Difference between revisions of "Independant Society of Antiquaries Group Loot"

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<big>'''Coinage'''</big><br>
 
<big>'''Coinage'''</big><br>
'''PP:''' 48<br>
+
'''PP:''' 969<br>
'''GP:''' 5972<br>
+
'''GP:''' 18,662<br>
'''SP:''' 2314<br>
+
'''SP:''' 3896<br>
'''CP:''' 182<br>
+
'''CP:''' 298<br>
 
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===Potions and Scrolls===
 
===Potions and Scrolls===
 
;Potions
 
;Potions
 +
:Potion of Animal Friendship
 
:Potion of Climbing
 
:Potion of Climbing
:Potion of Healing x 2
+
:Potion of Healing x 9
:<span style="color:Magenta">Potion of Greater Healing *Claimed by Hjollman</span>
+
:Potion of Greater Healing x 2
:Potion of Greater Healing
+
:Potion of Levitation x 3
 +
:Potion of Superior Healing x 2
 
:Vial of Antivenom x 2
 
:Vial of Antivenom x 2
:Potion of Water Breathing x 6, 1 hour
+
:Potion of Water Breathing x 5, 1 hour
 
:Burn Ointment
 
:Burn Ointment
:6 Levitation potions
+
:4 Levitation potions
:Potion of Invisibility
 
:<span style="color:Magenta">Potion of Improved Invisibility *Claimed by Hjollman</span>
 
  
 
;Scrolls
 
;Scrolls
:<span style="color:Magenta">2 Scrolls of Mirror Image *Claimed by Hjollman</span>
+
:1 Scroll of Witch Bolt
:3 Scrolls of Mirror Image
+
:1 Scroll of Nystul's Magic Aura
 
+
:1 Scroll of Resurrection
;<span style="color:DarkGoldenrod">Grenades *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">3x grenades *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">2x smoke bombs *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">2x sleep-bombs *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">2x PitFiend (illegal) *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">1x stinking-cloud grenade *Claimed by Xenophon</span>
 
  
 
===Tools===
 
===Tools===
 
:Alchemist Kit
 
:Alchemist Kit
:<span style="color:DarkGoldenrod">Masterwork Tinkering Tools (double proficiency bonus if proficient) *Claimed by Xenophon</span>
 
  
 
===Crafting Materials===
 
===Crafting Materials===
:<span style="color:Magenta">Bars of iron, copper, silver, gold, platinum, various alloys, smaller amounts of mithril, arjale, starmetal - worth approximately 2800 gp *Claimed by Hjollman </span>
 
:<span style="color:Magenta">4,205 total value in metals and components from the spiders *Claimed by Hjollman </span>
 
:Lots of weird alchemy odds and ends/reagents
 
  
 
===Crafting Schema===
 
===Crafting Schema===
:<span style="color:Magenta">Ring of Mind Shielding *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Hat of Vermin *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Immovable Rod *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Necklace of Fireballs *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Portable Hole *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Bag of Holding *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Cube of Force *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Cubic Gate *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Incomplete "Isolated Hagen-Coil Mana Inversion Bomb" *Claimed by Hjollman </span>
 
  
 
===Favors, Information, etc.===
 
===Favors, Information, etc.===
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===Not Quite Magic Items===
 
===Not Quite Magic Items===
;Silver Wands x8
+
;Silver Wands x5
;<span style="color:DarkGoldenrod">Grenade Launcher attachment for a firearm *Claimed by Xenophon</span>
+
 
:<span style="color:DarkGoldenrod">Requires tinkering or artificer to attach *Claimed by Xenophon</span>
+
===Magic Items that will be traded===
:<span style="color:DarkGoldenrod">Doubles range of grenades, bombs and even flasks loaded into the contraption *Claimed by Xenophon</span>
+
;Tentacle Rod
;<span style="color:Magenta">Crystal rod housed within a rune etched stone cylinder  x2
+
:''Rod, rare (requires attunement)''
:<span style="color:Magenta">Spells and Schema are copied into the mind of the user, erasing them from the rod. The spells can then be transcribed to a scroll or spellbook, or just cast outright. The schema can be transcribed into usable schema.
+
:Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
:<span style="color:Magenta">Rod 1
+
;Boots of Speed
::<span style="color:Magenta">Spells - Faerie Fire, Fireball
+
:''Wondrous Item, rare (requires attunement)''
::<span style="color:Magenta">Schema - Necklace of Fireballs
+
:While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
:<span style="color:Magenta">Rod 2
+
:When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
::<span style="color:Magenta">Spells - Sleep, Ray of Sickness
 
::<span style="color:Magenta">Schema - Wand of Sleep *Claimed by Hjollman </span>
 
;Memory Crystals x48
 
;Genie Mind
 
;<span style="color:DarkGoldenrod">Mountain Dew (20 oz.) x5 *Claimed by Xenophon</span>
 
;<span style="color:DarkGoldenrod">Big Bag of Cheetos x2 *Claimed by Xenophon</span>
 
