Ball of Bowling
donated by Klappenooot the Kender
Description: a black stone with three finger size
holes in it.
History: suffice to say, no one knows. Given its
magical velocity (see below) no
location can be fixed. It was made at
the dawn of time by an evil wizard (or
so Klappenoot says)
How it Works: It can be hurled, knocking down anyone
near. It has magical velocity and
therefore won't stop unless the owner
(Klappenoot) chases it down. It has
been known to circle the globe. It only
does this when Klappenoot isn't
thinking about it.
Bored kender's blessed rock
donated by Unknown kendar mage of chorane
Description: Shiny... It's a small obsidian rock,
roughly the size of a kender's fist. It
is smooth, with only a small crack
running down the center.
History: This blessed rock was made when a
kender cleric of Mishakal had found the
rock near a dragons lair. Finding it
shiny... they had asked Mishakal to
How it Works: It, er... glows a pale blue? Otherwise
it does absolutely nothing!
Color changing peble of one color.
donated by Litehand Fleetfoot
Description: Its a small stone that can esaly be
fit into the palm of your hand. Its
black, compleatly, and in the dark
you can't even see it. It's realy
smooth too, and looks kind of
History: I found this wonderfull stone on an
adventure to the High Clerist's
Tower. I was quite a fun day, you
see there were thease knights
who wouldn't let me in... oh, they
wouldn't let you in either? Well
then, you must know about that
loose grate near the side then?
Well anyways, I made my way into
the tower and started looking
around the lower levels (I wanted
to go to the top but the knights
chased me away). There wasn't
very many rooms down there, but
there was this one room that
looked like it was still in use. It was
full of many wonderfull things, but
most of them shocked me when I
touched them, or they were too
cold to pick up. After a while I
found some items that wern't
protected by spells, they were in a
small iorn basket in the cornor of
the room along with some
crumpled paper and scraps of food.
I don't know why thease items
were there, but I took this stone
and tryed for the upper levels
again. I was promptly leaded out of
the tower, but they let me keep
the stone if I promised never to
come back. And thats how I found
How it Works: Well you first have to hold it in you
hand. Then, if you close your hand
over it tightly, you'll change color.
You can only change the same
black as the stone, but you
compleatly change including your
clothing and pouches and items
and well everything you have. So
you realy look like a moving black
thing, and I mean realy black, if its
night you can't even be seen.Also,
you look al glossey like the stone
does, so light reflects off you,
witch is realy weird becaus I didn't
think black could reflect light.
Crystal Orb of Seeing
donated by Samantha
Description: The crystal orb has a blank, white
expression in the center. The blank
expressionn is in the center of the
History: It was made when a mage mother was
seperated from her children who had to
go into a war. She wasn't sure if her
kids where going to be ok, so she
created it out of a piece of crystal she
had given to each of her sons. She then
created a link out into each so if she
just spoke there name a picture came
into her head. this proved excptional
when she lost her sight and she could
still see things if she just said the
name and had a pice of that enchanted
crystal with thte link onto the object.
How it Works: When you look into the orb you see the
one person you wish to see and anything
he or she is doing.
Cursed Stone of Immobilization
donated by Gaffleknot Furrfoot
Description: It looks like a smooth, round stone;
grayish, and very hard, condensed you
History: It was made because kender are very
curious and sometimes like to peruse
the contents of a pouch of a mighty
How it Works: When someone with kender blood touches
the stone, their STR and DEX are
reduced to 0, effectively immobilizing
the kender who was misfortunate enough
to go through the pouch where the stone
was held. The stone has many versatile
uses, of course. Will Save at -2.
Dice of Lice
donated by Dracon Lockpicker
Description: This die looks like a perfectly
normal, ivory dice, with little black
notches for the dots.
History: This die was left in one of the
towers before the cataclysm. It
was left there for a long while, and
gathered dust. Eventually, the die
spawned it's own breed of lice,
that inhabit the dots.
How it Works: The die always rolls in favor of the
person who rolled it. If it is
needed to roll high, it will, and vice
versa. Eventually, if the lice are left
long enough, they will roll what
ever they feel, usually resulting in
sixes, since more can live in more
Die of return
donated by Slate
Description: it looks and feels and weighs the
same as a normal die, although it
has different numbers of spots
each time you look at it.
History: It was also an accident of the
gods. When Kender were
accidently made, the patron god of
tricksters was playing with dice and
accidently dropped this rather
interesting die. He didn't realize all
of its properties, although he did
know how to make the die show
whichever numbers he wanted it
How it Works: The Kender drops it into someone
else's pouch and waits for three
days. Whatever that person has
accumulated in those three days
automatically comes into the
Kender's pouch. Seeing as to how
Kender never put anything in
anyone else's pouch, nothing
usually ever happens, but on that
lucky occasion... Plus this only
works for Kender. (And it raises
luck 1 point, only on Kender)
Dilliwickle's Diamond of Unboredum
donated by Korgos Grasssprinter
Description: A typical diamond, it turns into wood when not in use to normal eyes (borrowed from Mishakal). To a kender, whoever, it is much more (see below).
