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Loot: Gold, Magic Items, and other treasure of the planes

While most of the wealth and magical property of the Ramshackle House is lost there are still a few items available, characters that are scions of the Ramshackle House may add one of the following items to their starting gear as an heirloom. Name Current Owner Damage Known Properties Plane of Origin Bottle of Fire Elemental Anger 4d4+5 fire and psychic damage Shaped like a wine bottle but with a round bottom, this consumable magic item is fashioned from opaque red glass that only just contains the fury of a fire elemental which makes the bottle very warm to the touch and prone to bursts of dim red light and vibration. As an action, you can grasp the neck of this bottle and throw it at a point within 10 x your Strength score in feet, at which point it explodes into a fiery conflagration and creatures within a 30 foot radius must make a DC 10 Dexterity saving throw to dodge blast and only take half damage. They must also make a Wisdom save with a DC equal to the damage inflicted on them or be suddenly enraged gaining advantage on Strength checks and Strength saving throws but be rendered unable to concentrate enough to cast spells or maintain concentration for 1d4 rounds as they experience the violent outburst that had been bottled up.  The bottle of fire elemental anger can be unstoppered and poured out, producing about a quart of a sparking liquid fire that if drunk is incredibly intoxicating and causes most to fall into a drunken rage for 1d10 rounds that duplicates the Barbarian Rage class feature unless they succeed on a DC 14 Constitution save. There is enough Anger in one bottle of 21 jiggers or shots of drink, but once unstoppered the magic fades in about a minute. Each shot separated from the bottle reduces the damage dealt by the explosion by 1, in case you wanted to drink and then throw it.  Elemental Plane of Fire Call Crystals Cosa N/A A pair of 6-inch rod-shaped uncut blue chalcedony crystals. When one of the crystals is struck against metal, the other one emits a loud ringing noise. This connection is maintained as long as both crystals are on the same plane of existence. If one crystal is destroyed, the other is as well.  Pandemonium Fiend's Femur Temerity 1d6-1 bludgeoning -1 Magic club, seeps acidic blood that deals 1d3 poison damage to whomever it hits along with whomever holds it unless they make a Dexterity save DC = 10 + the poison damage dealt. Cursed* Nine Hells Runic Dagger Sorrow 1d4-1 piercing slashing -1 Magic dagger, adds 1 first level spell slot, and when you run out of spell slots you gain resistance to acid, cold, fire, lightning and thunder damage but once grasped the Runeblade fuses with hand or claw that it was held in. Cursed* Ysgard Projectile Pilfering Poncho Valura N/A This heavy black leather poncho has an iridescent sheen and is very sticky but never seems to stay dirty as dirty and trash that gets stuck to its surface always end up disappearing. While worn, you have resistance to acid and immunity to magical rain in the Abyss. The primary enchantment possessed by the poncho snatches up physical projectiles that miss the wearer, and stores them in a special side pocket that functions as a Bag of Holding however it only allows you to withdraw stored projectiles and you cannot place any items into it. Magical effects and poisons that are deposited and lost upon impact cannot be preserved by this item when the physical projectile is stored. The poncho weighs 40 lbs. Abyss Shard of Fate 1d4 piercing This bloodstained athame bestows its wielder with the knowledge to perform a ritual before going into battle. The ritual takes 10 minutes, requires that the ritual caster to expend 1 hit die, and grants a prophetic flash about how to best defeat one specific enemy whose name is known to you should you encounter that enemy in the next 8 hours. The prophetic insight bestows a +5 bonus to your AC against the chosen enemies' attacks and makes it impossible to be surprised by them until your enemy damages you, but until that happens you also suffer disadvantage to attack rolls against any other foes when the chosen enemy is present. Temporal Energy Plane Snorri's Snowglobe of Snowy Sanctuary Cosa This ornate snow globe can fit comfortably in the palm of your hand. Within, a cozy cottage is nestled in a wintery forest scene. On the bottom of its base is a winding mechanism similar to a music box. If you wind the key and then shake the globe, you and all creatures touching you are transported within the scene. You and your companions appear in a demiplane centered around the forest cottage in the midst of a winter storm. The cottage can comfortably fit one large creature or three medium creatures, or six small creatures or twelve tiny creatures or some combination. The forest is verdant and filled with 5d6 small game animals and 5d10 fine quality trees suitable for construction or