Armor Stand Figurine
This is a tiny sculpted armor stand. It can be commanded to enlarge to normal size, such that a suit of armor for a Medium or Small creature could be placed on it. It can then be commanded to reduce back to figurine form. In its figurine form, the individual armor pieces are part of the solid figurine, so they cannot be removed.
These cute little caltrops are shaped like cats and kittens in various poses, but all have multiple glittering points on ears, claws, noses, and tails. One bag of Cat Jacks can be thrown over four 10’ squares. Each square requires one action for spreading. The caltrops have normal effects on people walking through them but do not remain stuck into boots and feet. They fall out immediately.
When commanded, the Cat Jacks all stand up and bound into a bag held by the commander, who must be in an adjacent square. The command word can be said under the breath so nobody can hear, but the speaker must be holding out a container for the cats to hop into. This takes a single action. The cats do not otherwise animate – only to be retrieved.
Incidental losses of cats due to not picking them all up, or one occasionally getting stuck in someone’s foot, are replenished while the cats are in their bag. They do not reproduce beyond their normal count, even if split up into smaller bags. Loose Cat Jacks lose their magic when a new kitten is born from its set.
The caltrops can be split up into separate containers, or multiple sets of caltrops can be combined into one.
Cragnard’s Wise Appraiser
This figurine is of a posh gnome, which can turn into a living gnome dressed in rich clothing and with significant divination abilities. The Wise Appraiser can be employed for up to three tasks per day, and fights as a Level 0 Normal Man. If slain, he cannot return for three weeks.
Using a gnomish or dwarven underground detection ability, the appraisal skill (for which he has a bonus of +11), or a Detect Magic spell counts as a single task. So does fighting for one battle. If the gnome is called upon to Identify he can do so as a level 6 Magic-User, requiring no spell components and only a single round. This counts as three tasks and can be used only if he has three tasks to give. If he identifies a cursed object he is unaffected by it, and describes a false set of magical powers.
Delmar’s Traveling Camp
Made of canvas, this 1’ square of cloth is embroidered with the scene of a tent camp. When shaken out, a sparkling glitter fills an area 20’ radius around the user. Inside this area, the user can create one of two camp types:
Type A: Four one-man tents and two small campfire circles.
Type B: One large three-man tent and a medium campfire circle.
Type C: One two-man tent and a large campfire circle.
Campfire circles each burn for one hour and remain hot for cooking for another hour, unless fuel is added to them. The tents are of good quality cloth, and are solid enough to withstand a Gust of Wind spell and warm enough to keep people inside alive during a heavy snowstorm.
The camp comes with three summoned bodyguards, human Fighters of level 2, equipped with Chainmail, Shield, Metal Helmet, and Spear. They have abilities as normal humans, but are immune to mind-affecting magic.
The goods and people summoned disappear if taken more than 30’ away from the edge of the camp, if sold, or if destroyed. Slain or destroyed articles cannot be summoned for three weeks – the camp appears without them. The camp otherwise lasts 9 hours and can be summoned once daily.
Dignard’s Work Crew
A miniature pickaxe an inch across, when rapped on a stony surface three times this charm summons a dwarven work crew complete with tools and working songs.
The crew consists of five dwarves of 2 HD, each with +6 in Mining, Lumberjack, Mason, Blacksmith, and Carpenter. Each is a specialist as well, gaining an additional +3 to one of those skills. Each dwarf can be identified by his skill because they refer to each other by the skill as if it were their names. A small metal insignia on his leather and metal cap shows which specialization each dwarf favors.
The dwarves come with enough hand tools for each to do every job, 2 wheelbarrows, ten buckets, five lanterns, two portable forges, and a small cart.
The workers disappear under many conditions: if they are attacked, when the summoner dismisses them, when their time expires, or if people nearby begin to talk of using them for some dangerous enterprise (such as walking down a hallway one by one setting off all the traps). Slain workers cannot be summoned for three weeks; they do not appear when the rest of the crew does. All equipment summoned disappears when the crew does, regardless of magical protections or planar boundaries.
The workers stay when summoned for up to six hours, during which time each does as much work as a human laborer would in 18. The work crew can be summoned every other day.
An exquisitely-crafted statuette of a dragon. The Potioneer is a personal assistant with a very specific purpose – it feeds the owner potions when needed. Think of the statuette as the home for the almost-incorporeal creature.
In times of peace, the little spectral dragon perches on the owner’s backpack and watches everything going on around. It can’t talk, and does not warn of attack, but it carefully catalogues the owner’s stash of drinkables. It knows where they are kept, what they do, and in what situations the owner would like to have them administered.
In dangerous times, the potioneer clings to the owner’s potion belt, waiting for the perfect time to pull one out, unstopper it, and race up the owner’s clothing to his shoulder. It then waits for the owner to open his mouth before sloshing the potion into it.
Effectively, the potioneer uses up all its actions every round caring for the owner. It cannot feed potions to anyone else, nor can it take potions from anyone else. It administers a single potion every round on the owner’s initiative. The owner gets to choose which potion, or even if a potion will be taken at all.
