Completely forgot about this. Here is the loot Toben has identified so far.
Wand of Troll Aspect
Transmutation (Fel)
Level: Blackguard 3, Cleric 3, Warlock 3, Sorcerer/Wizard 4
Components: V, S, M/DF
Casting time: 1 standard action
Range: Close (5ft/lvl)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell sets Strength of the target to 23 adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. It also grants regeneration 5.
Drawbacks: Fire and acid sources do double damage and negate regeneration. Fel connection - Will Save vs DC 24 to use the wand or wand user gets all the weaknesses to fire and acid but no benefits of the transmutation.
Fel channeling - by using the wand, the user taps into fel energies. In so doing, they weaken themselves temporarily by taking 1 CON damage for each use. However, by using the wand 5 times (regardless of time in between uses) the CON damage becomes permanent on the fifth turn
Activation Word: Mubullat gijak [Black Speech]
Creation: Requires 1 pint of Troll Blood and the fel spell Aspect of the Troll in addition to all other normal costs.
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Robes of Fire and Acid Protection (x4)
These robes are large enough to fit a Large creature and will provide -2 checks to any movement based action for Medium sized creatures who wear them.
Your identification indicates that they protect the wearer from any form of direct attacks by fire or acid by reducing damage from such sources by 24 per attack. There is something more, something subtle hidden within the enchantment on the robes, but a simple identify is insufficient to determine what it is.
*Your bloodfire spell bypassed this protection because it was indirect in nature. The robes would affect fireballs and acid arrows.
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Plame's Ring - Ring of Minor Invisibility
The wearer of this ring can activate it by simply willing it to activate. The ring grants temporary invisibility (sight only) for 1 minute/lvl of wearer. Any aggressive action ends the invisibility. Can only be used 1/day.
The ring is enchanted with fel magic. There is a consequence for using the ring:
1d6
1 - Cannot speak for one hour after use.
2 - Take 1 CON damage until resting for 8 hours.
3 - Take 1d2/level of wearer damage
4 - No negative consequence
5 - Charge is not used up for the day
6 - Use of the ring draws the mental attention of the being who forged it, which means they know where you are if in line of sight, or what direction you are in if not
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Amulet of the Oliaphant
+2 STR; -2 DEX; +1 Natural AC; Turns skin grey and rough.
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Dagger of Shadows
+2 Stealth; -2 Diplomacy
1/day can turn wielder shadowy as per the Shadow Body Spell
https://dndwiki.com/wiki/SRD:Shadow_Body
Use wielder level for duration. When the spell ends, the shadow ignites into flame and reveals the wielder in spectacular fashion before disappearing (no harm to wielder, does 1 fire damage to those within melee range).
If dagger deals damage while in shadow form, it does 1d3 temporary (24 hours) CON damage to target as well as 1d6 shadow damage (no normal damage). It also heals the wielder by half the damage rounded down (no less than 1), but they must roll a Will Save or take 1d3 WIS damage for 24 hours.
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Small Book of Glyphs - runic symbols stolen long ago from the ancient dwarves. These glyphs can be temporarily forged onto armor, shields, or weapons for various effects. Once the effect ends, the glyph vanishes and must be reforged. Forging takes 10 hours minus the difference in Craft Glyph Skill vs. DC of the glyph, but a minimum of 1 hour. There is a list of twenty [I will provide a list elsewhere.]
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Steel Fans of Deflection - these two fans of steel blades are enchanted with a spell that grants the wielder a kind of haste that gives them the chance to deflect up to 10 incoming projectiles, including magical ones (magic missile, fireball, but not lightning bolt, rays, or cones). The fans also grant a +2 bonus to rolls to deflect projectiles. The roll for deflection with the fans is D20 + BAB + DEX + INT + 2 for the first, then a cumulative -1 for every projectile thereafter. The roll opposes the attack roll of the launcher of the projectile. For an additional -5 penalty, the wielder can deflect the projectile into a new target within half the original range of the projectile.
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Lesser Necrotome - a small book of level 1-3 necromancy spells.
Lesser Thaumaturgy Tome - a small book of level 1-3 thaumaturgy (demon related) spells.
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Four sets of manacles that give off powerful twin auras. All give off an aura of binding and each gives off a second aura related to a primary material element (earth, fire, water, wind).
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The last artifact in the chests is a pair of black-bladed knives etched in mithril. They are wickedly awesome looking with a barb opposite the sharp edge and a curved. The knives grant the wielder +4 magical enhancement to Stealth.