Hammer of Thor: This huge two-handed war hammer should be treated as a +2 maul whose attacks make a deafening blast. Unless countermeasures are taken, the target hit and everyone in a 10 feet radius must make a Save vs. Paralysis or becomes disoriented for the next round (-2 penalty to rolls and AC), and the Referee should immediately check for wandering monsters.
Head of Habram: If a gold piece is put in the mouth of this decapitated head, Habram animates for an exploration turn. He is able to converse in all languages and he detects every lie; however, he is rather moody, so a separate Reaction roll is made each time.
Mirror of Truth: This handheld mirror shows the true reflection of everything, essentially revealing shapeshifting, illusions, and invisibility of any kind.
Not So Lucky Handkerchief: Protects its bearer from four harmful spells. For each spell blocked, however, the handkerchief's bearer becomes enamoured with the next acquaintance they make.
Ring of the Emperor: This magical ring makes its wearer's equipment (including their clothes) invisible to the eye.
Sword of Hunger: The guard of this large two-handed sword depicts a demonic face with a gaping mouth, as if the monster was about to swallow the blade. It functions as a -2 magical weapon, but upon a killing blow it transforms into a +3 sword for as many rounds as the killed creature's Hit Dice.
Vials of Capricious Fate: Three vials containing fluids indistinguishable based on colour, consistency, or scent. Their effects if drunk are the following:
- grants superhuman strength for an hour; it also dulls the mind, meaning during this time no spells can be cast and one can only speak one's mother tongue
- grants immunity to all magic for an exploration turn, while dramatically increasing perspiration (-2 reaction and double chances of random encounter)
- turns one into an incorporeal shadow for an exploration turn; spells and and enchanted weapons may still affect the recipient
Wand of Sickly Green Lightning: Green lightning strikes out from the wand hitting the target automatically and dealing 2d6 damage. Every 1 on the damage roll means the wielder momentarily loses control over the dark forces and is dealt 1d6 damage.
Witch Steel Armour: The arcane symbols on this chain mail grant its wearer +2 bonus versus physically harmful spells (e.g. Fireball) but -2 penalty versus those affecting the mind (e.g. Charm Person).