Careless Whisper Treasury

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Waterdhavian-coins.jpg

Dusken Group Loot

Coinage

Waterdhavian
Harbor Moons: 0
Suns: 24
Dragons: 469
Taols: 0
Shards: 1507
Nibs: 85

Other
xxx: 0
xxx: 0
xxx: 0
xxx: 0

Trade Bars
xxx: 0
xxx: 0
xxx: 0
xxx: 0

Gems and Art

Hand Axe with silver accents (Worth 45GP)
6 bloodstone (50GP/ea)
2 carnelian (50GP/ea)
3 Onyx (50GP/ea)
2 Hyperstein (50GP/ea)

Potions and Scrolls

Potions

Potion of Healing x3 (2d4+2)
Potion of Growth
Potion of Knowledge (All four Elemental languages for 24 hours)

Scrolls

Cantrips
Challenger's Mark (Cleric/Sorcerer/Warlock/Wizard)

  • Zan
  • You bellow out a magical challenge that your opponent finds difficult to ignore. When casting this spell, make a melee weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects. In addition, before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you. Also, if the target willingly moves more than 30 feet away from you, or makes an attack that suffers disadvantage from this spell, it immediately takes 1d8 psychic damage.

Quickling Step (Druid/Sorcerer/Warlock/Wizard)

  • Orion, Zan
  • You gain the speed of a magical creature. For the rest of the turn, your walking speed is increased by 10 feet, and you have advantage on Dexterity (Acrobatics) checks.


1st Level
Thundering Armor (Bard/Cleric/Paladin/Warlock/Wizard)

  • Psalm, Zan
  • You infuse a creature's armor with pulsing energy, increasing its protection and knocking a single foe away with an intense reverberation. Choose a friendly creature within range that is wearing armor. The subject gains a +2 bonus to AC until the end of its next turn. You can also choose a hostile creature within 5 feet of the ally. That hostile creature must make a Strength saving throw. On a failed save, it takes 2d8 thunder damage and is pushed 10 feet away from your ally. On a successful save, the target takes half damage and is not pushed. You cannot cast this spell on yourself.

Weightless Pursuit (Paladin/Ranger/Sorcerer/Warlock/Wizard)

  • Zan
  • You can jump with supernatural ability and run up walls to pursue your opponent. Choose one creature within 60 feet that has just ended its turn more than 30 feet away after starting its turn within 30 feet of you. Until this spell ends, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings (while leaving your hands free). You also gain a climb speed equal to your walking speed, and your jumping distance is doubled.

In addition, as part of the reaction used to cast this spell, you can immediately fly a number of feet equal to or less than your walking speed, ending this movement in an empty space within 30 feet of the creature. This space cannot be above the creature, and you cannot end your movement farther away from your original space than the creature.

Moreover, for the duration, you have resistance against all damage from falling, and you take no damage when you fall less than 100 feet.
2nd Level
Animal Messenger Scroll (Bard/Druid/Ranger)

  • Orion
  • By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

Beast Sense Scroll (Druid/Ranger)

  • Orion
  • You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Protection from Poison Scroll (Cleric/Druid/Paladin/Ranger)

  • Orion, Zan
  • You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Magic Items

Bag of Holding - Currently all the unclaimed magic items, potions, scrolls, unsold treasure, gems, mundane items, bric-a-brac, and a kitchen sink in the treasury are held in this bag. As well as the undivided coins.
Hag's Doorknob
  •Many a gnome has been known to steal the doorknob from a hag’s dwelling as a prank. After tampering a bit with the knob’s enchantments, the prankster then quickly sells it, not wanting to be caught by the dwelling’s owner.
  •As a bonus action, when you touch this tarnished doorknob to a wall, a door 5 foot in diameter creates and opening that is 10 feet long, and it leads to the area directly on the other side of the wall. Until your next short rest, creatures can use the passageway to move through the wall. The doorknob does not work on a horizontal surface. If a creature is in the passageway when it vanishes, The creature is shunted to the nearest unoccupied space.
Feather Token - Malachite Disc (Casts feather fall if bearer falls more than 10 ft, is destroyed in use)
  •Rare, not many wizards know how to craft them
Mechanical Shield
  •A small button on the handle when pressed unleashes the center point of the shield outwards, with a burst of steam, pushing any creature hit backwards.
  •While holding this shield you can use a bonus action to target a creature within 5 feet. The creature must make a DC 16 Strength saving throw. The creature takes 1d8 bludgeoning damage on a failed save and is pushed 10 feet directly away from you.
Robe of Useful Items
  •Wondrous, uncommon
  •This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
  •The robe has two of each of the following patches:
  • (2/2) Dagger
  • (2/2) Bullseye lantern (filled and lit)
  • (2/2) Steel mirror
  • (2/2) 10-foot pole
  • (2/2) Hempen rope (50 feet, coiled)
  • (2/2) Sack
  Additional Patches
  • (1/1) Spell scroll - Thunder Step (Xanathar's pg 168)
  • (1/1) Spell scroll - Comprehend Language
  • (1/1) Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
  • (1/1) Gem - 10 tourmalines (worth 100gp each)
  • (2/2) 2 Mastiff (see the Monster Manual for statistics)
  • (3/3) Rowboat (12 feet long)
  • (1/1) Iron Door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself

Equipment and Tools

Sickle (1d4 Slashing, light)
Component pouch
Holy Symbol of Bane
Quiver with 8 arrows, coated with Serpent venom (3d6 poison, Con DC 11)
Alchemist Formulary

Favors, Information, etc.