Offers some interesting ideas. Even if you have a lot of magic in your campaign, here are items that your players can actually afford to buy off the shelf. Alternately, it's a good way to make mundane treasure special and still useful -- so the dagger isn't magical, but it glows when undead are nearby, that's interesting, and can spice up the role-playing too.
For the length of it, there are only a few items that I see as immediately useful to PC adventurers, or that I could see using as a plot device in an NPC's hands. The others might take some more twisting, but show promise.<br><br><b>LIKED</b>: Descriptions were nice, and so were the photos of the real gems and minerals. There's a very useful table summarizing the minerals/gems, items, and effects at the end.<br><br><b>DISLIKED</b>: Some of the alchemical items duplicate magic spells, which may be stronger that you want alchemy to be in your game. Also, many of the gems (and thus the items made from them) are greatly underpriced compared to the D&D DMG, so if you're using those rules, you'll want to make adjustments. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>