History: This magical artifact was forged in the Age of Dreams. Dilliwickle, a cook and wizard, who lived in Balifor (the kender realm, not the modern-day port), often grew bored much more easily than other kender. He somehow created this (told many different times many different ways) although the true answer was forgotten by everyone except Gilean and Ziviliyn. Anyway, it was lost in the Age of Dreams and was never found again, until recently.
How it Works: If held by anyone, he can will it to become a diamond. It will make normal merchants try to buy it but to kender, just looking at it will never keep them bored. They will stand-openmouthed in shock, sometimes they will cry, laugh, or do any other thing. However, the kender will keep staring because the only reason they stop doing something is if they get bored, and this diamond makes them never get bored.
donated by Chao Lord
Description: A cube with dragon claws on each
corner, and swirling color-y stuff
inside! It's so cool!
History: I dunno. I found it in this wierd
tower in Palanthas! It was just
sitting on the desk, and I found it
in my pouch after I got thrown out
the window by a creepy Black-
Robed wizard with hourglass eyes!
How it Works: I guess it makes dragons be
controlled by you, but when I tried
it, the dragon just flew away.
Maybe it's magical!
Ennervating Sphere of Malevolence
donated by Gaffleknot Furrfoot
Description: The Ennervating Sphere of Malevolence
appears to be a sphere of blackened
charcoal, still retaining it's
iridescent glow. However, it is cool to
the touch and no filmy ash rubs onto
History: An Black Robed Archmage during the Age
of Might created the Ennervating Sphere
of Malevolence as revenge against an
unsuspecting Knight of the Rose for
winning the heart of a beautiful
maiden. Needless to say the Black Robe
was successful in his revenge but the
Ennervating Sphere of Malevolence is
still at large today.
How it Works: The Ennervating Sphere of Malevolence
drains the life of owner until it kills
him. The possession of this destructive
sphere never lasts for more than a
week. At first the owner will not
notice anything unusual while he
carries the sphere but soon his face
will become haggard and become short of
breath. Then he will die with the name
of the malefactor is whispered into his
name over and over. If the one who
possessed the Sphere is resurrected by
divine intervention or a wish spell
then he will immediately become a
zombie under control of the malefactor.
The name of the malefactor will be
repeated over and over again as the
zombie exists in its undead state.
Fizzeck, the Pet Rock
donated by Hannah Halfhaven
Description: An ordinary river rock, about the
size of your hand. Somebody has
drawn eyes nose and mouth on it
with ink of some sort but it won't
History: The man who sold it to me said
Uncle Trapspringer gave it to him. I
dunno where he found it, Uncle
Trapspringer I mean, not the
How it Works: It talks! Think of that, a talking
rock! It likes to argue about lotsa
stuff but mainly it just keeps saying
that it's going to take over the
world some day but I really don't
understand how a rock could take
over the world . . .
Gem of the Sage
donated by Bramble Moonwillow
Description: This one is really neat. We keep it locked up under tight security somewhere in the great library of Hylo, although I can't tell you where, 'cause you might take it. It's a large gen, about three inches, shaped like an octagon, which hangs from a silver chain which isn't really attached to it by any normal way, just bonded to it.
History: How did I find it? Let's see... It was shortly after I inherited the great library of Hylo from that poor monk who died of a heart attack, which was, ummm... about three years after the second cataclysm. Peppin (my half cousin, used to be a cleric of Zivilyn) was praying for spells, which he still does, although I think it's a bitsilly since it's mystic magic, not god magic, but anyway, he was praying in his room and he yelled something, and we all came rushing in to see if he'd gone crazy or maybe there was a big demon there to eat us all and decimate Krynn (there wasn't *sigh* oh well, maybe next time). Well, Peppin was out cold, but he had this gem thing in his hand, and when I put it on, I found out what it did!
How it Works: What did it do? *rubs hands together with glee at getting to tell the best part* Well, whenever I put it on, which I'm only aloud to do once a year, according to this nice blind lady, although I think it's a really stupid restriction, but Peppin agrees with her and Peppin's another kender so if he didn't, he'd slip it on all the time to know... Oops, I still haven't told you what it does yet, have I? That's the cool part. When you put it on, you think of something, and although I can never remember what happens when it IS on, when I take it off, I know some of what Astinus knew about the subject! Only I can use it, 'cause I'm the master librarian, and we keep it locked up most of the time so no one'll find it. Actually, it's supposed to be a secret that we even have it, so don't tell anyone, okay?
Golem's Gem of Anti-gravity
donated by Ajax
What does it look like?
