The Outpost World of Tydor, shrouded in its cloak of mists and silence. Once people lived here, but no more, and not a clue to where they went.
A wretched entity of the frozen lands, the WinterKill is the remnant of a mortal left to die in despair and endless cold.
Where the ships float, empty, and the ocean lay wide and empty, where the northern lights shine and the winds chill live the Gesthari. Wraithlike predators who ride the storms.
The counter to the effects of the Barrenfield Oaks. It converts sunlight into the ingredients necessary for a healthy soil.
This is an acorn of mass destruction. It’s stored in a small box with room for six but only containing the one.
The wristbands look ordinary. Sure, they may be a couple centuries old, but they weren’t iron. They were another, magical metal, and they were strong enough to stop even the biggest sword, if you’re fast enough. But they also draw the attention of another, who will hound you to your grave.
The leather has held out nicely over the years, of course, it’s magical. And their surefootedness is quite remarkable. Pity everyone thinks you’re daft for wearing them.
A slightly worn looking, and rather thin book. Its cover is red, but also holds some inset jewels, and the words “Eventful Evenings with Magic” written on the cover in gold leaf. While not a misnomer, it is interestingly deceptive.
This small orb, perfectly spherical, a deep, but transparent red, and very reminiscent of a standard marble, but also holds and imp who can also speak to the mind of whoever holds it. It is one of a set.
A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.
When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,
Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir