Please feel free to RP who gets what if anything on the list below. Sorry for the delay
1)
Potion of a watery black liquid: Potion of Assassination
To use this potion user must add a bit of organic matter from the intended target. When consumed the drinker thinks of the intended target and if target is within 50 miles the potion instantly kills target without any save.)
2)
2 Dark red potions the fluid as thick as blood: Potions of Basilisk's Blood x2
Can be used in 2 ways. When brushed on any non-stone object will turn object to stone permanently. When thrown as a missile, on a successful hit will turn creature or object to stone, Creatures gain a saving throw, objects do not. Contains 4 doses.)
A pair of jeweled Anklets of Walking
when locked this anklet allows the wearer to walk upon any fluid ~Water, Oil, Acid, etc~ without actually touching it. One anklet can support 500pds 2 anklets can support 1000pds.)
A set of Bone & Marble Dice of Wagering
The dice will roll whatever result the roller desires. In the hands of a thief 8th lvl or higher can undo 1 action in a combat turn. Uses 1 charge for normal roll, 3 charges to change action. Has 21 charges, cannot be recharged.)
A wand crafted of bone:
Wand of Animation This bone grows into an extra large human skeleton on command. If given a weapon skeleton is AC:4 has 40 hit points and moves normally. Skeleton can be damaged by any sort of weapon and disappears back into bone if ‘slain'. Can carry up to 600pds but moves at half speed. If turned skeleton disappears for 3 rds then reappears and continues to fight. Any Dispel Magic spell automatically causes paralysis for 6 rds. Bone can create a skeleton once per day that stays for up to 8hrs.)
A fancy hat with a matching cloak:
Clothes of Alteration Cloak and hat can be magically customized to any known piece of clothing to match a city or country's latest rage in clothing. Has 32 charges and can be recharged)
A set of Bagpipes of Shattering
Causes all non-magical glass and ceramic objects within 30 feet to break when played. Although potions are magical most ceramic and glass containers are not and thus can be affected. Magical objects such as magic mirrors, magically enhanced ceramics/glass gain a saving throw at -3)
War Room
5 potions
1) Potion of Alternate Profession
(This potion allows the drinker to become 6th lvl in any single class for 2d4 turns. In the case of spell casting classes drinker gains random spells allowed by class at 6th LvL. Potion must be fully consumed.
2-3) Potions of Extra-Healing
4)Potion of Elemental Form
(Air/Fire)( Drinker may change into either a lower tier Air or Fire Elemental and back to normal form as long as the potion lasts. Each change of form takes 1 rd and though no special immunities are gained the special attack of said Elemental are usable. User's AC and HP do not change. Duration is 1 full turn 10rds)
5) Potion of Mage Wine
(This potion is only usable by spell casters allowing them to immediately remember up to 1d6 spells cast within the last 24 hrs)
3 bags of gold,
a well made expensive looking pin.
( Pin Of Protection. Grants user an AC of 0 when worn without any other armor and a +1 when armor is worn.)
2 well-crafted bastard swords
1)+4 Vorpal Defender of Multiplication
( Acts Just like a normal defender/vorpal sword in that some, all, or none, of its +4 can be added to AC and acts like a vorpal weapon all respects. However when commanded bastard sword splits into 2 +2 short swords of Sharpness)
2) +4
no other powers.
Lab
2 rings
Ring of Beauty (Increases wearers Charisma by 4 to a max of 20)
Ring of The Ear (Allows wearer to increase or decrease his/her lvl of hearing to be able to hear a toothpick drop or behind thick doors or walls. To hearing nothing leaving him immune to all sound based spells.
A Necklace of Superior Curing
( Can only be worn by non-clerics or mages. Allows the storing of 5 healing spells per day of any type except Heal. Spells remain in necklace till used and can be then replaced. Turns any non-cleric into a minor cleric as needed)
Fork of Never-ending Food
(Allows the user to conjure up 1, 3 course meal of choice every 2 days)
Library:
In all the searchers found and came away with:
5 tomes heavy magic in nature
1) Tome of The Planes
2) Tome of Necronomicon Ex-Mortis
3) Tome of Immoral Sanity
4) Tome of Naturom Demonto
5) Tome of Golems
2 Tomes of lighter magic
1) Tome of Clear Thought
2) Tome of Quickness of Action
From the Throne Room:
From Queen's body:
Ring of Deathly Night ( Dull gray metal ring with a whitish bat like motif etched into an onyx gem. Grants the following abilities:
Acts as a Ring of Protection +4
While wearing it bearer need never eat or breath.
Grants 20 hit points to wearers total for 2 turns (20rds) twice per day. These hit points are lost first when taking damage in combat.
Wearer can cast Burning Hands at 16th LvL 2x per day
Wearer can cast Magic Missile at 16th lvl 3x times a day.
Pin of Vampiric Energy Drain. On command pin will attempt to drain the life-force of any creature targeted killing them instantly and restoring the wearer to full health. Creatures that gain a saving throw do so at -3 to roll.)
2 Daggers
1) Increased Venom II
( +4 Dagger that on a successful hit injects target with a fatal poison. Target must make TWO saving throws vs poison to stay alive. If successfully saving target still takes 20 points of damage.
2)
Fang of the Nosferatu ( +4 Dagger of hardened steel with strange flowing symbols etched into the blade. Groves filled with crushed ruby dust giving the appearance of having been written in blood. The handle is wrapped in old pebbled black hide. On command wearer can shapechange into a wolf or a bat gaining each creatures abilities while retaining AC and HP‘s)
From the Butcher:
His meat cleaver
(+5 of Wounding)
Boots of Quickness
Ring of Emotionless Action (Wearer becomes totally without emotions allowing him commit any action good or evil without regret, sadness, empathy or the like. Ring also grants the following powers
Regenerates 6 hits points per rd and restores missing body parts, excluding head, in 1d4 days).
From the Advisor:
Robe of Cancellation Any magical item touching, or touched by the wearer of this robe loses all powers or magic becoming a normal item of the same type.)
Dagger +5
Bone from inside his left leg (Highly magical but like the eye you are unable to ID)