Looting the looters (my group stay out!)

Junque

Golden Abacus (with gemstone beads)
Archaeological model of stonehenge (or the stone capping where the giant worms are imprisoned).
Golden Armillary Sphere ("Observatory")
Astrolabes ("Observatory")
Azimuth Circles ("Observatory")
Catapults, Miniature (scale models) on a snad table
Compass, Mariner's (Captain's Quarters)
Dulcimer (Music Room)
Guillotine, Miniature (Sand table)
Hourglasses, Ornate ("Observatory")
Lute (Music Room)
Magnifying Glasses
Octant (Captain's Quarters)
Pipes, Wooden (Music Room)
Printing Press (Near Library)
Nautical Buble Sextant (Captain's Quarters)
Brass Ship's Bell (Captain's Quarters)
Spectacles
Sundials ("Observatory")
Sunstones ("Observatory")
Telescopes ("Observatory")
Tin Soldiers (Miniatures on Sand tables)
Alembics (Lab)
Retorts (Lab)
Petri Dishes (Lab)
Tsimbali (Music Room)
Test Tubes (Lab)
Whistles

Items in the Music Room may be Stratovarius quality, if you wanna make'm treasure... Very difficult to transport without damage!
 
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Effect: Bracers of Armor
Description: Appearing to be a clear pile of chunky goop, this semi-living magic item radiates Abjuration magic and quivers in the presence of living flash. If any flesh (living or not) is pressed into the pile, the goop begins to dissolve the flesh. This is painful. Removing the flesh in question stops the effect. If the victim allows the goop to continue, the goop will dissolve about 2 pounds of flesh right down to the bone, replacing the dissolved flesh with clear goop. At the end of this process the victim/user will take 1 permanent point of damage and has had a section of its flesh replaced with see though ooze and gains +X force armor. The ooze functions as the user flesh but will dissolve any other materials it contacts (ie it takes up a magic item slot).

Ornate Sword and Scabbard, aura of Conjuration and Evocation. Identifies as (A powerful weapon), however anyone examining the weapon can tell that this sword has no edge and clearly is a show weapon. Anyone wielding the blade, notices how unwieldy and generally useless the sword is as a weapon (-4 to hit, 1/2 damage). Due to a flawed construction, the scabbard carries all of the enchantments, while the blade carries none. As long as the sword is in the users possession the scabbard may be used as a Club with all of its weapon enhancements. The scabbard loses all power when more than 5 feet away from the blade.

The Legendary Gilded Brain Spoon and Cranium Saw of Lord q`Mahsary, notable Illithid Gourmet. Enchanted with only a minor magic, and worth a small forture to certain collectors.

A small jar labeled "Elf Bullion" filled with 8 small yellow cubes. Once added to boiling water each cube functions as a Cure Light Wounds or 4-5 people. Elf tastes like chicken.

A Giant-sized bracelet that reduces size without reducing the user's strength.

Ghoul Magic!
A Bone saw with a thread needle attached. Two beings each remove and arm with the saw and reattach the other beings arm to there self with the thread. Once done the two beings are linked by a Shield Other effect, or, alternately, linked by a Mindlink

Carved Bone Rod, identifies as a Rod of Cure Critical Wounds with unlimited charges. Sadly identify doesn't illuminate the restriction that it only heals damage done to dead flesh. Used on living or Unliving flesh the Rod has no effect.

A large Mirror Fashoned of a brue metal, anyone looking at there reflection sees themselves as a festering, decaying True Ghoul! Of course it works the other way if you were already a True Ghoul. Somebody's step-mother would pay a pretty penny for a mirror that shows your opposite self.

Intelligent Evil sword with the Undead-bane ability and the Special Purpose to protect the Whire King or his inheritors. Nolin accidently inherits the White Kingdom when he casually sits in the dead king's throne.
 

More Magic

A small (size Medium) Man-catcher, wielded by the Ivory King's Jester, which Reduces the target to a size small enough to fit in the Jester's hand... By now, he has quite a collection of "little people"! :p
 

More Weapons

Copyright © 2000-2003 by SteveC. All rights reserved. Permission for personal, non-commercial use granted.

