kender
what he wanted in return for
staying away from him. The
kender, while thinking out loud,
said something about "mint socks."
The next thing he knew, the
wizard was hurrying away and his
socks were smelling like a delightful
hint of mint!
How it Works: These socks have no special
qualities other than smelling and
tasting like mint. Don't ask me how
they know that they taste like it
too...
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The Blessed Socks of Tongues donated by Kalin Thistleknot
Description: These are kneesocks with rainbow
stripes.
History: A kender legend says that the
goddess Mishakel was traveling
when it suddenly started to rain
heavily. All she was wearing were
leather sandals, and her feet were
getting quite cold. She met a
kender along the way and
commented on her difficulty. The
kender was kind enough to lend
her her rainbow knee socks, which
reportedly kept Mishakel nice and
warm. One night after this, when
the kender was in the Palanthas
jail, Mishakel appeared to her with
her socks, freshly cleaned and
smelling spring fresh. She asked the
kender what one wish she had
was, as she would like to thank her
for her help. The kender said that
she had always wanted to speak
other languages. Mishakel smiled
and blessed the socks, giving them
back to her. Since then, the
rainbow-striped knee socks can
only be worn by kender. If any
other race tries to wear them,
they disappear, and they have
mysteriously stayed in prime
condition.
How it Works: When worn by a kender, these
socks will randomly allow the
kender to speak in foreign
tongues. This will happen
spontaneously, and the language is
always changing. While this can be
quite annoying to the people
listening, the kender find it
hilariously entertaining, and they
have often been used as night-
time entertainment in various jails,
sending other kender into wild
peals of laughter. However, these
socks may only be owned by a
single kender for three months
before they will spontaneously
disappear and turn up in another
random kender's pouch.
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The Boots of Much Mud donated by Rian Nettlebranch
Description: A pair of leather boots, sized to fit
an average dwarf. They appear to be
brown, although they're so filthy with
dry mud, it's hard to tell. They can
never be properly cleaned.
History: As the legend goes, the boots once
belonged to a gully dwarf named Botz,
that for a short period of time
accompanied a kender named Druno
Weedcowl on his wanderlust. Botz had
this clay ring, which he claimed could
teleport any inanimate object. As he
tried to demonstrate by teleporting a
puddle of mud into his vicinity, the
ring somehow appeared on Druno's finger
(what do you know, I guess it
was magic). As the kender
attempted to take the ring off so he
could return it to Botz, it got stuck
on his finger, and the gully dwarf got
the totally wrong impression that Druno
was trying, believe it or not, to
steal it. Well, you can't blame
gully dwarves for having too much
intelligence, you know... back to our
story, Botz, mad with rage, pulled and
pulled at the ring while yelling at the
poor kender, "kender no can make magic
work! Ring big Botz magic! Ring make
Botz much mud!" . Just as Botz yelled
that last sentence, the ring became
loose and fell to the ground, hitting
Botz's boots on it's way. With a flash,
Botz found himself standing in a big
puddle of fresh mud, much to his
delight. The ring was gone, but its
magic had transferred to Botz's boots,
where it stayed from this day forward
(the boots, however, later appeared in
Druno's backpack).
How it Works: once worn, the boots magically fit the
wearer's feet, providing he or she is
no bigger that a dwarf. Upon saying the
word of command, "Make Much Mud", the
boots create a puddle of thick mud
around them (radius of 6'). The mud can
cause anyone standing in it to slip and
fall, while the wearer can walk in it
with ease. Creatures shorter than 2'
could get stuck in the mud. The mud
itself isn't magical, and it will stay
in place untill it dries. The boots can
be used 3 times a day, and each
creation of a mud puddle takes 1 round.
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The Bunny Slippers of Unicorn Riding donated by Talinia Snapshocker
Description: They are regular-looking bunny slippers, with ears, noses, eyes,
and they are really fuzzy.
History: These bunny slippers were made by the infamous IrdaKender
Ralhatin Ghaltuan. He captured two real live mygnyl chorts and
transformed them into bunny slippers and he put them on and
then suddenly went through a Spontaneous Combustion
because only true Kender could wear them and live.
How it Works: These seemingly innocent bunny slippers cause anyone not fully
kender to spontaneously combust in 3 seconds. If a true
kender wears them, he or she can summon a mystical magical
unicorn and go for a ride. If the slippers fall off while riding,
however, the unicorn disappears and the kender riding falls to
the ground with a bruised bottom.
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The Cloak of Kenderkind donated by Skip Furrfoot
Description: These cloak's tend to turn to whatever color the kender
wearing them feels like, Ex: blue=sad, the cloaks only come
kender-sized so all you humans out there are plumb out of
luck!!
History: These cloaks are rumored to have been created by kender
although everyone who has heard of this, deny it vehemently,
knowing that it's foolish to think that kender have magical
talents. These have popped up sometime after the start of
Hylo in the west and people are baffled as to how kender
managed this...
