91 Universal Solvent.

92 Goblin cloak. Invisible while in shadowy areas, but stinks like a mound of goblin shit.

93 Miser's Flute. When played, all unsecured coins in 20' will leap up and roll after you. They will follow you as long as you play, and as fast as normal running speed. Uphill is fine, stairs are not.

94 Donkey Legs. These wooden donkey legs can be attached to anything (but are not strong enough to carry literally anything). Once attached, the thing will follow you around like a loyal donkey. For example, you can attach them to a heavy statue and then have it walk itself out of the dungeon. Donkey legs are as strong as two donkeys!

95 Giant's Ochre. Anything painted with this pigment will double in size. Washes off easily with water or sweat. (If you paint yourself, it'll wash off after 1d6 rounds of sweaty combat).

96 Mask of the Jester. Anyone seeing it for the first time must save vs charm or be compelled to attack the wearer.

97 Eye of Zin. If this jewel is pressed into the forehead, the wearer's eyes turn jet black, they gain darkvision, and they are blinded by even small amounts of light (a nearby torch will blind them, for example).

98 Metal Eye Mask. Wearing this mask obscures you normal vision, but allows you to see from above, sort of like an orbital satellite's view. At sea level, you can see an area 200' in diameter, centered on the mask.

99 Pink Bead. When smashed on the ground, immediately turns into a huge mountain of fluffy bubbles, similar in consistency to a mass of fused marshmallows. Can cushion a fall or block a hallway or something. 10' in diameter, can be cut through with 6 slashing attacks, lasts 1d6 minutes.