It looks like a blueish-green gem suspended in mid-air (or Ajax's hand, pouch, etc.)
Who made it? How did you find it?
Given to Ajax by Golem the dopplegagner after a brief but intense feud.
How it Works:
What does it do? How does it work?
It causes everthing it touches (execpt Kender Kloth) to be suspended in mid-air!
Juggling Balls of Increased Agility and Dexterity
donated by Gaffleknot Furrfoot
Description: These juggling balls are metallic balls
of iron, painted with extravagent
designs to attract the eye. For
example, one ball has a battle scene
where gold dragons are flaming the
brains of ogres. This other ball
depicts a magical duel between
archmages. Now this other ball... you
get the picture...
History: One legend says that a Gold Dragon
almost ate the balls, thinking they
were precious gems and spit it out at
the bitter taste of iron. Ever since,
the balls have done strange things...
Another tale says an bored mage who was
also a skilled juggler enchanted the
balls as a fancy. Who knows?
How it Works: The Juggling Balls of Increased Agility
and Dexterity, as the name implies,
gives the user increased agility and
dexterity. One does not need to be
juggling the balls to get the desired
effect. The more Juggling Balls of
Increased Agility and Dexterity one
has, the more Agility and Dexterity one
gains. Hundreds of these Juggling Balls
of Increased Agility and Dexterity are
scattered throughout Krynn. As a side
perk, if one juggles the Juggling Balls
of Increased Agility and Dexterity, he
will never drop the Juggling Balls as
long as he's juggling them.
Kender Artifact of Companionship
donated by Keysnatch Windowbreaker
Description: The artifact is a 7-sided die. On each of it's sides, there is a
single dot that glows green. Whenever the artifact is put into
use, the whole die glows in a multitude of colors, for about 3
History: Once, Keysnatch Windowbreaker found a ring in a dragons
horde. It turned out to be a wishing ring - It would grant the
person who used it one wish. Several days later, after narrowly
escaping death-by-minotaur, the kender said out loud: "I wish
people wouldn't keep thinking that I'm a thief!" To Keysnatch's
surprise, the ring on his hand started to glow. It rose of
Keysnatch's finger and into his hand. There, the ring started
changing shape - until it became the Kender Artifact of
How it Works: Whenever the owner of the artifact "borrows" something from
another person, the artifact will create a duplicate of that object
in the same place and position it was beforehand. However, this
duplicate will dissapear when the kender gets "out of range" of
the person, which is in this case out of a mile's radius from the
person (or when the person gets out of the kender's range, of
course). Thus it has happened very often that a poor
unsuspecting person finds that his pants have mysteriously
evaporated for no apperent reason. It once happened that a
kender "borrowed" the Artifact of Companionship from another
kender, which caused there to be TWO Artifacts. For some
reason, the duplicate never dissapeared, although all attempts
to recreate this event and duplicate the artifact again have
The artifact gets it's name from the fact that if nobody knows
that the kender has it, people will get along well with him,
because they won't find their stuff constantly disapearing. On
the other hand, if the kender's companions know of the artifact
and of it's powers, it becomes a Kender Artifact of Lonliness,
because no-one wants to only find out what's gone missing
the kender is over a mile away...
Kender Stone of Bigness
donated by Peregrin Lighttongue
Description: It looks like a shiny black stone with
some smudges on it, and a scratch
History: It was made when geothermic
forces in Krynn's crust caused a
volcano to explode, spewing liquid
hot magma all over the places and
really making a mess of things. The
magma cooled, and the stone was
made. (I heard this from a gnome,
and they are very knowledgable in
geology, or was it geography, I can
never remember, but it started
I happened to find it along the
road somewhere, who'd a thunk it?
How it Works: It looks really shiny, and feels quite
heavy. And it makes a kender
become 6 foot 5 inches tall. It's
great for parties, especially seeing
people run away screaming "IT'S
THE KENDER GIANT!!! AHHHHH!!!!!"
Living Dragon Statue
donated by Kenya Goodfellow
Description: This is a small golden dragon statue that is about 13 inches
long and 6 inches high. The dragon has two diamond eyes and
it's tail is extremely sharp and pointed so that it can be used
as a +2 dagger/+5 vs evil dragons.
History: It was made by an evil wizard who one day was fighting a wizard
of the white robes. The good wizard had a gold dragon on his
side. The evil wizard was defeated but before he died he
the dragon and turned into a small statue.
How it Works: When the statue is held in hand it can be brought back to life
for 2d10 rounds and it will do whatever the user wants(it has the
abilities of a 5th level gold dragon), but there is a curse on the
statue that when the dragon is brought back there is 25%
chance that the evil wizard will return from the dead and kill the
user and the dragon and that he will roam the land looking for
the good wizard.
