20 fey objects for Simon!


Roll 1d20! 

1 – A hag stone, or adder stone, through which a viewer can see secret things – but more often than not, this causes things to happen. So for example – if one were to see a secret door though it, it is likely that something would come through the door soon.

2 – A piece of driftwood, far from the sea. Anybody holding it has a crippling sense (constant disadvantage) of melancholy and a longing to see the sea. They may also cast one of the following spells once per day – and if they cast one of the spells, the melancholy (constant disadvantage) lasts all day, or until the caster can see the sea.
If the person affected by the melancholy sees the sea, they must save versus Magic or attempt to let the driftwood free in the surf.
Speak to Sand
Charm Crustacean
Comprehend Splashes
Detect Salt
Swell*
Bioluminesce
Plunge
Friendly Turtle
Crashing Wave
Dead Reckoning
Sunrise*
Smell of the Surf
Water Welter
Mould Like Sand
Message in a Bottle
Wall of Water
Scuttle on Rocks
Arise from the Ocean
“Eddy” of Wind

3 – A basket of hero's hair. When it holds things, they cannot drop out – as long as he basket is held or secured to its’ bearer. When the character who bears this basket takes damage, some of their hair is woven into the basket. Secretly generate an amount of HP (Hair Points) based on the amount of hair the character has. Anytime they take damage, ask them if they would like to take the damage or not. Do not tell them why. If they go to 0 or below HP (Hair Points), describe them drying into a withered corpse in seconds and crumbling into dust.

4 – A Geode. If it is opened, all chaotic creatures will covet its’ contents and abandon all semblance of order or motive beyond obtaining the insides of this geode.
If it is soaked in water, in two halves – or even fragments, it will heal and reform into a whole geode once more. Gnomes hate the everloving shit out of the bearer of this geode. They will send creatures to hunt the bearer of the geode. These creatures will obviously have gnome aid. (gnomes and fey hate each other? Or pick some other thing that hates the geode-bearer.)

5 – Tuber Familiar. Like a huge twisted potato with muddy features. It will slowly grow in a backpack and – well it will grow around all the stuff in the back pack and – well it can hand you stuff if you ask. It needs to be watered and told secrets – if it gets hungry (for secrets) or thirsty (for water or elf blood), it will hand you the wrong thing, or hide things, or eat them.

6 – Faerie stones, made of Staurolite crystals. These unlock faerie churches (hideous dungeons)

7 – A Fomori cane, made of very old wood. This unerringly strikes anything fey. Fey hate it, but recognize whoever holds it as designated fomorian – and will do tasks and cede commands. The fey council will consider the bearer of this cane to be a fomorian – and will gather all fomori cane bearers at special councils, for special tasks. Dangerous tasks.

8 – A 3×3×3 block of stone that is as light as a feather, from a temple in the clouds. When touched by human hands it becomes heavy. Giants are looking for it. They pay people to tell them where they saw it. They are coming.

9 – A broom. When this broom is used to sweep, the sweeper may take the following actions as a free action, once per turn:

Blow a gust of wind from the broom towards something or someone within 60 feet – this is a ranged attack roll and if they are hit, they get pushed 1d8×3 feet.

Animate a skeleton in eyesight as a 1HD retainer that falls back to a pile of bones when the broom stops sweeping.

Summon up to five bats from behind something – they takes one command then leave.

The sweeper must take their whole action per round sweeping and must choose how many rounds they will sweep before sweeping. In secret – the bats steal things from the room and sweeper, if possible. The skeletons spy and sooner than later skeletons will search for the sweeper to take them to skeleton court for skeleton abuse. The wind is fine.

10 – Rusty Bucket. If used to hold something, which is then poured – the stream will be constant, the liquid will touch the ground and hold the bucket up. If the bucket is put upside down completely, the contents will fully pour, however. In addition, if used to scoop liquid rom a larger mass, if there is any foreign objects in the liquid – they will be caught in the bucket. The bucket, if carried – always seems to be bumping into stuff and making sound – the bearer of the bucket is always clumsily bumping and clanging (encounter checks).

11 – The heart of a dead lake. Looks like a crystal sphere about the size of a grapefruit, faceted and somehow dull, like eyes that are crying. When held above someone’s head – they are in a lake, deep below where the water is dark. To all other people around them, they disappear. This lasts until the person puts the stone below their head, or dies from lack of oxygen. There are things in the lake too.

12 – Crow Cape. Sewn from crow wings, jet black and alighted with the smell of sage and marrow burning. The wearer of this cape has their gravity affected by exposure to heat – so if they were to leap into a fire they would shoot up in the air like a cork out of a bottle.
Anytime the cloak’s effects occur, there is a cumulative +1d4% chance that the wearer will feel compelled to do something irrationally daring, after which they get a save versus Magic. If they fail, then they attempt this daring act.

13 – Acorn Thimble, when used to sew or repair clothes – the clothes will have some new pockets the seamstress or seamster did not sew. Each of these contains one woodland animal, which can be pulled out as a free action. They will take one command each, and attempt to obey it. There are always 1d6 pockets. The last one contains a small woodland animal, but IT IS HOLDING ONE OF THE WEARER'S POSSESSIONS AND IT RUNS OFF WITH IT OH NO! (goes down rabbit hole into dungeon built around the shrinking spell) 

14 – Stone Dentures that go over one’s teeth like grills. The wearer can chomp through anything at a rate of like, one chomp per half action. The tooth faerie wants these back – and will come and bargain with you, and give you jobs. It may be convinced into letting you keep them, but only for an express purpose. And the jobs are very dangerous.

15 – Sachet of Herbs. Bugs stay away from the bearer (give this to the PC in a swamp, and make sure to have bug encounters. and make sure they are like, huddling around the sachet bearer.) BUT, the bearer is delicious to lycanthropes, who can smell the herbs from 2 miles.

16 – Little Flint Axe (Small Weapon)– flies without dropoff, but makes a sound that humans cannot hear – dogs, cats, and lots of other animals can though, and it will attract attention or give away people’s position to most animals.

17 – Earthworm Rope. This is a 50’ earthworm. It likes to eat dirt. It is very strong. Sometimes it tries to get away if you don’t feed it enough dirt. It is slow, but very strong. If you give it dirt, it might go slack and be used as a rope. Unless it suddenly decided that it is tired and wants to do something else. It is very strong.

18 – Tar Doll. Like a voodoo doll, but for god – this can be used to hurt the hell out of clerics within line of sight by being manipulated – but this pisses god off who will try and send dreams to clergy, who will seek out anyone who uses this doll – though only if it is used a lot, I guess.

19 – Clothespins, two of them. When pinched on someone’s nose – the do not need to breathe air. When they are removed, the wearer will then suck in all the air they would have needed for the amount of time they were worn. This causes the area around them to become full of a powerful vacuum and everyone else and anything else not bolted down must make a save versus breath or be knocked over at the start of their action. If already knocked down, an additional save is made at -X, where X is the number of minutes the clothespins were worn. If this save is failed they are picked up bodily and moved, taking damage on colliding into things, mainly the person hoovering up air.

20 – A white cloth curtain that always opens to night. When affixed to an opening which it covers, and moved – the viewer will see that through the gap is night. If that is visible, of course. Things sneak in through the gap, from during the night – they will wait till no-one is looking.

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