How it Works: Cloaks of Kenderkind seem to enhance the abilities of
handling, taunting, and slipping away un-noticed by others as
long as they are wearing these cloaks. Also, on very special
occasions(under the light of Solinari) kender have been known
to use their excuses and they work!!! Truly these cloaks are
great to have for kender, but one problem, it lets them get
away un-noticed and they might not get to meet the nice
people in jail that they might have met otherwise!!!
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The Enchanted Kender Armour donated by Etherin Softfeet and Arlic Seedwind
Description: The armour looks like it has been pieced together by the most
intresting,shiney and magical looking armour, everything from
human spiked leather sholders, elvish chain mail, dwarvish
chest plate. Anything a kender could convince an armourer to
piece together.
History: The armour is said to be made by Uncle Trapsprigers great
uncle's, second cousin's, oldest brothers wife's, first cousins
Flynn Brightfeathers. He was walking through a forest when he
came upon a place where there had been some sort of scuffle
and there lay a bunch of dead goblins and all sorts of peices or
armour and other intresting things. Flynn gathered up the new
things and brought it to his favourite elvish armourer who egar
to be rid of him quickly put together the armour enchanting it to
stay together forever (so that Flynn never need to come back)
How it Works: The armour will always stay together, for any kender who wears
it. The armour is only big enough and decorative enough for a
kender to wear.
Game Note:Each new battle/encouter roll a 1d10 to determine a
new ac, this is the enchantment on the armour, an alternating
armour class
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The Glove of Smashing donated by Peregrin Lighttongue
Description: It kind of looks like a gauntlet from
a rather heavy suit of armour, with
the remnants of somebody's arm
still decomposing inside of it.
History: It was found by a rather
adventurous Gully dwarf who
happened to come across the
corpse of a warrior. The gauntlets
looked particularly interesting, and
he tried to bring back both of
them, but only one would budge,
so he took it.
How it Works: It smashes things. Hence it's name.
(It doesn't smash rocks or steel or
anything, but it does account for
the recent rise in broken bones
and noses in the Gully Dwarf
population.)
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The Gloves of Stretchy Metal Things donated by Edmund Barkwood, Lich slayer
Description: They look like a pair of kender sized mercury gloves, (the
substance seems to shift and move but stays intact.) but when
a kender puts them on, they turn invisible.
History: I found these when I got lost in a portable hole that I found in
the lair of the magical hippo-vampire, Dooper. You see, he was
out on an errand to collect grape-fruit, so I thought to take a
closer look at his cave (the bushes just don't offer a good
enough view). Anyways, I crept in, and saw this hole on the
ground. Going over to it, I tripped on a bag of cow-tongues and
fell in. Landing in a pile of junk, I saw these amazing looking
gloves.
How it Works: When one wears these, he can mentally command the fingers
of the gloves to spew out very long and bendable (but razor
sharp) "claws" of metal! They can go in any direction and
extend twenty feet out. One must stay focused, though, when
all his claws are going in every direction, or else you might chop
off your own topknot (Reorox forbid!) Each claw does 1d6
damage, +2 to hit because of its speed. All claws can be used
at once only 1 time evey two rounds.
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The Kender Robes of Wondifferious Stuff donated by Eilderhownd Grassburner
Description: These robes are plain red with some mouse white trim.On the back is an embroidry of a hoopak leaning near a tree.The inside is lined with pockets and straps for whatever you might need.
History: You see...me and my freinds were all out looking for something to do(well at least I did) Anyway I saw an old red robed mage accidently drop these robes into the nearby river.Thinkig he might need them later on I chased after them.I wound up in HUGE cave. I was intresting because of the low light,and it smelled like wet goblin.I navigated for well over an hour trying to find the mages robes.I came accros a large door that was loked.I easily opend it,thinking that the mage might be there.I was wrong.My freind Draus,his brother Sallinosh and everyones freind,the Dwarf Rhellon Starraxe beating up an oversized bugbear wearing the robes. After the fight I was scolded ad given the tattered beat up robes
How it Works: The robes have a 51% chance of doing whatever yo ask of it once a day. Every three pockets has a magical item or potion inside of it.A +4 AC bonus is enjoyed while wearing the robes. They summon 2d6 gully dwarves a week.If you yell "topknot" 3 times in a row, yours will grow 1d12 feet.It has a 15% chance per successful hit to turn the opponent into a gostsucker bird. 2 of the straps have the ability to infuse a normal peice of parchment with the Summon Cow spell(50%) or the Taunt Smoothly enchantment(50%)
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Tunic of Cleanliness donated by Steinpratt
Description: The Tunic of Cleanliness looks
likes an ordinary gully dwarf tunic.
However, it is spotlessly clean.
History: Legends say that long ago there
was once a wizard who was great
friends with a gully dwarf named
Bugg. However, the wizard
couldn't stand Bugg's filthiness, so
he enchanted Bugg's tunic.
How it Works: When worn by a gully dwarf,
the gully dwarf cannot get dirty,
no matter what happens. It's easy
to recognize a gully dwarf wearing
the Tunic of Cleanliness, since they
aren't in their usual state of being
filthy.
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Tunic of Enlightenment donated by Standback
Description: It's a plain tunic, so filthy that it's
original color cannot be discerned.
It has three shiny buttons below
the collar.
