Blowgun
of wild emotions
This item is a blowgun
3½? in length,
made of a light, strong,
blue metal similar
to mithral. At unpredictable
times the
metal changes color, sometimes
glowing or
even growing fur or scales.
None of these
changes affect the powers
of the blowgun.
Its range is normal for a
blowgun, as per
Unearthed Arcana,
page 28. Only seven
such blowguns exist.
Any dart fired from one of
these blowguns
is briefly enchanted to cause
emotional
changes in the creature struck
by it.
When a creature is hit by
such a dart, roll
on the following chart for
the dart?s effect:
| 1d100 | Effect |
| 1-10 | Envy |
| 11-20 | Greed |
| 21-30 | Pride |
| 31-40 | Hatred |
| 41-50 | Paranoia |
| 51-60 | Love |
| 61-70 | Sloth |
| 71-80 | Euphoria |
| 81-90 | Sadness |
| 91-00 | Lust |
This item affects any being
with an
intelligence of 5 or greater
who fails a
saving throw vs. spells after
being struck.
Darts fired from this blowgun
do no physical
damage. A jester is automatically
proficient
in the use of this (and only
this)
blowgun. Only one dart may
be fired per
round, and only one emotion
can affect a
being at any one time. The
duration of
effect of these emotions
is one turn. PCs
struck by these darts should
be roleplayed
to an extreme; while these
emotional
effects have no real game
effect, they
can create remarkable role-playing
situations.
Anyone other than a jester
who uses
this item finds that it functions
as a normal
blowgun.
XP Value: 100
GP Value: 500
This 9? X 12? tome is leatherbound
and
appears to be quite thin.
It is a magical
study of insulting comments
and gestures
that a jester can make toward
all known
intelligent races and creatures.
The
jester
need merely state the race
that he wishes
to insult and open the book
to receive the
information. The jester using
this item
must fluently speak the creature?s
language
(or a mutually known one)
in order
to properly insult it. The
insulted creature
must save vs. spells or else
have a 90%
chance of being filled with
magical shame,
causing the creature to flee
and hide for
2-12 rounds. There is a 10%
chance that
the taunting enrages any
listener of the
appropriate species, causing
it to chase the
jester regardless of other
circumstances in
an attempt to attack the
jester in hand-tohand
combat. The enraged victim
makes
all attacks and saving throws
at -2 from
his blind, all-consuming
rage. Only a jester
may read and understand this
book.
XP Value: 250
GP Value: 1,250
Extendable
band of enjoyment
This device is an iron rod
18" in length
with a hand mounted on the
end. The
hand is wrapped in leather
and feels
warm. The hand is also jointed
as a normal
hand, and can grasp objects
like a
normal hand with 18 (nonpercentile)
strength upon mental command,
so long
as it is held by a jester.
In addition, the rod
can extend up to 30? at the
jester?s mental
command, without gaining
any weight.
The jester can mentally create
two different
joints (or elbows as it were)
in the rod
wherever he wishes. The extendable
hand
can be used to pick pockets
at the same
chances for success as the
jester using it
has, but it cannot catch
hurled objects.
XP Value: 300
GP Value: 1,500
Larynx
of deafening
This item appears as a small
patch of
leatherlike material, approximately
2? X
4?. When placed against the
throat of a
jester,
it adheres to his skin and magically
blends so as to be indistinguishable
from
the jester?s throat. A jester
with this magical
larynx attached is able to
yell at incredible
volume. Furthermore, the
yell is both
audible and understandable
at up to three
miles distance. Anyone within
an enclosed
space 100? across or less
who hears this
shout (with no solid interposing
barriers)
must save vs. spells or be
deafened for
3-30 turns; the jester is
immune to this
effect. The larynx is removable.
XP Value: 250
GP Value: 1,250
Magical
paddleboards
Although magical paddleboards
come in
a variety of types, all look
like normal
paddleboards. Such a paddle
is 1' long and
made of wood, thus being
quite susceptible
to fire
damage but never from impact
damage (such as from falling,
or normal or
crushing blows). The string
appears to be
made from interwoven sinews,
and the
paddleball is usually an
opaque crystal
that is resilient and nearly
indestructible.
Only jesters may use these
items. When a
magickal paddleboard is found,
roll upon
the Paddleboard Table to
determine its
powers.
| 1d100 | Paddleboard | Range | Restrictions | XP Value | GP Value |
| 1-60 | +1 | 5' | - | 50 | 250 |
| 61-75 | +2 | 10' | - | 100 | 500 |
| 76-83 | +3 | 15' | Usable by jesters of 3rd level and above | 150 | 750 |
| 84-90 | +4 | 20' | Usable by jesters of 6th level or above | 200 | 1,000 |
| 91-95 | +5 | 20' | Usable by jesters of 9th level or above | 275 | 1,375 |
| 96-99 | +5 | 25' | Usable by jesters of 11th level or above | 290 | 1,450 |
| 00 | +6 | 30' | Usable by jesters of 13th level or above | 300 | 1,500 |
Magickal paddleboards can be used to
batter opponents up to 3 times per
round, using either the paddle or the ball.
