The Belt of Munchkin-kind is a rare, and terrible thing. They are very rare, delivered from the great and terrible elder gods as a scourge to the petty gods and kingdoms of the realms that are. Each of these belts is a tool of utter chaos and destruction on a scale unimaginable.
When a PC finds a belt of Munchkin-kind, it is seemingly the perfect belt for the character. The warrior will find a wide leather belt, complete with scabbard for a sword and hangers for a dozen weapons, or more. When he belts it on, clsping the ends together, the hangers will be filled with weapons, each more magical and powerful than the last. Swords of slaying, Axes of Dismemberment, Maces of Mutilation and death, all appear at the wearers command. The wearer will find his strength increased, and his stamina made mighty as that of a giant of Asgard. The wearer immediatly becomes a Blademaster.
The thief who dons the belt finds many pockets containing the perfect tools for picking locks, and scaling walls, powders and dusts for fooling persuers and attack dogs. He gains the nimble grace of a cat, and the elusive ability of a ghost in a cemetary. Any number of knives appear in his hands, all perfectly weighted for throwing and thrusting. The wearer immediatly becomes an assassin.
The mage finds a belt of pouches with every concievable spell component in its own place. Mandrake root, bitter ash, eye of newt, glass marbles and talismans of silver and oak. Wands, like six-shooters sit on his hips. One wand shoots fiery blasts, the other lightning bolts, and the belt-buckle summons monsters of level equal to the wearer. The wearer immediatly becomes an Arch-Magus.
The Priest or Cleric dons the belt finds himself blessed with a Decanter of Endless Holy Water, Mace of Celestial Might, Bracers of Godliness, and a plethora of orisons and spells of holy benediction, especially the fire and brimstone sort of benediction. The wearer immediatly becomes a Holy Defender Paladin.
LOOK AT ALL OF THIS COOL STUFF!
Armed with every possible weapon of ultimate power, any spell, or any skill, the character becomes deranged. Megalomania devours their mind, they see themselves as vastly superior to their compatriots. They are characters without peer, immune to consequence and above the law…
Oh, wait. They were like that before getting the belt.
Armed with such weaponry, the character becomes an engine of destruction and chaos, never noticing the subtle changes in physique. The begin to shrink in stature until they reach the meager height of three feet. Their hair becomes wirey, and their voices become high-pitched and obnoxious. Soon they find themselves drawn to a distant location, one that their compatriots might follow them to.
A realm of chaos incarnate, those unfortunates who have had their souls devoured by evil weapons of soul-stealing, and the loosers in demonic bargains dwell here, forever in agony and suffering. Their weapons fail, and magic spells come undone. Their dreams of domination and power mastery fade as they see that they have become shrunken mockeries of themselves.
Wands of fireballs shoot out sprays of perfume, and sword of sharpness become as limp as cooked spaghetti. They lament, and tear at their beards and cry tears until their greedy little eyes are sopping wet and red.
Those who attempt to leave the Munchkins land are questioned by the Purifiers, potent wardens and jailers of the Munchkins. Any attempt to smuggle munchkin items out of the land will be met with swift justice, the character being blasted into a munchkin himself and forever imprisoned in munchkinland.
There are two ways out of Munchkin Land. The first method is the most difficult, the munchkin must recognize his mindless greed and desire for power over all other things, and must willingly discard his items of munchkindom. Once these are discarded and lie forgotten in their shining splendor and glory, the character resumes his old form, and may leave the land unmolested.
The second method requires that the munchkins friends seek pardon on his behalf. This could prove difficult as the munchkin many no longer have any friends. If the PCs are able to sway the opinion of one of the Purifiers, the munchkin is disowned of all of his items, and allowed to leave. After a year and a day free from Munchkinland, he resumes his old form, hopefully free of the munchkin taint.