The AnyWeapon - Upon speaking the proper command word, as a Standard Action, the wielder may command this weapon to become any type which they are able to use. AnyWeapons may be found in any form, from +1 to Epic level, and with any other weapon enchantments (Flaming, Returning, etc., although the restrictions on which types of weapons may utilize any particular enchantments still apply).
 

Intrope said:
Also, a Dinner Table of Regeneration

Hah, that's excellent. They should find it in the main keep, with a completely insane but otherwise physically healthy drow or something chained to it. He's surrounded by plates and silverware, but there's not a scratch on him. It should slowly dawn on them what's going on here. I love it.
 

Musical instrument: A bizarre bagpipe-like instrument that can only be effectively played by someone with two hands and four tentacles, also a skilled bard can get some kind of music out of it with enormous effort. The sound is haunting and you would swear you can still hear it echo minutes after the playing ends. Enhances mind effecting spells for bards, as well a giving a few at will, e.g. Fascinate, Emotion.

A double headed sword: Each head is an intelligent weapon. The purpose of one end is to kill Good creatures. The purpose of the other is to kill Evil creatures. And they both can speak. Destroying one end is likely to harm the other.

A pool of enchanted mercury: It can be commanded to take any shape at will, similar to how one might use Stone Shape on rock but with much more detail with practice. It is possible to Scry through the pool, but the images formed are three dimensional shapes of shiny mercury.
 

Piratecat said:
intelligent ghouls
That reminded me of your de-ghoulification episode when the ghouls regained their human souls. Which gave me an idea for something that, unfortunately, can't really be considered treasure. Here it is anyway.

What if a ghoul retains some memory of its former life? Only subconciously perhaps, a nagging feeling that can't be pinned down, and which is triggered by familiar objects from its past. The ghoul might keep a few such objects - or, in a dimly-understood attempt to communicate something to its fellows, it might leave something for others to see.

So: In an out-of-the-way corner of a public square there is a strange collection of objects. Hanging from a wall and arranged on the ground nearby are such things as:
jewellery (nothing valuable of course)
shoes and other items of clothing
children's toys
portraits of living people
books (mostly children's stories)
musical instruments
and sundry things that are more commonly found among the living than the undead. There are also a few humanoid skulls hanging from the wall and more arranged in a ring around the collection.

This memento vivi has built up over time as various ghouls have contributed things that they have found. It seems to hold some meaning for the ghouls, and it has been gradually accumulating for a very long time, yet none of the ghouls can explain why it's there, or even recognize it as a sort of shrine to the living.
 

Still More Magic

Copyright © 2000-2003 by SteveC. All rights reserved. Permission for personal, non-commercial use granted.

Diadems of Elvenkind
These silver fillets worn upon the brow contain natural stones which emit a low-level luminescence, indistinguishable to Non-Elven eyes. To an Elf, however, it provides full-color vision in darkness, to a range of 2D6 x 10 feet. These are often enchanted with further sensory enhancements, although sometimes non-magical versions are used as simple "headlights" in the Underdark.
 

Still Yet More Magic (Sorta)

Copyright © 2000-2003 by SteveC. All rights reserved. Permission for personal, non-commercial use granted.

Ring of Supernatural Superciliousness
This ring, when worn, absolutely prevents the wearer from either using, or being affected by, spells of level 6+ (although Cantrips/Orisons and spells of level 1-5 work normally), although Touch spells cast upon themself, or "Self"-range spells cast by the wearer have normal effect.

Ring of Preternatural Protection
When worn, this ring absolutely prevents spells of level five or less from affecting or being cast by the wearer (with the exception of "Self"- and Touch-range spells which they cast upon themself).

Note that both are a mixed blessing, as they block healing spells from friends, etc.... Even Resurrection! ;)
 

Don't forget the Gogondy, a wine made by Priggle's people that contains ruby dust. It's strong, expensive stuff, and has a high possibility of giving the drinker a spontaneous 10th level divination spell, a vision spell, or contact earth or intermediate plane spell and gives temporary dex and int boosts.

Races of Faerun, p. 173 (There are lots of good ideas for deep gnomes in here, we can bring the book to the game day if it's one you don't happen to have and might like to see.)
 

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