-The Prince's courtblade works like a Ring of Counterspells. By casting a spell within, if the bearer is targeted by the same spell, it is automatically dispelled. (Once only) From the looks of it, Hold Person was the last spell stuck within.
-His robe is enchanted with protective properties (Permanent mage armor)
-The circlet grants an automatic retry on failed concentration checks (Effect reusable after 1d4 rounds)
-The Plate armor retains its AC when the bearer is targeted by ethereal enemies
-One set of studded leather has a simple +1 enchantment
-The other has something similar in principle to a bag of holding. This however is intended to let the bearer conceal up to 20 small items on their person (Up to about the size of a mid sized dagger), making it ideal for thieves and assassins who expect to be searched alike
-The heavy crossbow has an odd hole along the side. As it turns out, pouring a liquid solution into the hole will cause the next bolt fired to spread the liquid into or around whatever the bolt hits.
-One dagger has a simple +1 enchantment
-The second has a simple +2 enchantment
-The third dagger has an interesting trick, likely requested by an explorer of some sorts. It can be set to spin and point in the direction of the nearest water, flammable material, or edible foodstuffs, or towards a particular cardinal direction.
-One longsword deals 1d6 electricity damage upon impact
-The other extends into a glaive or retracts back into a longsword upon command.
-The Ioun Stone helps conceal's one's presence against undead (As per 3.5e's hide from undead spell). But it seems to have a flaw. If discovered, vs undead the bearer has -1 to AC and saves.
-The crystals appear to be a matched set. If two different people bear them, they always roughly know the distance between them and their counterpart, along with the other's general state of health.
-Two Wands of Magic Missile
-A cursed wand of Ice Lance, it always targets the user, and only the user, with the spell effect.
-A Wand of Wonder
Potions include the following: 4x potions of healing, 1x potion of superior healing, 1x Oil of Magic Weapon +2, 2x potions of spiderclimb, 1x potion of invisibility, 1x potion of Good Hope (+2 on all d20 rolls for 1 minute), 1x Oil of Shillelagh
Oh, P.S. I'll need two arcana checks from Lawrance.
Poljen hears what Lawrance and Poppo have learned so far. Upon hearing about the longsword that does extra electricity damage he barks a laugh. "Ha! Another?" He turns to Morgaine and says, "If you wish to claim this one for your own, feel free. After all, you have truly earned it! Oh, and by the way, I know you have one of those stones that circles your head. Are you able to have more than one of those at a time? If so, I may have a gift for you."
Not really typical no. If you were to guess, you'd say that this treasure trove has been swollen of late with the combined wealth of a few dozen local villages. A lot of the valuable items appear to be elven family heirlooms.
I'd be interesting in that item similiar to a bag of holding, as well perhaps one or more of the daggers. Though I'd understand possibly having to share the daggers with Mari.
Daishain, can you tell us which items require attunement?
Obviously Velon would love the circlet, especially if not an attunement item, since he gets hit a lot, but if Lia, Perry or Lawrance can make better use of it, by all means they should.
Regarding the crystals, giving one to Poppo and one to someone in the party might have its uses, or Velon could snatch them up for personal reasons (A fit to Lia).
Otherwise any remaining interest might be in a MM wand since he stinks at ranged attacks and who wouldn’t want the Good Hope potion for the next dragon fight!
Also, perhaps the following: A couple of potions of healing, potion of spiderclimb, and potion of invisability. I think it hurt not carrying any healing potions of healing the last couple of battles.