A short metal rod connected to a longer wooden handle by ... nothing. The rod floats in the air close to the handle.
Many magical items adventurers seek out help them carry more loot, keep themselves fed and healthy, or just simply hack the bad guys to itty bitty bits. This one lets their loot carry itself.
A lonely and scared fairy looking for someone to heal her home.
A wraith turned a wandering fairy into a a fairy wraith. It turned on it’s own people and destroyed the entire nest of faries. Except one. And now that one needs your help.
And you thought they were always cute all the time…
A normal bag lets you hold stuff. A bag of holding lets you hold more stuff. This bag lets you hold someone else’s stuff.
A weird way to carry and conceal your stuff.
A siren has seduced a noble overboard and gifted him with watery breath. Now his family is preparing to go to war with the mer-people, blaming them for his kidnapping. They mer-people have beseeched the players to explain that the siren isn’t even one of thier people and help rescue the noble from the siren.
Problem is, the noble is now daddy.
Normal small knives modified to give fast attacks. Enchanted versions are even more deadly.
A sturdy metal heater shield with properties useful to the battle commander or the individual soldier.
Tired of losing followers to inept searchers, The Eastern Rabbit decided to *motivate* searchers to find the hidden eggs.
This item is Silly.
A magical plauge is disrupting the city of Blue Marina. Victims are found poisioned and covered in weals and, oddly, pennyless. Can the players solve this crisis before rich and poor are destroyed?
Inspired by Ria Hawk’s “Lifecycle of the Dungeon” discussion.
The PC’s come across a cave system that isn’t on their map. The cave is in plain view and hard to miss. Once inside, several odd and unusual things are found.
An over sized blowgun with a matching specialized bag of holding. This blowgun is halfling made and it should be noted that “whiffle” is the halfling word for gerbil.
Tinker Gnomes go to war! Unveiling their new super weapon, the tinker gnomes are able attack at ranges greater than some light balista with a crew of one man! Goblin leaders refuse to comment on any causalties, but eye witness reports suggests the weapons are deadly.
A village is being terrorized by a demon. Daerun, the Dragon-lord that claims this territroy, has decreed that before he will help any cause, he must have a gift to show that the cause needs his intervention. Now you must go and kill/capture some of the demons underlings to present to Daerun or the village is doomed.
Two religeous sects are approching open war after members of each sect are found brutally beaten to death.
An ancient old man, whose seen his fair share of bar fights. Still vigourous despite his age, he knows the tales and legends of the surronding area almost as well as he knows the chipped steins of his inn.
You know that little voice in the back of your head that tells you when you’re about to do something stupid? Well, he’s here and he’s brought some friends.
The village’s spiritual leader is fevered and babbling about ghosts. Is what’s plauging him an assault from beyond the grave, or of a more earthly source?
Yes, it’s the wise old man you alway knew you’d meet.
A desolate region is almost entirely without normal vegetation. Local plants are able to unroot themselves and crawl along the ground in search of water and fertile soil. The inhabitants fence their crops in to keep them from wandering off and put heavy stone thresholds in the doorways of their huts to keep wayward plants out.
The plants sense by chemical cues, lacking sight or hearing, and tend to avoid herbivores or anything that smells of "dead plants". Characters with horses are likely to be unwelcome among the locals.