The damage caused per hit equals 1 HP
+ the magickal bonus of the paddleboard
and the jester's strength bonus, if any.
These items can become quite deadly in
the right hands! Once per round,
a jester
can attempt to stun a human, demi-human,
or humanoid foe with his paddleboard or
paddleball. The base chance for
success if a hit is made 5%, modified by
+2% for every magickal plus of the weapon
and +1% per jester level.
The sinew thongs are normally 1? long,
lengthening magically to their full range
during use. The range given for each
paddleboard cannot be exceeded by any
means, and paddleboard strings are impossible
to cut.
Paddleboard
of wondrous trans formations
This paddleboard appears much the
same as other magical paddleboards, but
it
holds much more power. Sometimes it will
have the form of an animal or monster
carved on the back of the paddle. The
paddleboard of wondrous transformation
may strike once per round at a range of
up to 15', its sinew cord stretching in
the
same manner as other magical paddleboards.
When struck, a target creature
takes no damage but must save vs. polymorph
or else be polymorphed into a new
being of some sort for a duration of 6
turns. All items the victim possesses
ar e
polymorphed into that shape as well.
The
affected being (if the new form allows)
retains all spell-casting and fighting
powers, and undergoes no CHANGE(Uriah Heep)
in
personality, knowledge, or intelligence.
No
innate powers of the new form are gained,
except for those normally gained by the
use of a polymorph
self spell. This paddleboard
is a dangerous weapon, for it is
impossible to predict what shape the
affected creature will assume. When
a
creature is struck, consult the Paddleboard
of Wondrous Trans formations Table.
A particular creature may be polymorphed
only once per day. No systemshock
roll need be made by the victim. In
some forms, all the victim?s previous
powers are lost for the duration of the
transformation; for instance, even a 20th.
level mage is nearly helpless as a rot
grub,
having no hands, mouth, or components
with which to cast spells.
It goes without saying that the paddleboard
of wondrous transformation is not
always a wise weapon to use. Turning
your opponent into a purple worm during
a bar fight is considered bad form by the
other patrons. This is a weapon that
works only in the hands of a jester.
Table 2
Paddleboard of Wondrous Trans formations
Table
| 1d100 | Creature |
| 1-2 | Piercer |
| 3-4 | Leucrotta |
| 5-6 | Wight |
| 7-8 | Purple worm |
| 9-10 | Iron golem |
| 11-12 | Orc |
| 13-14 | Giant centipede |
| 15-16 | Blink dog |
| 17-18 | Hydra (8-headed) |
| 19-20 | Frost giant |
| 21-22 | Will-o-wisp |
| 23-24 | Catoblepas |
| 25-26 | Giant fire beetle |
| 27-28 | Subterranean lizard |
| 29-30 | Nightmare |
| 31-32 | Copper dragon |
| 33-34 | Bronze dragon |
| 35-36 | Elder titan |
| 37-38 | Lizard man |
| 39-40 | Gargoyle |
| 41-42 | Giant poisonous snake |
| 43-44 | Giant slug |
| 45-46 | Ki-rin |
| 47-48 | Ogre |
| 49-50 | Shadow |
| 51-53 | Elf |
| 54-55 | Otyugh |
| 56-58 | Hobbit |
| 59-60 | Hill giant |
| 61-62 | Rust monster |
| 63-64 | Lich |
| 65-66 | Giant weasel |
| 67-68 | Minotaur |
| 69-70 | Troll |
| 71-72 | Type II demon |
| 73-74 | Umber hulk |
| 75-76 | Vampire |
| 77-78 | Carrion crawler |
| 79-80 | Black pudding |
| 81-82 | Rot grub |
| 83-84 | Storm giant |
| 85-86 | Troglodyte |
| 87-88 | Anhkheg |
| 89-90 | Brown mold |
| 91-92 | Gorgon |
| 93-94 | Beholder |
| 95-96 | Medusa |
| 97-98 | Mind flayer |
| 99 | Skeleton |
| 00 | DM's choice |
XP Value: 3,000
GP Value: 15,000
Random-target
daggers
These normal, if somewhat exquisite,
throwing daggers
are +2 to hit and damage,
and function normally if used in
hand. There is a catch: If thrown, the
daggers pick their own targets. Whenever
thrown, everyone within a range of 3?
(including the jester) is counted as a
potential
target, up to a maximum of the 20
closest creatures. An appropriate die is
then rolled to randomly determine the
target. The usual steps for ?to hit? determination
are then followed. To most people,
these daggers would seem evil or cursed,
but they are weapons which jesters love
in
their own mischievous ways. Random
target daggers are usually found in groups
of three.