Magic Stones of Mirth
donated by Lil' Wizard
Description: Two gray pebbles with one blue rune
mark on each.
History: Made by a very annoyed wizard in an
effort to get the kender handler in his
group to leave him alone for a few
How it Works: Any joke, riddle, or humorous comment
made by a character in any language -
matter how funny - will make the stones
start to giggle and then burst into
magical stone of throwing
donated by uncle milkweed
Description: this rock is about the size of an apple which makes it easy to hold in your hand..
it is very smooth and great for throwing
History: this item has been passed down the milkweed family for many years.. it is said
that this rock saved the life of Milton Milkweed when he was running away
from a crazied minotaur down the Shingow River
How it Works: when the rock is thrown it will hit it's target and come back to the user...
sometimes it even lands back into the users hands!!!
Moof"s Mimic Stone
donated by Speakeasy Hotair
Description: A Small tablet, about 4 inches long, 2 wide, and 1 thin. It bears
the symbol of the changing of ways, (the one showing how
something come into possession of a kender.) It is made of
History: Zork, the great enchanter, met face-to-face with a mimic. It was
a fight to the death, and the mimic was winnig. Zork mustered
all his magical power and imprisoned the mimic in the small
tablet, but for how long?
How it Works: When the stone comes within 10 feet of a magical item, it's
symbol glows red. It immidiately changes shape to that of the
weapon, getting charges equal to it. If the magic Item is used
within one-hundred feet of it, the stone (in it's shape) gains
that power. e.g. a sword +3 attacks, the stone gets it's plus
three, a rod casts cone of cold, the stone gets cone of cold, etc.
Once all the powers of the magic item are copyed (if that
happens) the stone melts away into a killer mimic! The mimic
goes straight after the magic item to attempt to distroy it. Once
it is, or the mimic dies, the mimic whisps away in the wind. If it
did get the item, it appears in the stone's original user's hand.
The stone can only be used once (considering it changed to a
mimic and then "was whisped away.")
donated by Slipshot Backflash
Description: It is an average color (for a skull) and is about the size of a regular human skull. It is like a crossbetween a wolf and a human skull, and has very sharp teeth. The eyes glow when it getts near any other magical bones. It has also been known to speak about random things, most of which are in the past, however, a few are in the future.
History: Murron (my friend) was walking through a forest, when she suddenly fell into a hole in the top of an underground cave. Poking around at the rocks, she discovered the skull under a boring looking set of golden plate armor. Picking it up it began to talk to her! Talking back to it, she asked a random question "Hmm, I wonder if I will ever get out of here?" When suddenly, it answered her! "A man is coming, don't call out to him, but there is anouther man coming after him. Call out to him for help, he won't hurt you." Following his advice, it proved to be true. Unfortunitly, she met an unfortunat end, and gave it to me to bring here with her last dying breath.
How it Works: When it is around other magical bones, it's eyes glow a firey red, and sometimes it even shakes. If you are lucky, and it likes you, then sometimes it will answere questions that you ask it, however, do be forwarned: it doesn't always tell the future, sometimes it tells what happened in the past, and having nothing to do with the question you asked it. It gives this away by pausing before it answers. So do listen carefully.
donated by Thornn Bramblebug
Description: The Nuitari Speakingstone is a piece of black rock on a black
silk cord. The Speakingstone is shaped like a sphere with a web
design carved all around it. It is the highest honor Nuitari can
bestow on a mortal besides leadership of the Order. Thornn
Bramblebug has one.
History: Nuitari made it as a way to keep track of his kender mages, as
well as a way to honor their superior skills. He made it out of
rock from his moon, using his bare hands. Reorx has all the
hammers, you see, and he wouldn't share.
How it Works: The Speakingstone allows the wearer to confer with Nuitari at
any time, and confers upon said lucky individual the gift of
tongues. That is, he or she can understand and speak any
language. It also protects the wearer to some degree against
Orb of Kitty Attraction
donated by Keyhole Lockpicker
Description: A crystal ball a little larger than a
big marble (aka the shooter for
people who play)
History: It is a birthday gift to my friend
Celestia Swordfinder from Par-
Salian, he told her that it was
something he'd made once for one
of his favorite kittens so he gave it
to her because she loves kitties.
How it Works: If given to a cat the cat will have
an absoultely wonderful time
playing with it until it falls asleep
(ever watched kittens play with
anything?) all cats young or old in
the general area (a few yards
radius) will be compelled to join the
game. Even the cranky old cat of
the Captains on the ship we took
to Ergoth came to play with it
when we gave it to our kitten
Pearl of Hylo
donated by Gaffleknot Furrfoot
Description: The Pearl of Hylo doesn't look as grand
as it sounds. Sure, it's a pearl the
size of a fist (kender), but it's got
scratches and huge gouge-marks all
across its surface. It only has value
to True or Afflicted kender. Kender
living on Taladas have never heard of
the Pearl of Hylo, and thus will not be
awed by its great reputation among the
Kender of Ansalon. This is true for the
Kendar as well.
