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

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<big>'''Coinage'''</big><br>
 
<big>'''Coinage'''</big><br>
'''PP:''' 621<br>
+
'''PP:''' 1258<br>
'''GP:''' 9000<br>
+
'''GP:''' 13,448<br>
'''SP:''' 3896<br>
+
'''SP:''' 3901<br>
 
'''CP:''' 298<br>
 
'''CP:''' 298<br>
 
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|}
 
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¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br>
 
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br>
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small>
+
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br>
 
+
<big>'''Gemstones'''</big><br>
 +
{|
 +
|valign="top" width="40%"|
 +
;Greater Quality Gems
 +
:1000 GP Value
 +
::Black Opal x2
 +
::Blue Sapphire x2
 +
::Emerald x3
 +
::Fire Opal x4
 +
::Opal x1
 +
::Star Ruby x1
 +
::Yellow Sapphire x1
 +
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 +
|valign="top" width="40%"|
 +
;Lesser Quality Gems
 +
:Azurite 9gp
 +
:Rose Quartz 20gp
 +
:Lapis Lazuli 11gp
 +
:Peridot 20gp
 +
|}
 
{|
 
{|
 
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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 Haste x2 (1d4 rounds of Haste)
:Potion of Greater Healing
+
:Potion of Healing x 9
 +
:Potion of Greater Healing x 6
 +
:Potion of Growth x2
 
:Potion of Levitation x 3
 
:Potion of Levitation x 3
:Potion of Superior Healing x 2
+
:Potion of Superior Healing x 3
:Vial of Antivenom x 2
+
:Potion of Water Breathing x 11, 1 hour
:Potion of Water Breathing x 5, 1 hour
+
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)
 
:Burn Ointment
 
:Burn Ointment
 
:4 Levitation potions
 
:4 Levitation potions
  
 
;Scrolls
 
;Scrolls
:1 Scroll of Mirror Image
+
:1 Scroll of Witch Bolt
:1 Scroll of Chromatic Orb
+
:1 Scroll of Nystul's Magic Aura
 
:1 Scroll of Resurrection
 
:1 Scroll of Resurrection
  
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===Magic Items that will be traded===
 
===Magic Items that will be traded===
;Tentacle Rod
+
 
:''Rod, rare (requires attunement)''
+
===Not Ours to Keep===
: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
+
;Artifact - Bloodstone of Fistandantalus
;Boots of Speed
+
;Carashiel crystal
:''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.
 
 
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:''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 Magic Missiles
+
;Dust of Sneezing and Choking
:''Wand, uncommon''
 
: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.
 
: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.
 
;Dust of Sneezing and Chocking
 
 
:''Wondrous item, uncommon''
 
:''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.
 
: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.
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: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).
 
: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.
 
: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
+
;Bag of Tricks - Rust
:''Wondrous Item, rare (requires attunement)''
+
:''Wondrous item, uncommon''
: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.
+
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
;Raven's Ice Dagger of Wounding +2
+
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
:''Weapon, rare (requires attunement)''
+
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
: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.
+
::'''D8 Result'''
 +
::1 Rat
 +
::2 Owl
 +
::3 Mastiff
 +
::4 Goat
 +
::5 Giant goat
 +
::6 Giant boar
 +
::7 Lion
 +
::8 Brown bear
 
|}
 
|}
 +
===Recent Aquisitions===
 +
;Bottomless canister of Dust of Cleaning
 +
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses
 +
;Wand of Fear
 +
:''Wand, rare (requires attunement)''
 +
: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.
 +
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
 +
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
 +
;Wand of Polymorph
 +
:''Wand, very rare (requires attunement by a Spellcaster)''
 +
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from 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.
 +
;Wand of Viscid Globs
 +
:''Wand, rare (requires attunement)''
 +
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
 +
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
 +
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
 +
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
 +
;Studded Leather +2 - Thunder Resistance
 +
;--------Fight in the square with the colossus--------
 +
;Spore Hood -  Allows wearer to use gaseous form (but a cloud of spores) 1/day.
 +
;Slate that transmit to a secondary slate anything written on it
 +
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)

Latest revision as of 17:24, 13 May 2022

The Lost & The Found Group Loot

Resources

Coinage
PP: 1258
GP: 13,448
SP: 3901
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

Gemstones

Greater Quality Gems
1000 GP Value
Black Opal x2
Blue Sapphire x2
Emerald x3
Fire Opal x4
Opal x1
Star Ruby x1
Yellow Sapphire x1
Lesser Quality Gems
Azurite 9gp
Rose Quartz 20gp
Lapis Lazuli 11gp
Peridot 20gp

Potions and Scrolls

Potions
Potion of Animal Friendship
Potion of Climbing
Potion of Haste x2 (1d4 rounds of Haste)
Potion of Healing x 9
Potion of Greater Healing x 6
Potion of Growth x2
Potion of Levitation x 3
Potion of Superior Healing x 3
Potion of Water Breathing x 11, 1 hour
Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)
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

Not Ours to Keep

Artifact - Bloodstone of Fistandantalus
Carashiel crystal


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.
Bag of Tricks - Rust
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
D8 Result
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear

Recent Aquisitions

Bottomless canister of Dust of Cleaning
Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses
Wand of Fear
Wand, rare (requires attunement)
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.
Command While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Wand of Polymorph
Wand, very rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from 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.
Wand of Viscid Globs
Wand, rare (requires attunement)
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
Studded Leather +2 - Thunder Resistance
--------Fight in the square with the colossus--------
Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.
Slate that transmit to a secondary slate anything written on it
Figurine
Goose (it can act as a watch/alarm goose as well as a sneak-thief)