Difference between revisions of "Independant Society of Antiquaries Group Loot"
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: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. | :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. | :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. | ||
+ | ;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 | ||
|} | |} |
Revision as of 11:06, 11 April 2020
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
Potions and Scrolls
Tools
Crafting MaterialsCrafting SchemaFavors, Information, etc.
Not Quite Magic Items
Magic Items that will be traded
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Magic Items
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