History: A long time ago, a wee kender sprout
found a small pearl among the sand. He
took it up, and kept it with him as a
keepsake. For some reason, he never
told anyone about the pearl (this is an
odd thing because kender are a race of
extroverts and rarely keep anything a
secret, especially when they are
The Pearl of Hylo has been passed along
from kender to kender for centuries
How it Works: The Pearl of Hylo is a queer thing. For
each owner it has, it collects the
memory of the owner like a siphon. This
is not to say that the Pearl sucks away
the memories of the owner. Rather, it
makes a copy of them and stores them
into the pearl. The pearl is then
passed on (or borrowed) and another
owner repeats the cycle.
Because of the hundreds or thousands of
kender memories inside it, the Pearl of
Hylo has grown to great proportions
Now, what's the use of storing all
these memories inside a single pearl?
Well, no one knows, actually... But,
hey, there IS a use!! A spellcaster (be
she arcane or divine) can concentrate
on the pearl for 10-30 minutes and
receive some random memory stored
within the Pearl. The longer one
concentrates on the Pearl, the more
specific one can be in the time period
of the memory. This makes for a useful
storytelling device as one can relive
the memories of Dariken Whistlewhit or
Mariella Troglotoe. Researchers can
find out what kender were doing
centuries before! What a marvelous
Unfortunately, the Pearl of Hylo has
not been taken care of very well... As
I said, many a scratch mark the once-
smooth sides of the Pearl. And non-
kender don't take much stock for the
donated by Gregory Spillbow Hornfiller
Description: It's a small stone kinda like what
find on the road except that is
and kinda transparent.
History: I don't know, I was just walking
road one day and I saw it, it lives in
pocket on the outside of my pouch.
How it Works: I'm not sure but I think that it
makes a good
story. I'm not sure but I think that
a good story. I'm not sure but I
think that it
makes a good story. I'm not sure
but I think
that it makes a good story. I'm
not sure but
I think that it makes a good story.
sure but I think that it makes a
I'm not sure but I think that it
makes a good
story. I'm not sure but I think that
a good story. I'm not sure but I
think that it
makes a good story.
Rock of Swirly Colours
donated by Klappenoot the Kender
Description: a small roundish rock covered in
colours that constantly change in
pattern and hue. It emits a faint
light. Often found in clear glass
History: It's amazing what Beholder-kin can do,
How it Works: It constantly changes in colour and
pattern so no kender can ever be bored
donated by TheGnomeWithToLongAName
Description: A flat smooth stone.
History: It comes from a stone beach.
How it Works: It makes the possesor skip rapidly
forward, unable to stop.
Statue of Llama
donated by Volfied Ravenwhistler
Description: It looks like a stuffed llama toy,
where when its spell is used
otherwise, it becomes a normal
History: Heya folks! Well... I guess this is
the true story of the true story...
This white robe, I don't remember
his name, whom I met in a small
town after my first day in
wanderlust, made an offfer to
me... He was really kind, and he
was really trying to keep his
pouches away from me, they
stinked though, anyway... His offer
was to make the ring... That ring
was an ordinary ring that was hitch
hiking on the path I travelled
along... which was empty magical,
where it meant it can be added a
magical property, or so called
artifact. I showed him Bill, my
beloved llama and only companion,
and he made this ring so that I
could shrink Bill to a hand sized
llama toy any time I want, and
bring him back to actual size. But I
never could enlarge him, I guess
mage wasn't that powerful to let
me do that...
How it Works: This ring and statue are always
together, where ring is worn by
the statues as a necklace when its
not worn by someone. It shrinks
and takes the llama back to actual
size any time the bearer wants.
Stone Kender Figurine
donated by Viradus Lightfoot
Description: A very well made peice of stone art
that looks exactly like ME!
History: I was walking through a little city
around the area of Solace, and I came
apon this old dwarf who had a severe
case of "Lack Of Entertainment." I
gave him this book I found just a
second before I came upon him. It
turned out it that he seemed to have
lost his so he made me a figurine that
looked like me in exchange for the book!
How it Works: All kender get a 1d3 addition to their
dexterity, all humans get a 1d2
addition to there dexterity and all
elves get plus one to dexterity. I get
1d3+1 to my dexterity because it was
made for me!
Stone of Kender Control
donated by Gaffleknot Furrfoot
Description: It looks like a rather small jewel
thing. Very bright and multicolored,
like a rainbow.
History: Once, there was a frustrated cleric of
Paladine who was trying to enlighten
the kender in the faith of her god. She
clutched a seemingly dull stone from
nowhere and prayed hard to her god.
