A magical warhammer with an electrical history.
Will certainly not be suspected, a bad luck charm for everyone around.
You know that little voice in the back of your head that tells you when you’re about to do something stupid? Well, he’s here and he’s brought some friends.
A new twist on the deck of many things with it’s own card game.
A small door, often wood but sometimes metal or stone, that is a doorway to an extra-dimensional room.
A full bearskin, paws with claws, head and teeth and such, to be worn as a warm and comfortable cloak.
Oh, and the spirit of the bear can be summoned to fight along side you as well.
One of the things you always carry around, and never give it a second look. But even a second look would not help to reveal this one.
Nobody knows how many were made or who the creator was. It is only known that in need, the blades always appear to those that are worthy. They lift those they choose into places of power and use that influence to rage a millennium old war.
Pandora would have opened this one, too.
Looks to be a weak necromantic item.
A powerful ring of many protective powers, which has its few downsides.
This sword was forged in the ancient past at the request of a soldier who had to destroy an evil magician who had gained immortality.
The silver necklaces whose inset gems display the status of the wearer.
The everful horn of a vengeful bull-like creature who wants it back…
Shiney rare armor forged in hell with awesome power!
A substance, born of the cold and adapted to the warmth of the human world. Its natural state is a mercury type liquid but when held in frozen conditions the wielder may will it to take any form desired. Their only limit is the amount of liquid they have.
A weapon with multiple personalities. Always a chance you can get the one you want, always a chance you won’t. Once drawn will you be able to wield it? Will you be able to use the powers and knowledge or will you be swept away by the needs and wants of this intelligent item?
It is a magical bug, that will allow the owner to hear what is said in the immediate vicinity of the “bug.”
Ye Blue Bookes of danjerus andde koruptynge knowlidge, the finalle tombe of Five Great Wizzards.
This tome may give you the information you seek, though you may not be happy reading it. Not really cursed, but gives the information in such a way that many readers despaired before finding the right knowledge.
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.