Item: Blazer of Scintillating Glyphs, as Robe of Scintillating Colors but instead of simple patterns of hues, it projects arcane runes that cause affected creatures to be Paralyzed instead of Stunned.

Requires Attunement; This robe has 3 Charges, and it regains 1d3 expended Charges
daily at dawn. While you wear it, you can use an action and expend 1
charge to cause the garment to display a shifting pattern of dazzling
hues until the end of your next turn. During this time, the robe sheds
bright light in a 30-foot radius and dim light for an additional 30
feet. Creatures that can see you have disadvantage on Attack
rolls against you. In addition, any creature in the bright light that
can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become Stunned until the effect ends
.

Item: clutch of Trapper/Lurking-Ray larvae. When grown, they will more fully make use of their cuttlefish-style chromatophores to perfectly blend in with dungeon floors to hunt and devour whole adventurers, but for now they mainly can hit a few primary colors and you’d have to try pretty hard to even lose a finger.

Item: Brooch of Number Numbing, a cloak clasp pin that induces severe dyscalculia in anyone conversing with the wearer; they lose all distinction between numbers and will accept almost any financial transaction set to them–the exception being that they remember the relative value of coins (gold vs silver). The effect lasts 2d6 rounds after the conversation ends, at which point they will generally realize what just happened, although if they’ve never heard of such a Brooch they might wonder why.

Encounter: 2d8 Flumphs

I had always looked at these and assumed they were low-level monsters, but now I’m noticing “Intelligence: Average”, which I believe by 1981 manuals was the same as humans and dwarves and such. I don’t know what languages they’re up on, but they could probably hold conversations, or even hold down jobs. (If so, why do they have Treasure Type: Nil? Do they blow it all on drow rogues playing blackjack on the streets of the Underdark? Do they send it to televangelists for some sketchy deity? #worldbuilding)

Item: Slippers of Spider Climbing: While you wear these light shoes, you can move up, down, and across
vertical surfaces and upside down along ceilings, while leaving your
hands free. You have a climbing speed equal to your walking speed.
However, the slippers don’t allow you to move this way on a slippery
surface, such as one covered by ice or oil.

Item: Eyes of Doom: These smoked crystal lenses fit over the user’s eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. (image source; item source)

Item: bag of 40 Green Army Men Figurines of Wondrous Power. “When the figurine is tossed down and the correct command word
spoken, it becomes a living creature of normal size (except when noted
otherwise below). The creature obeys and serves its owner. Unless stated
otherwise, the creature understands Common but does not speak.If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.” (and since it’s surprisingly hard to find the standard classic green army men: source)