Independant Society of Antiquaries Group Loot

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The Lost & The Found Group Loot

Resources

Coinage
PP: 48
GP: 1172
SP: 2314
CP: 182

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 Climbing
Potion of Healing x 2
Potion of Greater Healing x2
Vial of Antivenom x 2
Potion of Water Breathing x 6, 1 hour
Burn Ointment
6 Levitation potions
Potion of Invisibility
Potion of Improved Invisibility
Scrolls
5 Scrolls of Mirror Image
Grenades
3x grenades
2x smoke bombs
2x sleep-bombs
2x PitFiend (illegal)
1x stinking-cloud grenade

Tools

Alchemist Kit
Masterwork Tinkering Tools (double proficiency bonus if proficient)

Crafting Materials

Bars of iron, copper, silver, gold, platinum, various alloys, smaller amounts of mithril, arjale, starmetal - worth approximately 2800 gp
4,205 total value in metals and components from the spiders
Lots of weird alchemy odds and ends/reagents

Crafting Schema

Ring of Mind Shielding
Hat of Vermin
Immovable Rod
Necklace of Fireballs
Portable Hole
Bag of Holding
Cube of Force
Cubic Gate
Incomplete "Isolated Hagen-Coil Mana Inversion Bomb"

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 x8
Grenade Launcher attachment for a firearm
Requires tinkering or artificer to attach
Doubles range of grenades, bombs and even flasks loaded into the contraption
Crystal rod housed within a rune etched stone cylinder x2
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.
Rod 1
Spells - Faerie Fire, Fireball
Schema - Necklace of Fireballs
Rod 2
Spells - Sleep, Ray of Sickness
Schema - Wand of Sleep
Memory Crystals x48
Genie Mind
Mountain Dew (20 oz.) x5
Big Bag of Cheetos x2

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
Living Spellbook (Requires attunement)
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.
For spell casting purposes, it has a casting bonus of +6 and a spell DC of 14.
Cantrips: Dancing Lights, Light, Mage Hand, Mending, Message, Prestidigitation, Amanuensis & Create Item.
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)
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.
Wand of Binding
Wand, rare (requires attunement by a spellcaster)
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.
Spells. 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).
Assisted Escape. 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.
Wand of Magic Missiles x2
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.
Wand of Conjuration
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:
Stinking cloud (1 charge +1 for each spell level higher cast)
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)