History: Legend tells that long, long ago,
Branchala and Gilean become
angered at the evil god Hiddukel.
In the argument that ensued,
Branchala spit at Hiddukel, with
three globs of spittle landing on his
tunic. At somepoint thereafter, a
magical kender literally stole the
shirt of Hiddukel's back, and gave it
to some gully dwarves. But in
retrospect, that makes no sense
whatsoever.
How it Works: Any gully dwarf staring at the tunic
can correctly count the three shiny
buttons (which magically never get
dirty nor fall off). They suddenly
realize that there exist numbers
higher than two. Then they look
away and promptly go right back to
rat hunting.
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Ugly Cloak of Unwanting donated by Alf Featherfoot
Description: It is the uglyist cloak anyone has ever
seen.
History: The uglyist witch in the world cast a
curse apon this cloak, but the curse
backfired making her and the cloak
eternaly ugly.
How it Works: Anyone who wears this cloak will be
visable but no one will want to look at
them. This means you can steal things
but not be invisible.
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Uncle Chickenkicker's Boots Of The Birds donated by Kerioff Thistlesilk
Description: What does it look like?
These boots are ankle-high, and are very warm and comfy because they are lined with stuffing made of every single type of bird feather, from cockatrice to ducks, but not goatsucker bird feathers. They're normal brown leather, and pass as iron shod for anyone just glancing at them.
History: Who made it? How did you find it?
Uncle Chickenkicker (formerly my Uncle Wink's brother Amos) picked them up one Swap-A-Lot day when he mistook them for his nephew on my Aunt Rose's side Tunicstainer's Boots of Wandering when my Uncle Thistlespitter's Detect Magic spell fizzled.
Anyway, Uncle Chickenkicker put the boots on, and immediately kicked a chicken! He kept on kicking chickens, and whatever bird happened to be nearby (though never a goatsucker bird, proving it to be a real kender magic item, to his great pride!) This was how he got the name Chickenkicker, but Uncle Wink, who's a little senile (tho' most non-kender swear he hasn't changed a bit), still calls him Amos every now and then.
How it Works: What does it do? How does it work?
Well, first of all, it's not cursed, so any kender wearing them can take them on or off at will, though they find it's much more fun to leave them on.
When worn, all kender have a great urge to kick the first bird they see, excepting *only* goatsucker birds. To resist this urge, the kender must save at -4 on a wisdom check, or at a difficulty rating of 16 for Fifth Age players.
Any kender willingly trying to kick a bird of some sort (except a goatsucker bird) has a +4 to attack, or an automatic trump. If they are attempting to kick a goatsucker bird, they suffer 2d10 points of damage, and get sore feet for the rest of the day.
Also, they can perfectly mimic the call of the last bird type they kicked! So, a kender who's just kicked a ruddy- sided toehee can make that sound without any sort of check at all. They can automatically use this power with goatsucker birds- i.e. they don't have to kick them first, they just have to open their mouth and think about sounding like a goatsucker bird. The wearer of these boots can also understand and communicate with goatsucker birds!
If the wearer sticks a goatsucker bird feather in the boots lining, for every mile he walks, he will attract one goatsucker bird, *or* one of the last kind of bird he kicked. So after walking 24 miles in a day, Uncle Chickenkicker had a flock of 6 goatsucker birds following him, until he kicked a goose, and then had 4 geese following him, and then he kicked a swan, and had eight swans after him, etc. These birds will act as a ranger's followers for 1d4 hours- they'll be friendly and may even fight for the wearer.
Last I heard, Uncle Chickenkicker went looking for an Ice Eagle to kick...
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Vest of infinite return donated by Slate
Description: It's a sparkly gold-spun vest. Fits
like it was made for you. It is inlaid
with beautiful jewels.
History: It was made by a dragon. Years ago,
before time began, this dragon had a
cave which held all her most prized
possessions. Being typically greedy,
the dragon put this vest up in the
entryway to his cave.
How it Works: When worn, the wearer has a 89% chance
of being called back to the place he
got it every 12 hours.
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Wet sash donated by Wizbangthewonderful
Description: Its a soiled red sash, tattered at both
ends.
History: In the ruins of some old city, (now a
gully dwarf city) this sash was found
in a doctors office or hospial of
sorts. Origanally intended for crossing
deserts and keeping the sick from
overheating.
How it Works: This sash is always sopping wet,
dripping water constantly. When
squeezed it will keep dripping water. A
useful adventuring tool in the past,
for desert crossings and a supply of
water. The gully dwarfs now have it.
When twisted and cracked like a whip it
stings painfully (1 dmg) and leaves a
red welt. owch!
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- Kender Magic Items
- Gully Dwarf Magic Items
- Clothing, Armor, Cloaks, Boots...
- Magical Coins
- Food and Candy
- Miscellaneous Items
- Magical Hats
- Jewlery, Charms, Bracelets...
- Magical Musical Instuments
- Magical Pouches
- Powders, Dust, Spices...
- Magical Rings
- Stones, Dice, Marbles, Figurines
- Utensils and Kitchenware
- Wands and Rods
- Magical Kender Weapons
- Kender Artifacts
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