I like it.
I couldn't help but hear golem's voice from the old Rankin/Bass animated rendition of the Hobbit speaking the "time" riddle while I read it.
Getting the honey then flame jars in a row would be quite the shock. How diabolical.
My favorite quote: "Getting a foe to generally criticize Sallvian personal hygiene or cooking appears to be equally effective and is perhaps less difficult."
My favorite item is the Violent Sandals of Golan.
This is an excellent sub. I agree with EchoMirage and Silveressa (I would probably go with option "B" if I use this.)
This would be a great plot starter - freshly loaded with loot, the group's warrior buys the "best" liquor of the house, only to wake up the next morning in jail with no memory of the things he's being accused of.
The only other thing I would add is to make the sub more system-agnostic by rewording the parts about making a Will DC check and inflicting Constitution damage.
I like the twist on the daywalker - being susceptible to moonlight certainly evens out the benefits. It seems like such a vampire would be more of a loner than most, being unable to associate with the rest of its kind.
The various races were creative, especially the fairy and the ents.
Simple and straightforward item.
I'm not certain how to use it in a game, though. I think most games skip over the reality of sword care. There tend to be no penalties for not cleaning, oiling, or sharpening a weapon. This is good in one way because it ignores some of the more tedious tasks, but it does skip over the reality.
Of course, anyone who has ever owned a real high-carbon blade would kill for this weapon.
This would be excellent to spring on the players in a situation where they are trying to con someone, although I don't think it would take long before the chair either ended up as firewood or was appropriated by a magistrate for use in the courtroom.
What about a malicious spirit capable of possessing any chair it wishes? That could make for some tense moments as it makes its rounds at, say, a meeting between ambassadors negotiating a peace treaty.
I'm impressed with the amount of time and energy that must have gone into this. It took awhile, but I enjoyed working my way through it. I'm a little intimidated by the thought of playing it out - I don't think my GMing skills are strong enough to do it justice. You did an excellent job of maintaining the spooky atmosphere, of building up the mystery and carrying it to its fruition.
Some of my favorites: the old man warning the travelers early on, the four-armed creature scampering about and able to attack from any direction, making it through the labyrinth, the scene played out in the mirror, and the references to the keep being built on an old burial ground.
This couldn't possibly get any less than a 5/5. And congrats on the Golden.