This looks like an elaborately fashioned wooden egg-cup, but it is a powerful magical tool, used mainly by witches to conjure up spirits and familiars.
Bed, health, live, get well.
An Elven artifact with no other purpose but to spread hatred and mayhem.
A small door, often wood but sometimes metal or stone, that is a doorway to an extra-dimensional room.
Grothar’s oxen driking horn has an ornate silver encasement over the bottom half of the horn. The horn will turn saltwater into the finest dwarven ale.
A bronze bowl with warrior carvings around the outside of it. When used correctly it will allow the wielder’s spirit to venture out of thier body and go where it wishes.
A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?
Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character.