Description
Sea-Shell Glass:
Lore: Many rumors surround Sea-Shell Glass or mermaid/siren's glass as it's sometimes called and it's creation. Named for both it's key ingredient and who crafts it. This glass comes in vibrant prismatic colors which shift in the light and always has a golden tint to it.
It is stronger and more durable than the glass of the land but it is still glass. While weapons can be made of it they are not combat effective. Rumor has it it is easier to enchant than weapons of iron or steel but most mages will tell you the process is no different.
It is most often found in coastal cities but even there it is oddity as only small sect of Merfolk and Siren craftspeople know the secret to it's creation.
Mechanics: (assuming D&D or similar game)
Worth varies from the coast:
Miles from the ocean: 1 gp = 1 orb of Glass (1 oz)
A few miles from the ocean: 5 sp= 1 orb of Glass (1 oz)
On the coast: 2 sp = 1 orb of Glass (1 oz)
In the ocean: 5 cp = 1 orb of Glass (1 oz)
AC 5, 3 hit points, hardness 1, and a break DC of 5.
If used as a weapon it has a 50% chance of breaking, each time it lands a hit or is hit.
Game Hooks:
A noble Merfolk or Siren house is seeking adventures to help recover a glass heirloom of theirs that has been stolen.
Fire-Brands:
Lore: These magical items are pins, which are commonly placed on one's vest. They activate when they are within a foot of a flame and snuff it out by drawing it energy away from it. They are commonly found in firehouses in large cities.
Mechanics:
This magical items has 3 charges on it, every time a fire (magical or mundane) comes close to the pin, it absorbs the energy from the fire consuming one charge. A single charge can consume a flame equal in size to a magical fireball, if all 3 charges are consumed it becomes a mundane silver pin (2 sp). Charges can be replenished by mediating with the pin for 6 hours per charge.
If the pin is damaged or destroyed it deals 2d6 per charge of magic damage to every creature that shares it's space and adjacent to the space.
AC 5, 5 hit points, hardness 10, and a break DC of 12.
Game Hooks:
These are not suggested as every day loot or even magical items but as a lore building device. They can be used for something mundane like firefighters or they could be used by an order of knights to deal with dragons, or fire djinn depending on the campaign. I feel they best be used as a reward for player character for joining or helping such an order.
But if you feel they aren't too OP in your mind, I'd value a Fire-Brand at 675 gp.