How it Works: The Stone of Kender Control is a rather
misleading name. It works as per the
Suggestion spell. However, for the
kender's Will Save, they don't get
their +1 natural resistance as they
normally do. Kender are, after all,
very vulnerable to the affects of this
stone. The stone can, of course, be
used on non-kender, though they get +1
to their Will Save, since the stone was
not designed for use against non-kender.
Any claims that Paladine blessed the
stone are met by kender with loud cries
of dismay that their venerable old
grandfater, Fizban, would possibly have
anything against THEM.
Stone of Random Ownership
donated by Jarl tenderfoot
Description: The Stone of Random Ownership
aperes to be just your average
shiny,rainbow generating, neat,
irresistable to pick up, odd shaped
History: No where knows who made it, or
where it came from due to what it
How it Works: The Stone of Random Ownership
does not let any kender own it,
and know about it for long enough
to get bored. If the stone is picked
up, or "found", within five seconds,
it generates it'self a nice little
wormhol in space/time and places it
in some random kender's random
pouch, randomly in a random
conuntry, taking a random amount
of time to get there.
Stone of Seeing
donated by Maseltis Thikknot
Description: The Stone of Seeing is a
round,flat,pointy at-one-end stone,its
about 4 inches long.The Stone of Seeing
color depends the light you are in,if
its a bright day the stone is a shiney
metallic blue,if its a dark,cloudy day
the stone is a dull blue.Also if tiled
the right way you can see streaks of
gold green and purple in it.
History: "Well,I am not real sure where it came
from,I was in solace onces,reviewing my
items whith another kender,and i took
out my favourit poutch,and there is
was,a mage I know said it was a stone
of seeing,he said that dwarfs found a
odd looking rock and treasured it,then
a dwarf theif took it,and its apeared
in sevral places after that,its quite
inresting isnt it??"
How it Works: "Its realy neat,see,all you have to do
is say a place,hold the stone
tightly,and when you look at it,it
shows whats going on in that place.It
only shows it a few seconds though.."
Stone of Sparkleyness
donated by Magus Stickeyfingers
Description: A beautiful ruby cut to have many
faces. When it catches the sun it
sparkles most wonderfully.
History: It came from a kender who
it from another kender who
acquired it from yot another
kender who acquired it from a
Mountain dwarf stone cutter.
How it Works: It goes all sparkley and pretty
when you put it the sun...
Stone of the Plaid Dragon
donated by Swiftboot Woodchip
Description: It's a simple looking rounded stone (good for skipping!)
History: This is one of my own tales! i got the stone from a traveler as a
gift for keeping him company. he said that in the world there
are nasty plaid dragons that cause all sorts of trouble. this
stone kept them away from the owner. i was so thrilled with this
that i immediatly set out to keep plaid dragons away. after a
long time (half hour) i finally got tired of keeping the palid
dragons away and decided it was time to meet one. not wanting
to loose the stone for all time i sold it to an odd bard that rang
bells for a few copper. i then set out to find myself a plaid
dragon. when i didn't find one i noticed that the stone i sold
found it's way back to me along with a pouch of coins and a
bells. i figured that the rock must have been with me because i
didn't seen any plaid dragons. now i keep the stone because it
likes me and doesn't want to leave.
How it Works: It keeps plaid dragons away from the owner. this is simply
proved by the fact that there are no plaid dragons around when
someone has the stone, therefore the stone keeps them away.
The @$%!!*$ Teleportation Crystal
donated by Jorin Thistleknott
Description: The @$%!!*$ Teleportation Crystal is,
true to it's name, a crystal. It is
about 6 inches tall and about 4 inches
wide, maybe 1 1/2 inches thick. It is
shaped into three prongs, splitting off
from the central one. (think a natural
amythyst) It is a light emerald green
in color, and slightly opaque. On it
are faintly glowing runes that change
every couple of seconds.
History: To be perfectly frank, I have no idea.
I was just digging around in my Kender
Pouch of Holding (see the magical
pouches list - I rolled a 1-00!!!) and
pulled it out.
How it Works: The runes on the surface that
periodically change are actually a
timer that counts down. The thing is,
they're written in some ancient
language and magic doesn't work if you
try to use it to understand them. You
can tell when you have about a week
left (one rune dissapears) and when you
have about a day left (another rune
dissapears) and then when there's about
five minutes left. (they start dropping
like crazy) When all the runes
dissapear, anyone touching the crystal
is transported to wherever the owner is
thinking about. Then, whether it was
used or not, the timer resets to a
random amount and starts again. (we got
trapped on an island for more than six
weeks once!) The reason it's called the
@$#@!! crystal is because it's
basically a tool for the DM to move the
party around when and if he wants!
