Difference between revisions of "Independant Society of Antiquaries Group Loot"
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<big>'''Coinage'''</big><br> | <big>'''Coinage'''</big><br> | ||
− | '''PP:''' | + | '''PP:''' 1258<br> |
− | '''GP:''' | + | '''GP:''' 13,448<br> |
− | '''SP:''' | + | '''SP:''' 3901<br> |
'''CP:''' 298<br> | '''CP:''' 298<br> | ||
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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 | ||
+ | |valign="top" width="10%"| | ||
+ | |valign="top" width="40%"| | ||
+ | ;Lesser Quality Gems | ||
+ | :Azurite 9gp | ||
+ | :Rose Quartz 20gp | ||
+ | :Lapis Lazuli 11gp | ||
+ | :Peridot 20gp | ||
+ | |} | ||
{| | {| | ||
|valign="top" width="45%"| | |valign="top" width="45%"| | ||
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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 | + | :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 | + | :Potion of Superior Healing x 3 |
− | + | :Potion of Water Breathing x 11, 1 hour | |
− | :Potion of Water Breathing x | + | :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 | + | :1 Scroll of Witch Bolt |
− | :1 Scroll of | + | :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=== | ||
− | + | ||
− | + | ===Not Ours to Keep=== | |
− | + | ;Artifact - Bloodstone of Fistandantalus | |
− | ; | + | ;Carashiel crystal |
− | + | ||
− | + | ||
− | |||
|valign="top" width="5%"| | |valign="top" width="5%"| | ||
|valign="top" width="45%"| | |valign="top" width="45%"| | ||
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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. | ||
− | ; | + | ;Bag of Tricks - Rust |
− | :''Wondrous | + | :''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) |
Latest revision as of 16:24, 13 May 2022
The Lost & The Found Group Loot
Resources
Coinage |
Trade Bars¹ |
Ingots² |
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
|
|
Potions and Scrolls
Tools
Crafting MaterialsCrafting SchemaFavors, Information, etc.
Not Quite Magic Items
Magic Items that will be tradedNot Ours to Keep
|
Magic Items
|
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)