firewood. All of these resources magically replenish themselves each time the snowglobe is wound, but disappear if they are removed from the demiplane. Beware, for if the globe is broken, or if you stray too far into the forest, the weather will grow worse until you are ejected into a random location on the Para-elemental plane of Ice or maybe the Beastlands, and suffer 9d6 cold and necrotic damage, Wisdom save for half, DC equal to 10 + the number of days spent in the globe. The duration of your stay in the globe is dependant on the number of times you wind the key: one full turn transports you and your companions for 1 hour before you re-appear in the vicinity of the globe. Two turns and you emerge after 8 hours. Three turns, 24 hours. Four turns, 1 week. A maximum of five turns causes a month to elapse before you can exit the globe. If the item is activated again, it takes the new time setting, regardless of the setting before. Interplanar communication and travel effects to or from the demiplane have an 80% failure rate in addition to any normal difficulties with the spell, and you add a +10 to the DC for any attempts to scry upon your location. There are stories of Ramshackles having encountered other travelers using the cottage or being beset upon by para-elemental snow creatures but surely these are only tall-tales meant to scary children or perhaps there are other snowglobes out there.   Toril, Prime Material Sorcerer's Spinner 1 piercing damage (special) This magic spinning wheel will spin a highly consistent thickness of thread from any raw material placed upon the needle. A slider on the device allows the thickness of the resulting fibre to be adjusted from fine thread to heavy yarn as long as the raw material is capable of producing it. Eberron The Inquisitive Musket 1d12 piercing damage This magical soulbound musket was acquired a few years ago by Random Ramshackle when he traveled to the Prime Material Plane of Innistrad. The soulbound weapon can choose to conjure its own ammunition (up to 18 shots/day) but it is loathe to do so, it has an Intelligence score of 13, a Wisdom of 15, and a Charisma of 10. It can read, write and speak Sten as well as speak Abyssal. It can see and hear normally out to 120 feet. The musket has a Lawful Neutral alignment and takes great joy in protecting humans, killing fiends, and hunting vampires and can take the Help action to assist its wielder when facing such monsters in battle. The Inquisitive Musket is proficient with the Investigation, Perception, Persuasion, and Religion skills but will only offer to help Chaotic creatures if human lives are on the line. It believes that a reincarnation spell could return it to life, and will do almost anything to have such magic used upon it. The Inquisitive Musket can also cast detect magic at will, however it will bargain for concessions before doing so on behalf of a non-lawful creature. Rumor has it, that on the plane of Innistrad it is also a +1 musket and has other powerful abilities that lie dormant for now.  It has the following weapon properties: ammunition, range 40/120, loading, two handed, 1d12 piercing. Innistrad
+1 Icebreaker Axe (Pickaxe) was recovered from the Para-elemental ice pocket in the Elemental Plane of Water. The magic pick axe deals 1d8+1 piercing damage and deals double damage to ice as well as paraelemental ice, as well as elementals made of ice. 
Treasure recovered from the Mindspider or given as garnish by the Illithid "Illui" Capgras Zagrum Thool to get them to aid it in battle.  a large blue glass lamp encrusted with sapphire and lapis lazuli stones, that sparkles in the dark and from which can be heard the sounds of waves crashing. Liberated from the Ooze cultists. an ornately inscribed small silver oak rifle with a spider encased in amber in place of an aiming sight, and glassteel butt containing a tangle of copper wires in a solution. Recovered from the Tinker Gnomes. a pulsating green fleshy pod about the size, and consistency of a cows eyeball, received in payment from Zagrum. a twisted powder horn containing some unknown red powder. Recovered from the Tinker Gnomes. a medium sized purple rubbery jacket that bears the unholy standard of Jubilex on its back. two small glassteel fish bowl helmets, adorned with brass clockworks of obviously Gnomish creation. Recovered from the Tinker Gnomes. one small sized undamaged suit of boiled leather, eight rubber hoses styled to look like an octopus, and brass fittings on its five openings that repel water. Recovered from the Tinker Gnomes. five stonemeal biscuits in a glassteel bin. Recovered from the Tinker Gnomes. 50 feet of copper wire in a spool worth 5 gp. Recovered from the Tinker Gnomes. Claimed by Temerity. a mix of 1634 silver coins stamped with gear symbols, Gnome noses, or shaped like starfish. Divided into 6 piles of 272 stingers 628 triangular gold coins with a hole punched in each, received in payment from Zagrum. Divided into 6 piles of 104 jink