28) The Bizarreness Magnet: The bizarreness magnet appears to all inspection to be an ordinary leather pouch. Once per day it teleports some unattached object into it without the wearers knowledge. No object can be teleported twice.
29) The Imp of Couriousity: This small lead ring grinning devil effigy on it, turns into imp up to once per day whenever its wearer becomes courious but is unable or unwilling to act upon thier couriousity. This imp has the power both to change its appearance to resemble wearer and to become invisible. It cannot be seen by the wearer of the ring at any times. The imp immediately does whatever thing the person was courious about.
30) The Napsack of Packing: Upon a command phrase, this large multicolored kerchief, gathers all loss objects under 1lb. within 5', and folds and ties itself into a small secure bundle. Once tied together, the bundle never weighs more than 8 lbs. though it can hold up to 8 cubic feet and 200 lbs. of material.
31) The Dancing Walking Stick: This ordinary appearing walking stick is actually a fearsome weapon. Whenever its owner is insulted or threatened, it animates and begins repeatedly striking the offending party on its owners behalf - with or without thier permission. The stick attacks as a +2 baton (damage 1d3+2, crit x2), as weilded by a fighter of the owners character level with the weapon finese feat and 18 DEX (+6 to hit (+2 enhancement, +4 dex)). The stick continues to attack for 4 rounds, but then must rest for 1 hour before attacking again.
32) The Parasol of Devouring: This umbrella appears to have been once of a fine make, but now appears shabby and worn - as if discarded by its owner some time ago. The parasol is actually a living creature of a mildly malicious disposition. Whenever left unattended, it unfolds and grabs small objects and perhaps even tiny living creatures (treat the Umberella as a small aberation with 2HD, improved grab, swallow whole, and fast healing 1), which it then devours into an extradimensional space for digestion. The creature has difficulty digesting metals, which it will regurgitate silently 2d6 days latter, but all other materials are gone forever in the same period of time.
33) The Gremlin Cap: This multicolored pointed hat appears to be a fools cap or other similar sort of costume peice. It is the home of a tiny fey creature that delights in making mischief, particularly with machines and other complex devices. (Use stats for a Quickling, but give it the ability to cast confusion and shatter 1xday each). Three times per day the wearer of the cap can call forth the creature to perform a service for the wearer. However, the user can only order the creature back into the cap twice per day, and furthermore, if allowed to remain outside of the cap for more rounds in one day than its wearers charisma, the beast becomes free to act how it likes until the next sunrise.
34) The Wand of Pies: By expending one charge, the wielder of this wand conjures forth a large cream pie which then is hurled up to 45' toward the face of any target (make a ranged touch attack). If successful, the target is blinded until it can take a standard action to wipe its face. Furthermore, any humanoid with 8 or less intelligence that witnesses this attack must make a will save (DC 13) or fall prone and be stunned for 1d3 rounds in a fit of laughter.
35) Ring of Human Influence:
