@5000 = ~Old shoes~
@5001 = ~These shoes must have belonged to someone who lived here once. There is a small name embroidered on the inner side of the left shoe - it says 'Jaalv'.

Weight: 2~
@5002 = ~Shell~
@5003 = ~This seashell was found in the hatchery on the Tangled Oak Isle in the city of Athkatla. There is no magic in it. Just some natural wonder.

Weight: 2~
@5004 = ~Copper ring~
@5005 = ~This copper ring would only fit very big fingers. There are two names engraved on the inner side of it: Mnol and Jullka. It may be a wedding ring. Perhaps it belonged to this Mnol person?

Weight: 0~
@5006 = ~Carrot~
@5007 = ~Carrots are root vegetables, usually orange in color, though purple, black, red, white, and yellow cultivars exist. They are a domesticated form of the wild carrot, Daucus carota. They are not only very healthy to eat, but can also be a fine source of energy.

STATISTICS:

Special: Heals 2 Hit Points and grants a +1 THAC0 bonus for 1 round.

Weight: 1~
@5008 = ~Red Cabbage~
@5009 = ~Red cabbages are a kind of cabbage, also known as purple cabbage. Its leaves are colored dark red and purple. Red cabbage needs well-fertilized soil and sufficient humidity to grow. It is a seasonal plant that is seeded in spring and harvested in late fall. They can be a fine source of energy. Some believe they - and a soup made from it - are the best remedy for a hangover.

STATISTICS:

Special: Heals 3 Hit Points and removes intoxication for 8 hours.

Weight: 5~
@5010 = ~Pumpkin~
@5011 = ~Pumpkins are round with smooth, slightly ribbed skin, and most often deep yellow to orange in coloration. The thick shell contains the seeds and pulp. They can be turned into a fine meal. This one is quite big.

STATISTICS:

Special: Heals 3 Hit Points immediately after ingesting and another 3 Hit Points 2 rounds later.

Weight: 10~
@5012 = ~Fang of the Ghostly Dragon~
@5013 = ~These look like dragon fang, but it is partially see-through. It's quite unusual because it weights much less than normal dragon bones, but it is clearly of great power. Even though it may be hard to grasp it as well as other sharp weapons, it may be used as one.

STATISTICS:

Equipped abilities:
- Magic Resistance: +5%
- Armor Class: +2

Combat abilities:
- 1% chance with every hit to cast Dragon Breath

THAC0: -3
Damage: 1d4+4
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 2~
@5014 = ~Impossible Fruit~
@5015 = ~Even though you have never seen such fruit before - and you are quite sure such a thing would be impossible to find or taste - Dicca somehow managed to get it. It must be worth a lot. You got it from Finn, who got if from Dicca. She decided to give her most precious finding as she probably thought that will silence her thoughts and fear after she killed Jaalv. 

STATISTICS:

Special: When consumed, this fruit grants permanent 5% resistance to all physical damage and +2 maximum Hit Points.

Weight: 1~
@5016 = ~Music box~
@5017 = ~This fine music box seems to have some magic inscribed in its melody. Whenever the box plays the melody, you feel more relaxed and sleepy. It is believed that this specific item was commissioned by Lord Ghalannam as his daughter suffered from insomnia. The girl was of weak health and after her mother's death, she wasn't able to sleep properly. She would have nightmares about vicious creatures and darkness coming for her. She would scream in the night, cry after her mother. That made her father's heart fill with pain. This music box was to be his solution to the problem. It took thirty days to create this item but once it was finally made, it indeed helped with the daughter's problems with sleep. 

Lord Ghalannam would also listen to the music box and his melody while watching his daughter sleep in peace. He would often enter the dreamlands himself while sitting in the armchair in his daughter's chambers. They would both dream about the dead woman, their mother, and wife. Seeing her in dreams became their ritual. Something that would always be a balm for their aching hearts.

Weight: 4~
@5018 = ~Bottle with infected sap~
@5019 = ~This is a bottle that contains infected sap of the Tangled Oak. It looks dark and smells musty. It may be a good idea to show this to someone who may deal with magical sicknesses. It doesn't look like anything natural.

Weight: 0~
@5020 = ~Club~
@5021 = ~Club of Wandering Death +3~
@5022 = ~This club is believed to be linked with the energy of death itself. Those who use it not only gain its wisdom and strength but also manage to damage foe's ties with life. Every successful hit makes the enemy vulnerable to poison and instruments of death. The weapon itself seems solid in touch, but cold as a tombstone.

STATISTICS:

Equipped abilities:
- Strength: +1
- Wisdom: +1

Combat abilities:
- Each successful makes the target receive a cumulative -1 penalty to saves vs. Death for 2 turns

THAC0: +3
Damage: 1d6+3
Damage type: Crushing
Speed Factor: 1
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 1~
@5023 = ~Quarterstaff~
@5024 = ~Staff of Pines +4~
@5025 = ~This green staff is warm in touch and has a scent of pine trees. It seems a bit lighter than most staffs and it may bend more. Even though, it can do great damage to those that decide to oppose the one wielding it. It was enchanted by a druid named Hanthakar and it may not only protect from arrows and bullets but also all kinds of blindness. As those who protect nature may not lose their sight.

STATISTICS:

Equipped abilities:
- Immunity to all forms of blindness
- Armor Class: +1 vs. missile weapons

THAC0: +4
Damage: 1d6+4
Damage type: Crushing
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4~
@5026 = ~Chain Mail~
@5027 = ~Chains of Purple Scout~
@5028 = ~This chain mail is shivering with magic. This powerful item was once used by one of the leaders that ruled the Cult of the Dragon enclave in Sembia - Jaqual. While most consider him the most distinctive user of the armor, it was actually created almost fifty years before he first wore it. It was first created by a skilled female blacksmith for her beloved one, Marh. He was a mercenary and a man who combined both arcane powers with the potential of a well-crafted sword. Sadly, even this powerful armor wasn't strong enough to protect him from a lich he faced in nearby ruins. Jaqual, the Cult of the Dragon member, later wore it with pride, as the chain mail was of cult's flag color - purple. He considered it to be a sign that it should belong to the cult. No one knew what happened to the armor when he died of old age. Though somehow, it ended up in Amn.

STATISTICS:

Equipped abilities:
- Intelligence: +1
- Spellcasting is not disabled

Combat abilities:
- 50% chance for each successful hit to cast Larloch's Minor Drain on the target (only if worn by fighter/mage)

Armor Class: 5 (3 vs. slashing, 7 vs. crushing)
Requires:
 5 Strength

Weight: 7~
@5029 = ~Two-handed Sword~
@5030 = ~The Maw-Slasher +2~
@5031 = ~This unusual sword was created for a powerful woman, an adept of swords and magic, who was sent to fight the vilest of creatures. Soon she was considered the Slayer of Those That Devour. Many still repeat the tales of Aloomya Doomtrust and consider her the hero that saved the town of Saradush from creatures that crawled under the city. This sword seems to have got used to those who are both splendid warrior and a skilled arcanist - such adventurers gain even more from using this weapon.

STATISTICS:

Equipped abilities:
- Strikes as a +4 weapon
- The wearer may memorize two additionals 1st level arcane spells (only if worn by fighter/mage)

Combat abilities:
- 20% chance for each successful hit to kill Mind Flayers, Otyugh, Mimics and Carrion Crawlers (no saving throws)

THAC0: +2
Damage: 1d10+2
Damage type: Slashing
Speed Factor: 5
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9~
@5032 = ~Sling~
@5033 = ~Fish-Slayer +2~
@5034 = ~There are many slings in this world, but only one is such powerful against fishes. This deadly sling can kill even the most powerful fish-like kin, like sahuagin and kuo-toa. Beware fish-like creatures who even think about standing on the sling-master's path.  

STATISTICS:

Equipped abilities:
- Cold Resistance: +50%

Combat abilities:
- Sahuagins and kuo-toans suffer additional 2D8+2 damage per hit (no save)

THAC0: +2
Damage: +2
Damage type: Missile
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0~
@5035 = ~The Knight's Tome by Sir Koomt Eeltorn~
@5036 = ~This book tells a story of Knight Commander Tooks Moreghast. For some reason this page was marked by the previous reader:

...even then Sir Tooks Moreghast decided to never look back, he knew something must be done. He had his faithful companion, the powerful Carsomyr, in his hands. He was surrounded by few dozens undead warriors. The empty holes that century back used to hold eyeballs now stared at him with dark anger. Void filling their undead bodies together was howling with a vile promise of death.

Moreghast started to run. He cut with his powerful sword - bones of his enemies couldn't resist the mighty blade. But when one enemy was dead, two more came in his place. They would come and come. Moreghast had to buy his companions some time so they could lock the gates of the cursed graveyard and seal the undead inside. The innocent people's life was at stake. Amn's future was at stake. If the future was to come, Moreghast had to fight. 

He fought for three hours. He could barely breathe. He hoped he bought Asharana and Bigoo enough time. 'Few more swings... and I am done, my friends.' he thought. A deep breath... another cut. Another charge...

He looked at his chest and saw the old mighty axe in it. A vile piece of metal fed on his flesh, letting his blood run and fall onto the wet ground. Dirt, sweat, bloodstreams of life - they all mixed, creating a potion of death itself. He looked at his faithful sword. At the rising sky and he let himself rest. He heard his friends in the distance. 'They made it...' he comforted himself. That is what he wanted to believe.

He fell. But even though, it was a victory: one that should never be ignored. Paid in blood. Written in time. Engraved in dreams.

Weight: 2~
@5037 = ~The Gloom Over the Sky by Nimm Gaugewoe~
@5038 = ~This book's theme are tragic love, illness, loss of a friend. When skimming the tome, you find this fragment:

Each of her eyes was like a vortex to his own mind. He would look into them and see his past and future - mostly because he wanted to know that those two little blissful mirrors wouldn't judge him as harshly as he judged himself. He wanted to learn that and this is his chance. This day. He put his hand into the bag that hung from his shoulder. There was a book inside. A book that she used to read in her youth. He wanted to give it to her, but he knows that this small yet significant act may redefine their friendship. The tip of his finger touched a corner of the book's cover. Then the whole hand grasped the gift and took it out of the bag...

'What is this?' she asked calmly, even though she knew the answer. 'You know this isn't right. You know that we won't be happy together.' When saying that, the little mirrors she would keep looking into became mistier. They filled with feelings that could turn into rivers every second now.

'We will. Even if that is to be for a few moments...' he tried to be as careful with words as possible, but there was just one way of saying it. 'I know you will be gone in just a few weeks, but those few weeks is better to embrace than grave-stone silence. Yes, you will be dead and we can't cure you, make it all go away, but I don't want it to die today. We still have those few weeks.' He put his hand on her cheek.

'No!' she said and took a step back. 'This is selfish. We are just making it harder. I don't know who is making it worse now - you, for putting me in such position or...' - the river started their run '...or myself for letting you believe that there is some happy end here. This is wrong. Believe me, as I try to belive myself.'

He knew what she's doing. She started to say goodbye, but this is not something he allows. That can't happen.

'...you know this.' she said... just as if she could read his mind. They knew each other since she was seven and he was ten, so perhaps she truly had time to learn that.

'Can I at least remain next to you? As a friend.' he asked. He knew he lost. All he can do is accept her decision and just be there for her.

'Well...', she started, 'you wouldn't listen to me even if I said otherwise.' She let him sit next to her. They sit there together in silence. Both full of regrets.

* * *

The latter parts of the book mentioned the man not being able to come to the funeral:

He was there, sitting alone in the room one day away from the final resting place of his dear friend. He didn't make it. He knew he had to leave, but he hoped this finale of this sad story wouldn't happen in the three days. It was her or his grandmother's health. He made his decision... It can't be undone. He cried when they were putting her body into the dark, muddy bed. The first layer of the earthy sheet covered the casket.

That is when he left downstairs, to the tavern's lodge. Then across the road, inside the pub. Perhaps then we will able to forget. He wanted to forget everything. Perhaps even how to breathe.

Weight: 2~
@5039 = ~Prayer to the Grove by Sora Kurochi~
@5040 = ~This is a poem written by Sora Kurochi from Kozakura:

Nine rooks have whispered to my ear,
until I could break your seal -
Green and strong, true and clean,
It revealed where my heart has been.

Lady of the Groove, Tear of Time,
Turn my soul into a pine.
Let it grow, let is pierce,
Never let it die of fierce.

Touched yet grim,
Tense yet slim.
Left and dark,
Shield me with bark.

Tell me it's already done,
Prove the time is won...

Let me rest,
and be at my best.

Weight: 1~
@5041 = ~Gahaluur by an unknown artist~
@5042 = ~This weird parchment was supposed to have a story written on it, but you are unable to make any sense of it. The material is filled with strange words and symbols. It looks as every single word was somehow... deformed in the meaning and sense. The more you look at it, the less sense it makes. Not that it had any to start with. To make it even more unusual, whenever you try to focus on any word, you can smell tannin and feel some weird irony taste on your tongue.

Weight: 1~
@5043 = ~Cosmic Orb~
@5044 = ~This is a Cosmic Orb that was used by an evil creature that abducted the Book Club - you included. It seems to be magical, but you can't be sure if it wasn't simply a key that was to let you get out of the plane the creature brought you to.

Weight: 0~
@5045 = ~Rotting Cosmos~
@5046 = ~This amulet is a powerful artifact that may help all those that want to tame cosmic powers - both divine and arcane. However, power comes with a price.

STATISTICS:

Equipped abilities:
- Lore: +20
- Wisdom: +2
- Intelligence: +2
- Immunity to natural and magical fatigue
- The wearer is restricted to 1 attack per round
– May only be removed with a Remove Curse spell

Weight: 1~
@5047 = ~Tainted Liquid~
@5048 = ~This weird liquid is something you have found next to the old corpse of an old dragon, hidden beneath the Tangled Oak. You managed to put some of it inside this flask.

Weight: 5~
@5049 = ~This Cosmic Orb can summon stars from beyond this world, that may target enemies. This is actually a one-way portal right into the cosmos. When held, the sphere levitates just next to the mage's hand. With its power, there is a cost, as the cosmos seems to feed on the orb's owner.

STATISTICS:

Equipped abilities:
– Casting level modifier: +2
– Constitution: -1
– The wearer is restricted to 1 attack per round

Combat abilities:
- 20% chance to inflict 2 additional damage upon each successful hit (from random source: fire, electricity, acid, magic)
- 2% chance to cast Vampiric Touch on target upon each successful hit

THAC0: +5
Damage: 1d2+5
Speed Factor: 4
Proficiency Type: none
Type: One-handed
Requires:
 16 Intelligence

Weight: 0~
@5050 = ~Empty Crate~
@5051 = ~This is just some empty crate. There's nothing special about it. Like every crate, it's used to transport and store things, but they remain quite impractical for those who do not travel with a cart or on a ship.

Weight: 4~
@5052 = ~Rope~
@5053 = ~This is just a piece of rope. It's not long enough to be useful in adventuring. It's barely useful to tie things and keep them in place. That was probably once a part of a longer piece of rope.

Weight: 5~
@5054 = ~Old fish~
@5055 = ~This is an old fish. It smells quite bad and while it won't kill, eating it will surely make that person sick.

Weight: 2~
@5056 = ~Belt~
@5057 = ~Trapmaster's Kit~
@5058 = ~This utility belt isn't just a fine and well-made piece of clothing but has many pockets with different tools and trinkets that make setting traps much easier. Strings, specialized picks, spare parts - with such set everyone should watch where they set their feet.

STATISTICS: 

Equipped abilities:
- THAC0: +1
- Set Traps: +30%

Weight: 2~
@5059 = ~Helmet~
@5060 = ~Piercing Antlers~
@5061 = ~This helmet isn't just good looking. The antlers that have been attached to it are believed to be of a magical stag. They are powerful enough to magically protect the one that wears this helmet and pierce the attacker's flesh.

STATISTICS: 

Equipped abilities:
- +10% resistance to piercing damage
- Regenerates 1 Hit Point every 2 turns

Combat abilities:
- Every attacker that lands a successful hit on the user of this helmet has a 60% chance to suffer 1 piercing damage

Weight: 2~
@5062 = ~Mask~
@5063 = ~Feral Charisma~
@5064 = ~This is an enchanted stag mask. It looks like it was made with some unusual wood of metallic color. It has a musky scent. People say that whoever wears it, will be granted not only protection from animals, but will also become more feral in battle.

STATISTICS: 

Equipped abilities:
- Charisma: +1
- Armor Class: +2 vs. animals
- THAC0: +2 with melee weapons

Requires: 
 14 Charisma

Weight: 2~
@5065 = ~Spear~
@5066 = ~Trident of the Isles~
@5067 = ~This trident is a powerful item and a weapon that has both protective and fighting enchantments. There is a rumor that says it used to belong to an aquatic elf traveler - Shill'mar - who used it when fighting sahuagins and sharks that would try to stop his adventure. People say he had been finally killed but took many with him, to the deep sea's bottom.

STATISTICS: 

Equipped abilities: 
- Acid Resistance: +25%
- Cold Resistance: +25%
- Electricity Resistance: +25%
- Strength: +1

THAC0: +3
Damage: 1d6+3
Damage type: Piercing
Speed Factor: 4
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 3~
@5068 = ~Bastard Sword~
@5069 = ~Sun Child +3~
@5070 = ~This powerful bastard sword is called Sun Child and it is believed that is was created by a group of elves. Its existence was to mock a company of drow the first group was to face. No one knows how the battle ended and which side was called victorious.

