This cushion doubles as a pillow. Each night spent sleeping with this cushion under the user’s head grants an extra 1d3 hp in healing. Every night spent this way also causes dreams in which the user is more and more comfortable and attached to the pillow, dreams like being in a luxurious inn, or lounging in a hammock on a warm day. After using this cushion 7 times the user must make a DC 10 Will save, each time it is successful the DC increases by 1 the next time it is used (10, then 11, then 12 and so on). If it fails the user falls into a deep, paralyzed stupor for Xd3 hours, where X is the number of times the cushion has been used successfully.
Kralophanous had been a con artist before entering a life of wizardry. He devised this pillow once when his research funds were in danger of running low a few months before his research finished. Kralophanous would take the pillow and travel a good distance from where people knew him and assume the name of one of his rivals. He would then gift it to an unpopular minor noble, and once the paralyzing stupor took effect, Kralophanous would bribe or trick his way past the noble’s servants. He would then steal all the valuables and threaten anyone who got in his way with his terrible magics.
This mystical machine was made to be a self loading automatic threshing machine. It’s articulated arms will take any bagged grain or corn within 15 feet and load them automatically. The machine will perform any and all of the following actions; winnow, thresh, husk, hull or otherwise prepare any grain or bean. It will then load the refined seed into bags and stack them neatly for movement or storage.
To maintain the magic it must be fed blood once a year. Traditionally a large sheep or ram would be fed into the hopper of the machine each fall. If this was ever forgotten, then the following harvest season some unfortunate user would have an ‘accident’ and be consumed while trying to prepare the magic machine for use. Should such a thing happen this mystical farm implement has a cumulative 5% chance of developing a nearly insatiable taste for human flesh and animating to satisfy it’s hunger. Once animated it has an uncanny ability to only move when no one is looking at it.
After his success with Cow Switch of Charming, Champlain set his sights on easing the other burdens of the farms near his tower. He built this clock gear based magic thresher to save the whole community the tremendous amount of time needed the thresh and otherwise prepare their grains.
The wielder of this switch may gain command of a single cow. Mental control of the cow lasts for one month, during which time no other cow may be charmed. The switch was made in a rushed fashion and has one flaw which should be kept secret from the player. The cow gets a Will save, DC 8 every day to overcome the part of the charm that allows the wielder to control it. If the cow makes the save, it is now uncontrolled, but falls madly and permanently in love with the wielder of the Switch of Cow Charming. How this manifests is completely up to the Judge.
The Switch of Cow Charming was made by the wizard Champlain the Goofy. A farmer near his tower would bring offerings of cheese to Champlain once a week. One day after getting to know each other, the farmer mentioned to Champlain that he had one particularly difficult and obstinate cow. A month later Champlain bestowed this mystic switch upon the farmer. Legend has it that it was two weeks before the flaw was found and that no one knows what happened to either the cow or the farmer after.
This is a wire crown which, when worn by a humanoid, permanently converts their lower torso into the back portion of a giant snake. If a wizard or elf wears it the tiara grants them the ability to castSnake Charm as if it were on their spell list. This includes corruption, misfire, losing the spell, and spellburn as possibilities. It does not count as a spell on their spell list, so they cannot teach it to others.
This tiara is generally granted to any follower of an unnamed neutral or chaotic patron that can take command of Serpent Mountain (formerly Mount Pravus). The patron hopes to amass followers there and with the help of humanoid slaves, to expand the caverns. If enough lizard and serpent humanoids gather into the cult, and perform enough sacrifices, the patron hopes to ascend to god-hood. Unfortunately for the patron, something about the mountain draws adventurers through the desert wastes to it with alarming regularity.
This is a small cask, just big enough to hold one gallon of liquid. It is magical and dispenses 50 gallons of swamp water a day if the spigot is turned.
It is a corrupted version of the Claracus’s Clearwater Cask. It was given to Claracus’s followers while they hid in a cavern under Mount Pravus, awaiting the call to attack the lizard men above.