Argyle's Robe of Bundling: a +1 robe of protection that allows the wearer to bundle, at will, any sack, pack, or loose roll of gatherable objects into a portable packet, held together by a complex criss-crossing diamond pattern of magically summoned twine.
Herringbone's Robe of the Deep: +1 robe of protection which allows the wearer to breathe under water; the wearer also gets +1 to hit under water, and adversaries get a -1 penalty to saves vs. spells cast under water by the wearer.
Dogtooth's Robe of Disease: a +1 robe of protection which allows the wearer a 5% chance to infect an opponent with rabies every time the wearer scores a hit with a dagger.
Gingham's Robe of Feasting: +1 robe of protection which allows the wearer to create food and drink for up to eight people once per day.
Grenfell's Impermeable Robe: a +1 robe of protection, which has the virtue of shedding all liquid. In particular, it protects the wearer from all liquid-based attacks – e.g. acid, poison, oil – that are thrown, shot or sprayed upon him, causing the liquid to roll right off. Does not protect the wearer against such liquids if they are coating weapons or needles that successfully hit him.
Paisley's Robe of Swirling Winds: a +1 robe of protection which allows the wearer to kick up a soft swirling breeze at will. This weak, localized cyclone has a 5' radius, and will kick up leaves, dust, paper, or similar lightweight materials, spinning them about up to a height of four or five feet. The cyclone can be moved along the ground or floor by the magic-user at a speed equivalent to his own movement rate.
Digicam's Robe of Concealment: a +1 robe of protection which allows the stationary wearer to blend into the background of his surroundings.