STATISTICS: 

Equipped abilities: 
- 50% chance to deal 1 additional fire damage upon a successful hit
- Each hit provides cumulative +2% fire resistance for 1 round

THAC0: +3
Damage: 2d4+3
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 8

Weight: 3~
@5071 = ~Scarf~
@5072 = ~Moomik's Scarf~
@5073 = ~This scarf is a gift from Moomik - a xvart living on the Tangled Oak Isle, the maintainer of the lighthouse.

STATISTICS: 

Equipped abilities:
- Cold Resistance: +20%
- Armor Class: +2 vs. humanoids

Weight: 1~
@5074 = ~Knife~
@5075 = ~Sharpened Butter Knife of Balduran~
@5076 = ~Legends often speak of Balduran's butter knife. The hero would allow no other utensils to touch his condiments. It is believed that his mother gave the ornate butter knife to him as an eighteenth birthday gift. 

This butter knife is now sharp - thanks to the unusual man from the Tangled Oak Isle in Athkatla.

STATISTICS:

Equipped abilities:
- Immunity to Grease
- Magic Resistance: +2%

Combat abilities:
- There is a 10% chance that upon successful hit an explosion of Grease will take place (Save vs. Butter... no wait... there is no such thing... is it just magic?)

THAC0: +2
Damage: 1d4+2
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~
@5077 = ~Morningstar~
@5078 = ~Micasta, The One Beyond the Sky +5~
@5079 = ~Many legends tell stories of powerful swords and knights in shining armors that wield them, but some weapons aren't as often associated with epic stories, but yet hold magnificent powers. Micasta, The One Beyond the Sky is such a weapon. This enchanted morningstar may be compared with the most powerful blades. It holds a magic that can penetrate powerful beasts. It is even more powerful against children of the night and dragons. Micasta can tame their egos and weaken their flesh. 

STATISTICS:

Equipped abilities:
- Magic Resistance: +10%

Combat abilities:
- All vampires hit by this weapon suffer additional 5 fire damage
- All dragons hit by this weapon suffer additional 5 magic damage. There is also 25% chance upon hitting a dragon, that the creature will permanently lose 5% of its Magic Resistance

THAC0: +5
Damage: 2d4+5
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 10~
@5080 = ~Axe~
@5081 = ~Handsome Killer +3~
@5082 = ~This axe isn't just a fine looking weapon. People believe it was created by a famous agent of Harpers - a bard named Thoklo Chinbread. Thoklo was famous not only for his magnificent voice but for his unique fighting style.

STATISTICS: 

Equipped abilities:
- Charisma: +2
- THAC0: +2 (only when used by bards)

Combat abilities:
- Each successful hit makes the enemy suffer a -1 penalty to THAC0 for 1 turn (save vs. Death -2 negates)

THAC0: +3
Damage: 1d8+3
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 4~
@5083 = ~Lantern~
@5084 = ~Light From Over the Garden Wall~
@5085 = ~This unusual lantern is said to have power over powerful beasts and all the nightmares that lurk in the dark. Held in hand it does not only protect those that wish to look into the unknown but also fight death instead. 

STATISTICS: 

Equipped abilities:
- Armor Class: +1, +3 against specters, wraiths and demonic creatures
- Saving Throws: +2 vs. attacks performed by specters, wraiths, and demonic creatures
- Save vs. Death: +2
- Immunity to blindness

Combat abilities:
- When hit by a shadow, the light of this lantern kills it instantly (no save)

Charge abilities:
- May cast Daylight once per day

Weight: 3~
@5086 = ~Cloak~
@5087 = ~Chanting Cloak~
@5088 = ~This magical cloak would surely steal many ears at balls and royal meetings. It has vivid colors and is made with high-quality material. What's unusual, it seems to be whispering some kind of chant. Some would consider this an effect of imagination, but it must be more than that because all those that wear this cloak receive some magical enhancements. 

STATISTICS: 

Equipped abilities:
- Both arcane and divine spells have +50% duration bonus
- Lore: +20

Weight: 3~
@5089 = ~Seagull~
@5090 = ~This seagull really likes you. He looks like Sigmund. Yes, that is definitely Sigmund.  

STATISTICS: 

Charge abilities:
- May reveal an outdoor area once per day (as Clairvoyance spell)

Weight: 3~

@5091 = ~Cosmic Orb +5~