The potioneer can be struck, but the quick little dragon is at -10 to be hit. Since it’s incorporeal, nonmagical weapons have no effect. If the dragon takes even a single point of damage, however, it disappears until the next sunrise. At that time it pops out of the statuette, yawns, and asks if the owner found any new potions in the mean time.
Note that the potioneer can be asked to deliver other drinkables besides magical potions. As an example, if the owner were left out in the desert with all his gear, but tied up so he couldn’t reach his water flask, the potioneer could get it for him. It could not untie him, tell him a story, yell for help, or do anything not related to giving him a drink.
Incredible Merchant Man
The merchant-man is a figurine of a man next to a crate. When summoned, the figurine becomes just a crate. The merchant appears and accepts whatever goods the summoner gives him, up to 100 pounds of goods and up to 10,000 GP in money. The merchant can be given instructions to buy or sell things at a certain price, and will not deviate from that price. He can appraise within 1% of its true value without fail, but cannot detect or identify magic. He can detect counterfeit coins 99% of the time as well.
The merchant-man will buy goods until he contains more than 10,000 GP in money or gains more than 100 pounds of goods, or if it has no more stock or no more money. He can be told to hold things that are not for sale. If the merchant would purchase an object that would put it over 100 pounds or down to zero GP in money, or if he would sell an object that would place him above 10,000 GP in money, the merchant fails to carry through the transaction and disappears as normal. If the merchant sells his last sellable object he disappears.
All money and goods are stored in a non-space that is not extradimensional, and cannot be accessed by anyone but the figurine-holder and the merchant. If the merchant is attacked, the merchant disappears. In any case, one month after the merchant is summoned it disappears.
When the merchant disappears, all remaining goods and coins stored appear at the summoner’s feet – no matter how inconvenient this is at the time. The figurine then becomes the merchant with crate again.
The merchant-man counts coins, paper money, gems, etc. as “money”. Bars of silver or gold are a trade good, not money, because they’re of an inconveniently high value. Grain, even if used commonly in trade, is a good and not money because it’s inconveniently bulky.
If the merchant is covered by an Anti-Magic Field or is Dispelled, he disappears as normal. The only possible way to raid the merchant-man’s inventory is through Limited Wish to steal one item or half the money, or a full Wish to steal either all items or all money. If either occurs the merchant-man disappears with the remaining valuables as normal.
An Obsidian Oracle is a statuette of a bald man sitting cross-legged, wearing a toga or similar wrap. The oracle has a tiny slot in the statuette where a rolled paper can be stuffed. The oracle will destroy the note and attempt to answer the question written on it. The answer is audible as if the statue spoke it. The message is destroyed in a puff of flames whether it was a question or not.
The oracle tries to use ESP on the questioner, searching for forgotten or overlooked information. If it can manage an answer with that information, and it’s an answer that the questioner doesn’t have, the oracle offers it.
The oracle can decide if Augury, Legend Lore, or Contact Other Plane would be the minimum necessary to discover the answer. If the ESP fails to discover an answer that the questioner doesn’t already know, or if there is no information, the oracle uses one of these powers. It activates the least power first, and gives the resulting answer. If the spell is not powerful enough to get an answer, the oracle intones “the answer is hazy.”
If the oracle is asked the same question again, whether it gave a useful answer or not, it attempts to use the next most powerful ability that would be appropriate.
It can use ESP any number of times per day. It can use Augury 5/day, Legend Lore 3/day, and Contact Other Plane 1/day. If it cannot use the necessary ability, and cannot use a more powerful one instead, it answers “the stars are not aligned – ask again later.”
This ivory figurine of an igloo sparkles in even a little light. If it’s resting against something white or mostly white, it turns bright blue and flashes blue lights visible over a hundred feet away in the day, or a mile away on a plain at night.
The Igloo can be placed on the ground and tapped three times, to cause it to grow into a snow-block igloo with a hard icy interior and a small side-door made of a sheet of ice. The igloo is 10’ across outside, with 1’ thick walls, and can contain 4 people. It provides excellent shelter in sub-zero temperatures but does not form otherwise. It also does not expand to cause damage or move objects.
The igloo remains for up to 12 hours per day, in multiple stretches if desired. The way to return it is to be inside the igloo and strongly stomp on the ground three times. The igloo rapidly dissolves, leaving the figurine behind and melting snow within 10′ and ice within 1′. It begins to flash if not picked up within one minute and if it’s on a white substance as described above. A damaged igloo cannot be recalled for one week.
Sea-Chest of the Sailor Apes
When this chest is closed and rapped strongly, it opens and releases 12 standard apes, each with IN 10 and +4 Sailor skill. One of the summoned apes will always be a navigator, with +4 Navigation skill. The apes return to the chest after 8 hours. If one is slain, it cannot be summoned for 3 weeks.
A variant item is the Sky-Chest of the Sailor Apes, which provides 12 apes with Sky-Sailor skill instead. One of the apes is always a navigator as above.