Flamingsong the Dragon's Treasure

Ring, a simple thin silver band with a 10 kt ruby, enchanted up to
powerstone 5. Price: 5,000 or so....

"Peace-maker," man's style ring, is made of gold, broad-banded (5/8" wide),
is inlay with ebony in a swirl pattern. Gives the wearer Diplomacy skill at
level 15 when worn, or +1 to Diplomacy skill if Diplomacy skill is already
15+, cost is 1 fatigue per use." Price: 25,000 more or less...

"The Healing Heart," a necklace, silver with a small ruby (5 kt) heart-
shaped pendent. Regerates 1 Hp/Hour, cost is 2 fatigue/hour and may cause
the character to fall into a deep healing sleep, unless the character is
already resting and still...it is dangerous to attempt to remove this item
until the character has fully recovered all of his HT and Fatigue. If
removed, the former wearer/user must make a HT roll. Failure means 1 point
of HT is lost permantently. On a Critical Failure, the character loses the HT and the enchantment is lost, the neckless becoming "normal."

"Poetry in Action," Rapier (really Dress Smallsword), very fine, silver basket hilt, engraved and set with diamonds (at least 10,000 worth of diamonds, but the engraving was done by a master artistian) The blade is also engraved and the whole sword is made of pure silver with a shatter-proof enchantment on it. +0 or +2 to hit (see below), damage is Thrust +3. If a new line of poetry is uttered (no matter how bad...) the next attack the user makes will have a bonus of +2 to hit...if the poetry has been used before or if no poetry is attempted, no bonus "to hit" will be gained...also note that small swords are shorter than regular rapiers and only have a reach of 1, weight is 1.5 pounds. Price: 75,000 more or less...

"Hell Fire," a thrust and cut Rapier, +0 to hit, +2 on damage the blade is black with bright red flects, with the hilt and cross-guard being unadorned steel. There is a small craftsman's mark on the pommel's bottom, a flaming sword. Across the crossguard is engraved in an ancient tongue (Old Adarian) the name of the blade. If thrust into an opponent, on a roll of 15 or less, the deepest part of the wound will burn for d6 round, doing 2 points of damage per round (in addition to normal damage), a thin trail of black smoke will be visible from the wound, normal water or attempting to smother the flame by covering the opening will fail. Edged Rapiers normally do Thrust +1 Impaling, Swing cutting, (but must be readied a round after cutting), reach is 1 or 2 hexes, weight is 3 pounds. Price: 50,000 more or less...

"Flamewing" is a very fine, broadsword. It is an unadorned steel broadsword, with a small ruby set it its pommel, and the only markings are an engraved sword with flaming wings on both sides of the blade near the crossguard. It has the enchantments: Dancing Sword, Flaming, Puissance +3, and Accuracy +3. If it's name is spoken out loud, it will flame on, doing an additional 2 points of fire damage if it strikes...and the blade is thrown into the air, it will fight on it's own, using intelligent strategy, it will follow it's owner's spoken or mental commands about which enemy to attack. It will also follow simple commands, such as "Let none pass this doorway," "Guard my back," etc. This sword will continue the fight until the owner commands it to stop, or it is delt with in combat. If the weapon rolls a natural "18," or it is struck by a critical hit, it will be "stunned," fall to the ground and out of the fight. It is a -5 target to hit. It should be noted that it's "owner" is the last person to pick it up. When dancing, Skill is 18, cutting damage is 4d+1, thrusting damage is 3d6+2, plus an additional 2 points flaming damage, speed is 5. It will normally only "dance" until one "combat" is finished or 1 full minute, whichever is longer. If used in melee, Flamewing is a thrusting broadsword, +3 to hit, damage is cut swing + 6, thrust + 7 (remember that I convert each +3 in damage to another dice of damage...). Weight is 3 pounds and has a reach of 1. Price: 350,000 or more...

"Titan's Revenge," nick-named the "Bully Blade," a Two-Handed Sword, Very Fine, +2 on damage. This sword has a shinny black blade, with very thin yellow (perhaps gold) streaks running in a chaotic crackle pattern. The hilt and cross-guard are unadorned iron. If used against smaller opponents than the user (at least 1 foot shorter and 50 pounds lighter), this sword does (on a roll of 15 or less) a 1d6-1 lightning bolt attack on a successful hit in addition to normal damage.

Dwarven Heavy Plate, PD 4, DR 10, has Missile Shield enchantment on it, this suit of armor is drawf-sized and is made of Admantium * and has the special ability to turn attacks, so impaling attacks are treated as cutting, cutting attacks are treated as bashing...rare this armor is and worth a fortune to someone who can wear it...

* - Armor made fom Admantium is 50% heavier than steel, but provides 50% more protection, i.e., 50% more PD and DR than normal, round down, cost is at least 20 times normal. The metal is a midium blue, and instead of making lighter armor or equal protection to steel, Drarves tend to make equal mass (but heavier) armor that has better protection... Elven Chainmail, PD 3, DR 6, this is made of Mythril, which is 50% lighter than steel, and is a sea-green in color. This armor has lighten on it, so weight is only 10 lbs., it is usable by Fencers, gives Stealth 15, or +1 to Stealth skill if the users already has Stealth skill of 15 or higher.

Leather armor, PD 2, DR 7. Has the Bloodric family crest pained upon the chest and back.

Leather armor, PD 4, DR 4.

"Shield of Valor," a Medium Steel Shield, PD 3, currently painted with Wolflingham family markings painted upon it. Shield casts "Great Haste" and "Berserker" upon the user on a roll of 15 or less (the effect is linked so it is either both or neither), the enchantment allows its user two "actions" per round, the first in the normal order, the second action at the end of the turn. The user suffers the full effects of the Berserk disadvantage while using the weapon...the user also loses 10 Fatigue after combat...or at the time when the user snaps out of the Berserkergang...