The Kendragon Figurine
donated by Mapshaker Wanderfuss
Description: The Kendragon Figurine This figurine is small enough fit
the palm of a kender's hand. It is made of brass and has two
small dark red stones for its eyes. It has elegant spiraled horns
and perfect tiny scales suggestive of dwarven craftsmanship. It
is seated with its tail curled around its legs and it's wings are
furled as if testing the wind.
History: The figurine came to be called the Kendragon figurine because
It was first used by a kender. The mage who lost the item got it
back, but since the tale of the kendragon has been told in the
kender communities the mage has had a very hard time
keeping track of it.
How it Works: f the wings are pushed back a small needle will protrude from
the end of the tail. If the needle draws blood it will retract. The
figurine uses the blood to identify the person it is performing
the magic on. Ten rounds after the figurine has tasted blood
the person affect will turn into a brass Kendragon. The only way
to reverse the spell is to read the tiny inscription on the back
the Kendragon. It says, "Su margath naga nulis". One this has
been said in the presence of the figurine the affected person
will revert back to his or her normal state. A successful saving
throw against spell will prevent the effects of the figurine. A
kendragon is in actuality just a young brass dragon. They have
some of the same characteristics as kender. They are curious,
they tend to be selfish and collect things, and they LOVE to
The person that is affected does not have the general
knowledge of how to fly, fight, or use breath weapons. They
have to figure that out on their own. If they take damage while
in dragon form they will retain the same amount proportionate
to their own hit points.
The Load Stone
donated by Piddlewit Cliffhopper
Description: The Load Stone is the most interesting piece of rubble in the multiverse. Its multi-colored surface is covered with splotches of interesting fuzzy moss.
History: Piddlewit Cliffhopper, overstaying his welcome with a tempermental mage, found this rock while wandering about. The ornery mage told him it was very special, and that he would enchant it. He did. The next time Piddlewit "borrowed" the rock was the last. Rest in peace, Piddlewit.
How it Works: This stone is very casual about owners. Any non-kender who touches it becomes its new owner. Kender, though not magically drawn to the stone in any way, will undoubtedly have it slip into their pouch accidentally. When a kender touches the stone, every object within fifty feet, including people, trees, sharp objects and large rocks, will be sucked toward the poor kender, crushing him or her in a pile of really neat stuff. A great housewarming gift.
The Marble of Pouch Dropping
donated by Capinstock Slightfinger
Description: The Marble of pouch dropping looks like an ordinary 1" clear
crystal marble, except inside of the marble is a tiny black shiny
bead of liquid. The item is a great asset when playing marbles,
because of its perfect roundness, and superior quality of glass...
or is it crystal... Oh well that's not important. But anyway, it was
very beautifully crafted, and being such a rarity as far as
perfection goes, it was coveted by many marble shooters and
History: This Marble was created by a Sylus Godsbane of Morbalor, for
the intended purpose of keeping his assistent scribe, Destin
Mournwillow, from Finding everything in his laboratory and
forgetting where the right place to put it was at, therefore
deciding to keep it with him for safe keeping. Sylus Gave it to
him as a present and said, "Always keep it near you... it'll keep
others safe. And if you ever lose it, shout out at the top of your
lungs, STOP THIEF!!! and you should know where it is," and
Destin, not knowing of the true intentions, abided cheerfully,
because it was not every day that Sylus would give him such a
treasure. About two days later, Destin went to a local tavern,
and ordered a drink, to go along with the nifty bowl of pretzels
he had found on one of the tables on his way to the counter,
with the money he had found next to the tall guy standing at
the entrance... and well... the guy behind the bar didn't look too
happy, especially when he started yelling and screaming about
he was about to have a new special on the menu featuring me,
and all though it sounded interesting to him to see what it would
be like to be a special on a menu, This guy didn't seem to think
it was a nice thing, so Destin Calmly exited the bar... at
25mph., While the Barkeep started yelling, "STOP THIEF, STOP
THIEF!!!!!!", and one by one, all of Destins many pouches fell to
the ground with a clatter. When he stopped to pick them all up,
he was caught and thrown into jail. Sylus was summoned to
come bail him out, so he came down to Morbalor County Jail
and bailed him out. When they got home, Sylus asked Destin if
he learned any thing. To this,Destin sullenly replied,"Yeah... If
I'm gonna go to town, I need to tie my pouches a lot tighter."
Sylus laughed at this, while he made a request to have the
marble returned. Almost as soon as Sylus had it, he chunked it
out the window towards a mountain range about 10 miles away.
At this same instant, a homebound Kender (homebound
meaning the road in front of him) happened to be walking
along the very spot where the marble landed, and of course he
saw it, so he leaned over and picked it up and put it in his
pouch, all the while remarking on what good luck he has had
recently, "First a glowing grey stone, then a red spiked suit of
armor, now this... what a strange world." And so....... The world
received about the only form of protection against a Kender.....
