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| <big>'''Coinage'''</big><br> | | <big>'''Coinage'''</big><br> |
− | '''PP:''' 1027<br> | + | '''PP:''' 1258<br> |
− | '''GP:''' 9,398<br> | + | '''GP:''' 14,448<br> |
| '''SP:''' 3901<br> | | '''SP:''' 3901<br> |
| '''CP:''' 298<br> | | '''CP:''' 298<br> |
Revision as of 11:37, 5 June 2021
The Lost & The Found Group Loot
Resources
Coinage
PP: 1258
GP: 14,448
SP: 3901
CP: 298
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Trade Bars¹
PTB: 0
GTB: 0
STB: 0
CTB: 0
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Ingots²
PI: 0
GI: 0
SI: 0
CI: 0
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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 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
- Crown of Malixia City
- Artifact - Bloodstone of Fistandantalus
- Carashiel crystal
- Guild Gate Cube
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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
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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
- Studded Leather +2 - Acid Resistance
- Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.