Spell: Glyph of Warming: When you cast this spell, you inscribe a glyph that warms items or other
creatures, either upon a surface (such as a table or a section of floor
or wall) or within an object that can be closed (such as a book, a
scroll, or a Treasure
chest) to conceal the glyph. If you choose a surface, the glyph can
cover an area of the surface no larger than 10 feet in diameter. If you
choose an object, that object must remain in its place, if the object is
moved more than 10 feet from where you cast this spell, the glyph is
broken and the spell ends without being triggered.

The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You
decide what triggers the glyph when you cast the spell. For glyphs
inscribed on a surface, the most typical triggers include touching or
standing on the glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or manipulating the
object on which the glyph is inscribed. For glyphs inscribed within an
object, the most Common
triggers include opening that object, approaching within a certain
distance of the object, or seeing or reading the glyph. Once a glyph is
triggered, this spell ends.

So yeah, a magical glyph that produces a pleasant warmth, great for reheating leftovers or warming up after going out adventuring when it’s a bit nipply out.

would anyone like a nice warm glass of grungnort?

fishpercolator:

fishpercolator:

fishpercolator:

Here you guys go,

this may take a while…

snip

glorp!

Item: good ol’ pitcher of Grungnort, a magical liquid that acts, upon consumption, as a full day’s ration. While a liquid, it behaves like thick tar after sitting in any single container for a while, and attempting to pour it from its container results in a long tendril which fills the receiving container and remains stationary, and must be cut to be consumed, where it will become more viscous, similar to honey, until it sets again. It is bland and unpleasant to drink due to its thick nature

(submitted by @that-one-hunters-wife)

Item: Helm of the Id; grants a medium-sized humanoid a pair of size-class-small arms and a mouth that gives voice to its Id, yelling threats and repressed urges. With a successful Will save the wearer can control the arms, but the mouth has a mind of its own, capable of speech but usually more interested in yelling, biting enemies, and eating/drinking (anything it consumes is deposited down the back of the wearer’s neck).