How it Works: The marble of pouch dropping makes the holder of it have a
difficulty holding his/her pouches. The enchantment placed on
this item makes all of the holders pouches unlatch, undo, come
off, or come out of any place on the holder they are at, and fall
to the ground, open up and spill out all over the place but only
when one of the power words are spoke, STOP THIEF. It can
take anywhere from 1d4-1d100 rounds, according to how many
pouches, items within them, and by how high the dexterity of
the character is(In the most extreme case,
5,000,000,000,000,000,000,245 pouches and at least a hair
clipping in each, it could take an automatic extreme time limit
to regain each item and replace it in the original pouch, which to
a Kender in particular is VERY important. This can only be
counteracted with a natural 20 on a Dex. check), but that of
course is up to the GM. A suggested scale for extreme
measures is to either roll 1d100, or 5d20's to determine the
actual time frame. *Note, if this scale is used, it could amount
to a couple of in game months, so you could probably set up a
whole new adventure of trying to get back all the Items,
because you know that Kender are very forgetful, and by this
time, they probably wouldn't know exactly what was in those
pouches... so magical labels could be good to work in
Technical schtuff: This item should be treated as a cursed
magical item, with a -2 on dexterity rolls for recapturing items
within 1d4 rounds, and a fumble would result in rolling 1d100 to
find out how many rounds it will take to get everything back... or
at least everything not found by someone else. Dex modifiers:
for every Five points under dexterity, the number of rounds will
decrease a fourth of the total original roll for rounds. If this
results in a number below 1, then character may do some minor
task in the same round.
The Marbles of Taunting
donated by Bookworm Pageturner
Description: The marbles look like an one thierd inch multi-colored cats-eye
marbles. When in use they appear to have a tiny glowing
mouths. The pouch they are held in always has a warning lable.
"Kender Magic At Work. Beware!"
History: One day five years before the second dragon war a kender by
the name of Thadius Tauntmonger befriended (for lack of a
better word) a black robed wizard named Hexen. Unfortunatly
for Hexen, Thadius was overly proud of his taunting skills and
jumped at the chance to use them. This got them into
seemingly no end of trouble. One day after narrowly excaping a
particularly angry croud Hexen devised a way to teach his little
friend a lesson. He created the marbles to taunt at his friend for
endless hours after hearing someone say a taunt. This lasted
for 125 days until Thadius realized he could use these to his
advantage. From then on the marbles have been passes
around by kender for ages and each bag has the warning on it.
"Kender Magic At Work. Beware!"
How it Works: There are 2d12 Taunting Marbles in a bag. Each marble
contains 1d100 different taunts. You rub the marbles to activate
them. They stay taunting a target until put back into the
Warning pouch. Creatures tageted by the marbles must make a
saving throw vs. spell (plus wisdom bonus). If the being fails
they attack the kender with a -4 to hit and a +2 penalty to there
armor for 1d10 rounds. Every 5 taunts add a -1 to hit and a +1
penalty to armor for 1d4+1 extra rounds.
The Stone of the Keeper
donated by Flop Twinkletoes
Description: It seems to be nothing more than a normal rock of the most
*beautiful* blue-green. It's shaped like a cube with rounded
corners, and is about the size of a baseball--whatever THAT is.
History: This stone was discovered by a well-liked kender known as
Talina Hoppifluff in a deep and dark cave somewhere on the
coast of Solomnia. It was later stolen from her by a very ugly
green dragon, who lost it to a knight in shining armor, from
whom I borrowed it. He never asked for it back, which could be
because the dragon paid a visit to the castle, but I don't think
he wants it anymore.
How it Works: When you hold the stone and shut your eyes, when you say the
magic words its magic will be activated. The words are Ally Mally
Fuffle Bubble Gork. Isn't that exciting? Oh yeah! What it does
is it summons the Keeper! No, not the Keeper of the
underworld... the Bar Keeper! He will then give you any drink
you desire. Final Warning: Do not show it to any mercenary or
peasant, because they'll never give it back!
Trileaf's Dice of Infininte Fun
donated by Trileaf Dicetell
Description: Looks like a pair of dice that are made of fine carved ruby.
History: A kender picked up the dice from a drunk man lying in a
alley.Unbeknownst to him this was a relic of the little
known God of Gambling.
How it Works: The dice always win. People around user will gamble everything
untill dice are hidden.
donated by Arrys - Saviour of the Gullies
Description: It's a reddish stone, the shape of a
History: It was made by Arrys, a gnome
How it Works: If a gully dwarf licks it, it tastes like
strawberry! If a non-gully licks it, it
tastes like gully drool.
Whenever a gully dwarf says the
stone is his/hers, a magical bond is
created between the gully and the
stone. If the stone is taken away
from the gully, or he/she throws it
away, it appears to his hand or
pocket... Whenever another gully
declares the stone as his/hers, it
affixes to him/her.