 
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===Magic Items===
 
===Magic Items===
;Censer of Commanding Smoke Elementals
 
:''Wondrous item, rare''
 
:While incense is burning in this censer, you can use an action to speak the censer’s command word and summon a smoke elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
 
;Spell Focus, shaped as a scroll. Doubles abjuration range
 
;Seraphim, Mythril half-plate +1 (16 AC, Max Dex +2)
 
;Seraphim, +1 Longbow +1D6 as long as there is sunlight
 
;<span style="color:Magenta">Living Spellbook (Requires attunement)
 
:<span style="color:Magenta">This small spell folio contains a number of cantrips scribed upon its pages.  Anyone attuned to the spellbook gains access to the cantrips within.  The spellbook can hover and will bob and twirl in the air when used and casts the spells for the user per their command.  The spellbook also affects a permanent Unseen Servant spell within 60’ of its location.  The book has the intelligence and mannerisms akin to that of a loyal dog.
 
:<span style="color:Magenta">For spell casting purposes, it has a casting bonus of +6 and a spell DC of 14.
 
:<span style="color:Magenta">Cantrips: Dancing Lights, Light, Mage Hand, Mending, Message, Prestidigitation, Amanuensis & Create Item. *Claimed by Hjollman </span>
 
;Peephole Ring
 
:The "Peephole Ring" looks like an ordinary ring with the symbol of an eye engraved in it.  When the ring is placed against any solid surface it acts as a peephole. Peephole can be used to see through up to 3ft of solid matter. Note there is no actual hole in the surface the ring only allows you to see through it as if there was a peephole at the location of the ring. Also note the ring doesn't provide any light, so if it is dark on the other side, all you will see is darkness.
 
;Boots of Speed
 
:''Big heavy gold & iron stompy boots''
 
:''Wondrous item, rare (requires attunement)''
 
:While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
 
:When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
 
 
;Immovable Rods (2 total)
 
;Immovable Rods (2 total)
 
:''Rod, uncommon''
 
:''Rod, uncommon''
 
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
 
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
;Wand of Binding
+
;Dust of Sneezing and Choking
:''Wand, rare (requires attunement by a spellcaster)''
+
:''Wondrous item, uncommon''
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
+
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.
:<b><i>Spells.</i></b> While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
+
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
:<b><i>Assisted Escape.</i></b> While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
+
;Rod of Security
;<span style="color:Magenta">Wand of Magic Missiles
+
:''Rod, very rare''
:<span style="color:Magenta">''Wand, uncommon''
+
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
:<span style="color:Magenta">This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
+
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
:<span style="color:Magenta">The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. *Claimed by Hjollman </span>
+
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
;Wand of Magic Missiles
+
;Amulet of Health
:''Wand, uncommon''
+
:''Wondrous Item, rare (requires attunement)''
:This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
+
:Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
+
;Raven's Ice Dagger of Wounding +2
;Wand of Conjuration
+
:''Weapon, rare (requires attunement)''
:This wand has 7 charges. Made of walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells:
+
:Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
:Stinking cloud (1 charge +1 for each spell level higher cast)
+
:Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 cold damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
:Unseen servant (1 charge)
 
:Summon Swarm (Charges pending GM note delving) (you summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.)
 
:Creation (3 charges)
 
:Cloudkill (3 charges +1 for each spell level higher cast)
 
:Monster Summoning (3 charges)
 
;Dean of Roses Rotary Phone
 
:Allows the use of Sending 3/day
 
:Allows the user to contact any communication device (technological, psionic or magical) in the possession of someone they know.
 
 
 
 
|}
 
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Revision as of 21:00, 28 March 2020

The Lost & The Found Group Loot

Resources

Coinage
PP: 969
GP: 18,662
SP: 3896
CP: 298

Trade Bars¹
PTB: 0
GTB: 0
STB: 0
CTB: 0

Ingots²
PI: 0
GI: 0
SI: 0
CI: 0

¹Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP
²Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP

Potions and Scrolls

Potions
Potion of Animal Friendship
Potion of Climbing
Potion of Healing x 9
Potion of Greater Healing x 2
Potion of Levitation x 3
Potion of Superior Healing x 2
Vial of Antivenom x 2
Potion of Water Breathing x 5, 1 hour
Burn Ointment
4 Levitation potions
Scrolls
1 Scroll of Witch Bolt
1 Scroll of Nystul's Magic Aura
1 Scroll of Resurrection

Tools

Alchemist Kit

Crafting Materials

Crafting Schema

Favors, Information, etc.

As a group Alva will give us early knowledge of missions before posting for adventuring groups
Each member of the group has earned Alva's favor and can get an audience with her at any time.

Not Quite Magic Items

Silver Wands x5

Magic Items that will be traded

Tentacle Rod
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
Boots of Speed
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Magic Items

Immovable Rods (2 total)
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Dust of Sneezing and Choking
Wondrous item, uncommon
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Rod of Security
Rod, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Amulet of Health
Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
Raven's Ice Dagger of Wounding +2
Weapon, rare (requires attunement)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 cold damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.