byteslicer
A silver bracelet with 10 small, faintly glowing beads.
ACTION: Throw a bead up to 3 spaces, creating a 3x3 area of dim light (or 2 beads for bright light) for up to 10 minutes , when the bead falls to the ground inert. Lit beads extinguish upon being placed back on the bracelet.
A careless previous owner may have lost 1d4 beads permanently. Recharge: 1 bead per hour the bracelet is in bright direct sunlight.
(1/day) Ask any yes/no question to this polished black stone sphere and roll 1d8. On 8, the answer is unclear. Otherwise, the GM answers truthfully.
ACTION. Crush one in case of emergency to instantly teleport ALL who are bound to one to the location of the other gem.
These magical gems are always crafted in pairs and can have any number of willing creatures magically bound to them.
Opens any lock with DC <=20 over the course of 1 minute by destroying the lock and itself in the process.
Insert into a keyhole to magically unlock a door. On use, the coin teleports 1d88 miles away.
Adapted from The Griffon's Saddlebag
Action: Toggle on/off. When on, gain Darkvision 12 but become Blinded for 1 minute if you look at any source of bright light within range.
This candle cannot be extinguished through by any means (even magical!)
from Dragon Town and the Darkness Below
The large needle always points magnetic north. The small needle is motionless. Hold the button on the side and speak the name of an object. If the object is within 1000ft, the small needle will point toward the item for 1 hour.
Recharge: Leave the compass under a clear night sky full of stars.