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Belt of Suspension (Oddity) - The magic of this wide leather belt only works for a willing wearer. The wearer of the belt can activate its magic as an action, at which point the belt becomes immovable and cannot be removed from the wearer without dispelling its magic. The belt can hold up to 500 lbs and stays in whatever orientation the belt was in when the magic was activated.
If activated while the wearer is not moving or moving at no more than a walking speed, the belt supports the wearer comfortably no matter how it is oriented. If activated while the wearer is moving faster than a walking speed, such as falling, the wearer takes damage based on how far they have fallen before activation or how fast they were going. If the wearer is on or in a moving vehicle, the belt keeps its orientation relative the the vehicle, thus they are not abruptly torn from the vehicle upon activation.
The magic of the belt can be deactivated by the wearer as an action.
Sending Stones (Oddity) - Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to send a short 25 word message to the other stone. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Ball of Wild Earth (Oddity) - This Tiny, sentient pebble is covered in dirt and is likely a remnant of a charmed earth elemental. It rolls about on its own in search of new and unique sources of dirt. When it finds a patch a particularly rich soil, the ball rolls around it in to incorporate the dirt into its form. The ball carries captured moisture inside itself allowing it to make its form either dusty or clay-like in texture, as well as hard or soft to the touch. A friendly “Ball of Wild Earth” can magically reshape the dirt it’s covered in the form of variety of shapes at will such as a tiny figurine or a large die provided that the dirt continues to cover the pebble at its center by doing so.
The “Ball Wild Earth” is considered a magical object and is not a creature. It has a speed of 10 feet and can only move by rolling around the ground. It has 2 armor and 5 health. The ball regains all its health if it’s left buried underground for at least one hour.
Sentience: The “Ball of Wild Earth” is a sentient neutral item with an Intellect of 5. It has hearing and eyes adjusted. It can’t speak or read but understands Common and Terran.
Personality: The “Ball of Wild Earth” is most happy when rolling through rich, healthy soil. Most can be found at least initially in a mountainous farmlands but even urban ones can enjoy the dust traces of weird foreign dirt that are ever present in the well traveled cities. The quickest way to make a “Ball of Wild Earth” happy is to give it gemstone dust to roll in, whereas removing the dirt and mud surrounding it central pebble is certain to upset it. By reforming the dirt covering it’s form, the ball can make vague expressions based on the emotions its seen other creatures make.
Bill the Bag of Holding (Oddity) - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.