donated by Witadink Linkymarink
Description: It's a lute-like instrument with about
three dozen knobs and puller-ma-jinks
(named by a gully dwarf who was told to
repeat what the kender said it was)
The kender said: Quali look at all the
winkerdunk's with the jinkytinker's,
almost better than a hoopak.
History: It's made with a Vallenwood shell, in
which a tinker gnome built the
contraption over and inside it. But not
at the same time, mind you, I'm pretty
sure he made the pully-majinks before
the winkyloo's cause then he would'nt
of been able to fit the clicker-naks.
But anyway like I was saying...Calm
Down Fergensmil! I was just looking at
it! I know, I know, it's your stuff...
Give me a chance to put it back, here...
Ok... so, it was made for the richest
bard ever, Erik FrillRith, he was
however, growing old and his voice
creaky and...old like. So he had it
enchanted by a powerful wizard. He told
the wizard to cast a spell on it that
allows it to "sing", he said to seek
out all voices on Krynn, from maidens
to minotuars. So the mage did just
that, then one day he ran across, my
good friend, Githbill Frugletoss. yep!
he was a kender! Your a smart dwarf...
Anyway, the kender began to sing his
trailsong, but the lute burned and
sizzled, and all the turny-knobs used
to control the voices flew out of mix,
the kender's voice was so wretched the
How it Works: Ever since it's creation, it was made
to control various tones and pitches
from all over, when Erik the Bard got
it, all it did was release a horrible
screech, like a thousand beaten
harpies, he said. So the mage tossed it
away, hoping someone would buy it for
it's torture value, but then his
comrad, Trifflemilk Durgenknick, a
kender, picked it up and strummed his
heart out, it was the most buetiful
sound ever, he feel in love with it, so
the end, gotta' go, thanks for the axe,
buh-bye!!! (scurry) (scurry)
*** any race besides kender will be
driven back by this "it" of a
instrument. causing 2d20 to anything
still willing to charge at the sound.
If it is played around a crowd of
kender, or in the range of any kender,
they will drift off into a dreamy
state, or frenzy and mosh among thier
comrads, or break dance, it depends on
the DM. Roll 1d4 to determine: a roll
of 1 or 2 means the kender cannot
attack that round, or for that matter
until the music stops, a roll of a 3 or
4 means the kender goes into a "mosh"
or "break-out" where he can deal as
much damage as the DM allows, try to
add the kender's charisma into the
factor. And there "it" is...
(Kipper your site rules)