Devil May Care's office is itself not too spectacular in hidden treasures, forbidden secrets and unseen dangers. There's a single well-placed block of Ebonstone in the basement that accounts for the tangible aura of evil in the building, the better to aide Evelynn's scam, and well-kept offices with some monetary notes... mostly stocks in disbanded or black-mailed adventuring groups. It would seem Evelynn was using mercenary groups that were too small to contend on the larger scale as pawns with herself as an independent boss, amassing a small army to make a similar fully licensed claim as the dread Sir Ottiumus is presently attempting!
Cashing all of the stocks and selling the building space will neatly discharge this dangerous little bundle of scheming and make you 48,000 gold richer!
Looting Evelynn's body proved problematic as a great deal of her belongings seem to have been symbolically fused to her body and soul by whatever pact she made with Sviffle. Her office had a few additional potions.
Devil May Care
Fools-Errant Reputation: No Change
Debt Loot: 48,000 gold!
Free Gold: 24,000 gold!
Items
*Artifact: Hand of Entropy
You're not sure what this could be in any mortal terms. It doesn't seem safe to use.
*Volcanic Mace
Made for crushing and erupting!
+3 Volcanic Two-Handed Maul (+2 Prof, 2d6, Military Hammer, Crit Modifier +3d6)
Volcanic Property - Deals an additional 1d8 Fire damage on hit.
*Bolo Launcher Parts
From the modified and scattered remains of Leonard's weapon.
Grants an additional +1 magic modifier to any ranged weapon and allows a 1/Daily power.
1/Daily - Targets 1-2 Creatures within 3 squares of each other, Wis vs Reflex.
On Hit 1 Creature: Teleport creature 3 squares and deal 2[W] + Wis Mod to them.
On Hit 2 Creatures: Creatures switch place, take 2[W] + Wis Mod damage, and are dazed until the end of your next turn.
*Volcanic Hellfire Plate Shards
Broken in the battle in the vault room, these bits of spikes and metal radiate unnatural heat.
Grants +1 Modifier to any Heavy Armor, grants Resist 10 Fire(does not stack.)
*+2 Darkhide Armor
Leonard's personal set. He won't be needing it anymore... seems to be fashioned from one of the more horrible things that stalks those who might travel the comet walkways.
As Hide Armor but with Base AC 4 + 2. So... AC +6, Skill Checks -1, Light Armor
*Cleansed Beard Clasp
Purified with Holy Water, a tidy beard clasp dropped in the infernal circle of the Beard Baron, Sviffle.
Grants additional +1 bonus to any Holy Symbol. Must have a Beard. OK, or hair.
*Acrobat Boots
Leonard's pair of the popular model for the light on their feet... or the knocked-on-their-ass.
+1 Acrobatics, can stand up from Prone as a Minor instead of a Move. Feet Slot.
*Ironskin Potion
Smells like something from the blacksmith's furnace in a thick green flask.
1/1 Use. Grants Resist All 10 until end of encounter.
*Regeneration Potion
A sickly yellow in a little stoppered vial.
1/1 Use. Grants Regeneration 5 until end of encounter.
*Ring of False-Hoods
Evelynn's personal ruby ring.
Grants +2 Bluff Item Enhancement and allows user to disguise self as a devilish counterpart for an additional +2 Bluff.