1.
- A military jacket tied to a broken banner pole. When thrown to the ground it causes the enemies of the holder to allow them to leave. The fugue will be broken if anything other than retreat happens.
- A hand mirror, somehow undamaged from the surf. Shows a normal, non-sinister reflection. If broken the shards will sin around the holder of the mirror, directable by pointing the empty frame. This lasts for several minutes and causes damage as a spear, automatically since the cloud of glass is large and pointy.
- A rusty sword. The rust is so thick as to make it hard to tell the details of the weapon. Surprisingly heavy and hard, damage as maul, counts as silver. If the sword it battered against a hard surface the rust will start to fall away. Once it cracks off the insides of the sword will be revealed as a silver which bubbles and boils on contact with air. The vapours inflict sleep on any within sniffing distance. Test luck or sleep until receiving a kiss from your true love.
- elixir of shamazam
- Robe of Office. Made of mink, can summon minks? i dunno
2.
- Golden hanging scales. Doesn't measure weight but acquaintance. The closer an object is to the anointed, the lighter it is. A single hair will do for the purpose.
- Stuffed rabbit, poorly realised. If opened, sawdust and rusty nails will come out in unlimited quantities.
3.
- A bunch (3d6) of shrunken heads tied together by their hair. If one of the heads is cut from the bunch and allowed to drop to the floor it will grow a shrunken body to match its shrunken countenance. They can be commanded like very clever dogs, simple commands and whatnot. Skill 7, Stamina 12, damage as medium monster, never heals, immune to magic. Throwing the whole bouquet on the ground does nothing, they must be cut. Once all the heads are detached from the knot of hair, the knot can be boiled in any liquid to turn it edible but foul tasting (counts as provisions). Reusable.
- Rake of Monogenes. A very large four pronged gardening tool requiring significant effort to carry (fills 4 inventory slots). It has a wooden shaft encrusted with coral and limpets and a blackened iron head.
4.
- Entwined Statue of Simon the Unbeliever. One of a pair. Whatever happens to one happens to the other, and the other piece of this set is currently sitting in the public stomach of The Great Nutrient, quietly fizzing away much to bathers amusement. The statue on the shore of the demon sea is glistening below the waist with what can be confused with water, but is in fact a painful acid that sticks to and dissolves flesh rapidly. Anyone interfering with the statue must test their luck or get some on them, which will burn intensely (as dagger, per minute) until neutralised. This require at least two provisions worth of water or running in to the demon sea to bathe it (feel free to introduce some natives if they do this). The goo can't be wiped off for long, since it is from another place and constantly refreshed, it can however be collected in glass containers and used later.
5.
- Handkerchief of Rangda. It looks like a bit of balled up, soggy, silk, which it is. However it is also the lost handkerchief of Rangda, queen of the Leyeks. Anyone who thinks to use the handkerchief to attack anyone (and there is nothing about the handkerchief that would suggest this to be sensible) will find its stats as follows:1234567+3612244896ALL OF IT EVER
- Crowned head of a giant statue made of verdigrised copper. Large enough to live in (roll a random encounter or something if they enter it)
- A bone fishhook the size of a ship's anchor. If you can somehow cast it it will always catch something.
- Ornamental ceramic bell with no clapper. When rung it extinguishes fires within 24 feet.
6.
- Trousers of Scale. These metal trousers are a thick and sturdy mesh of metal scales, polished to a chrome shine regardless of the salty brine they sit in. They fit any bipedal wearer snugly. If your armour was not at +2, then these trousers will cause it to be so since they are very sturdy. This will come with all the usual penalties associated with armour, such as swimming and sneaking and sleeping. They are also quite sinister and hungry.
Every day you wear the trousers they will become tighter (d3 stamina loss), gradually crushing your flesh away, sieving it through the scales until it hugs your bones like new and shiny flesh. This takes about a week and won't kill you. Eventually you will have scrawny metal legs.
They will resist being removed, requiring the wearer to sacrifice a significant and debilitating amount of flesh with them. Those looking to remove them will permanently lose d6 stamina/day worn due to the trousers stripping the skin and muscle from their legs.