Here are Coal's Magical Items. Again let me know which Items you would like, if I decide to let Coal give you his stuff. Bag of Holding (300 lbs capacity) (weighs only 5 lbs) Contents: 2,000 gp Long Sword +1 / +3 Vs Regenerating Monsters: (with sapphire studded scabbard with silver inlay: 1,730 gp value) Gloves of Arrow Snaring: Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. Twice per day, the wearer can act as if he had the snatch arrows ability even if he does not meet the prerequisites for it. Both gloves must be worn for the magic to be effective. At least one hand must be free to take advantage of the magic. Wearer Rolls a Save vs Petrification, a success means the arrow is snatched! Faint abjuration; CL 3rd; Price 4,000 gp. Mithril Chain Mail +1 : +1 to Armor Class (Camlin wants this) Quiver of Ehlonna (1,000 XP / 6,000 GP): This appears to be a typical arrow container capable of holding about 20 arrows. Examination shows that it has three distinct portions, each with an extra-dimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, etc.). Once the owner has filled it, he can command the quiver each round to produce any stored items he wishes. Foseeker Longbow +1 (4,500 GP Value) (6ft) (2 lbs): (Camlin wants this one) The bow has a strange magical property that protects the allies of the bearer. The bow either strikes the designated target or misses. There is no need to resolve firing into melee. In addition, the target may not get the bonus for soft cover provided by any other combatant. Johnny Bowman tells this story he was told: Berenion explains, “This bow was a gift to Gildas by my Uncle Taurfaer, a ranger of great renown. He fashioned it himself from ebony and boxwood that was then alchemically treated by the elven Druid Meluieth." "The string is the sinew of a great two-headed troll my uncle slew in his youth. It is said that it is so resilient that it never needs to be unstrung. Fear not if you fire a missile from this bow into a chaotic melee. It has never been known to strike an ally of the wielder.” Boots of the Formene (4 lbs) – This pair of boots connects the wearer with the Formene allows the wearer to: • Navigate the Formene like an elf, by following hidden signs to reach their destination and avoid known pitfalls, • Avoid cave-ins through seismic warnings passed through the soles of the boots, and • Derive nutrition from the fungus, animals, and plants of the Formene without vitamin issues. Cloak of the Formene (3 lbs) – This cloak envelopes the wearer in a shroud of protection: • Providing protection from air quality issues, including toxins in the air, lack of oxygen, and breathing underwater. The hood of the cloak has a face mask that protects the wearer from such threats. • Suppressing all fires within 20’ of the wearer to protect them from air depletion, toxins, etc. • Reducing damage from flash floods. In addition to allowing underwater breathing, the cloak gives the wearer protection from damage that might be taken from sudden flooding of caverns. (save vs. Paralyze at + 4 to mitigate damage; the saves are for half vs. no damage, not full vs. half damage) Ring of Elvenkind – This ring grants the wearer a connection with nature. This allows the wearer to: • Communicate via a form of telepathy with any willing intelligent being in line of sight, including strangers that want to communicate but have no common language or no language at all. • Maintain a sense of time. The wearer is in tune with the sunrise and sunset on the surface. • See in the complete darkness of the Formene (Infra-vision 60’). Ring of Free Action : XP Value: 1,000 Sale Value: 5,000 (Dalnoth wants this one) Enables the wearer to move & attack freely & normally whether attacked by a web, hold or slow spell or even while under water. Under water the user moves at normal surface speed & does full damage with weapons so long as the weapon is held. This will not however enable water-breathing.