XP Value: 200 each
GP Value: 1,000 each
Playthings of the Roller Hoopers
These objects have
been handed down
through the generations
for hundreds of
years. They are a
pair of roller skates and
a hula hoop, both
hot pink in color. If
found, the DM should
describe these
objects without giving
away their true
titles or functions,
as adventurers don't
know what these objects
are. Both items
are unique.
Skates
of the Roller Hoopers
Any jester
wearing these skates can
move at a rate of
24" over any surface
(water, mud, stairs
going down, etc.) --
even over walls or
ceilings. When doing
so, a strange, soft
sound may be heard -
one that resembles
the purring of a giant
cat (it's the whirring
of the skates). These
function as normal
skates for anyone else.
XP Value: 3,000
GP Value:
15,000
Hula-hoop
of the Roller Hoopers
Once this hula-hoop
is set in motion, it
can only be stopped
by the jester using it.
The hula-hoop cannot
be grasped, and it
has AC -2 and 35
hp if it is attacked by
an opponent of the
jester using that hoop.
The hoop unerringly
deflects incoming
missiles as if the
jester had a protection
from
normal missiles spell cast upon him.
Additionally, the
hoop blocks 10 hp of
magic missiles cast
against the jester per
round, and reduces
all damages from
giant-hurled boulders
and seige-engine
missiles by half
if they strike the jester.
Damage-causing spells
with areas of effect
(like fireballs)
can penetrate the hoop?s
defense to harm the
jester, but even their
damage is reduce
by 1 hp per die of damage.
Harmful gases are
dispelled within 5?
of the jester using
this hoop. When the
hoop performs these
functions, it moves
so fast as to become
a blur. In addition to
these powers, the
hoop also deflects an
opponent?s handheld
weapons to such a
degree that the hoop
is the equal of bracers
of defense AC 2 in
effect.
If both the skates
and hula-hoop are
owned, the combined
effect of using these
two objects is to
add another + 1 to the
jester?s initiative
die roll.
XP Value: 6,000
GP Value: 30,000
Tome of the
fool
In the hands of anyone but a jester, this
book is a 9? X 12? leatherbound book of
approximately 100 pages. In the hands
of a
jester, the tome of the fool radiates a
hot-pink
glow that is visible for up to 100
yards around.
By careful study of this tome over 1
month, a jester may gain enough XP
to place him at the midpoint of
the next level of experience. The
tome
works only once before disappearing, and
that jester may never again utilize any
tome of this sort. Any person other
than a
jester who reads this book immediately
becomes a Wit
(no saving
throw allowed).
XP Value: 8,000
GP Value: 40,000
Tome
of the humorous perspective
This book looks exactly the same as the
tome of the fool, and it is usable only
by
jesters. Like the tome of the fool, anyone
who is not a jester and who reads it immediately
becomes a Wit.
When read, this book enables a jester to
attain a different outlook on things ?
one
in which death and other morbid topics
are merely punch lines in the great game
of life. The jester, because of his calm
control of the situation, receives an extra
+ 10% modifier to his morale-changing
ability (special ability
#6 in the description
of the jester NPC class in the Best
of
DRAGON® Magazine Anthology <IV>).
The same
jester may cast friends and charm person
once per day in addition to his normal
spell-casting abilities. Finally, the reader
of
this tome is forever immune to emotionchanging
spells involving fear, hate,
despair, discord, hopelessness, and rage,
as
received from symbols or emotion spells.
XP Value: 4,000
GP Value: 20,000
Yo-yo of fate
This yo-yo looks like a normal yo-yo of
a
bright cherry-red color whose string
glows faint yellow. This magical yo-yo
adds a + 1 to all of a jester's saving
throws
and +2% to all normal jester abilities
when carried by that jester.
Most of the
time, it functions as a normal yo-yo. However,
when the jester desires, the yo-yo
allows its owner to alter fate during the
course of a day. A particular 1d20 die
roll,
made for that jester?s combat or savingthrow
purposes, is chosen and altered (but
only before the roll is made). The jester
then uses his yo-yo to ?get lucky.? When
used to alter fate, the yo-yo?s string
permanently
shortens by 1? for every + 1 bonus
added to the die roll to be altered. Note
that the yo-yo of fate does not guarantee
that a die roll will succeed; it merely
adds
to the chance involved. The yo-yos come
with strings of various lengths. When such
a yo-yo is found, roll on this chart:
| 1d100 | String Length |
| 1-60 | 3" |
| 61-80 | 5" |
| 81-90 | 9" |
| 91-95 | 13" |
| 96-98 | 17" |
| 99-00 | 20" |
If such a yo-yo?s string is too short to
permit the size of the die-roll bonus asked
for (e.g., a 2? string cannot allow a +5
bonus on a die roll), then the yo-yo grants
the maximum bonus it can allow (in the
above case, a +2 bonus) and vanishes
forever. No jester can use or own more
than one such yo-yo at a time.
GP Value: 6,000 per inch
XP Value: 500 per inch
JUNE 1988