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Loot List.

Posted by DMFor group 0
DM
GM, 33 posts
Narrator
Destroyer of Worlds
Fri 20 Sep 2013
at 16:11
  • msg #1

Loot List

A running tally of the magical items you have encountered over the course of the campaign.


Identified Items

Scarab's Carapace
+3 Full Plate with DR 3. The wearer is considered to be under the effects of Endure Elements permanently while the armor is worn; it can be slept in without risking a fatigue penalty; and can cast Neutralize Poison (as a 4th-level caster) 1/day.

Spidersilk Sash
This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with demons/devils, a +2 competence bonus on similar checks when dealing with vermin, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Infernal. In addition, the wearer gains Energy Resistance 5 vs Fire.

Spidersilk Bracers
The wearer is immune to spider venom and gains a +2 resistance bonus when saving against any other blood-born poison. Once per day, these bracers allow their wearer to fire a stream of webbing at a target within 10 feet as a ranged touch attack. If successful, the target becomes entangled. (Escape Artist DC 13, Strength/Break DC 17, Concentration for casters DC 17).

Cobweb Amulets
Once per day, these amulets grant their wearer the ability to speak with vermin. This effect lasts for 60 minutes once activated.

Belt Pouch of Holding (Type 2)
This magical container somehow has space for up to 500 lbs of odds and ends, the caveat being that anything placed in the pouch must be able to fit through its mouth, which is 4 or 5 inches wide at most.

Minor Amulet of Tongues: Infernal
Allows the wearer to read, write, comprehend, and speak Infernal

Simon's Chain Shirt
The +2 chain shirt increases the wearer's strength by +1.

Simon's Straw Hat
This dapper straw hat cannot be easily dislodged from the wearer's head (DC 20 strength check to rip it off against your will. No DC to remove it voluntarily).  Once per day, it is capable of transmitting a short message in a manner identical to the Sending spell. This ability does not recharge unless the hat has been worn for a full 24 hours after expending the previous charge."

Linen Apron
While worn, this garment provides a +5 bonus to all heal checks made by the wearer.  In addition, any Heal check made to stabilize a dying individual automatically succeeds.

Simon's Mace
This is a Vicious +1 heavy mace.  When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder."

Flametongue
This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.

Bookshelf of Holding
Holds at least four books.  At the moment, contains "Pest Control" (minotaur tome about gnome eradication), "Traveler's Guide to Fey'driel" (written in sylvan), a book written in ancient Gnomish that nobody can read, and a history book written in elven and common.  There is also a detailed map of Fey'driel.

Spectral Breastplate
This is a +2 breastplate that seems almost translucent in appearance. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.

Bejeweled Chalice
This Chalice can be used five times per day to summon any mundane liquid, which fills the mug to the brim.  You can only use this item to summon nonmagical liquids that are liquid at room temperature. Attempting to summon something the Chalice cannot conjure still consumes one of the day's charges.  In addition, the first time each day a person drinks from the Chalice, they will enjoy +2 Wisdom for the next hour.

Glammered Chain Shirt
This is a +1 chain shirt that has been glammered to look like a formfitting dress. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

Tarnished Silver Ring
A plain band of silver that protects the wearer from all negative level drains, ability drains, and ability damage while worn.

White Arrow
This razor-straight arrow is marked with white fletching and glows with a pale light.  When using this arrow, +2 to attack and damage rolls, and ignore any concealment or cover bonuses the target might otherwise enjoy.

Etched Orb
This simple metallic orb is etched with jagged markings, and has demonstrated the ability to fire electric bolts.

Reflex for half damage. 5 bolts per day, 1d8 damage each.  You can fire as many or as few as you like with a single invocation of the orb.  Multiple bolts fired at once need not have the same target. You must be holding the orb to use it.

Ring of the Ram
Using a specific phrase triggers a spectral ram, which seems to be able to delivery physical damage or simple kinetic force in varying amounts.

The wearer can command the ring to give forth a ram-like force, manifested as a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.

This ring had 30 charges remaining when it was found.

Storm Bow
This is a +1 shortbow.  Upon command, any arrow fired by this weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. Arrows thus imbued deal an extra 1d6 points of electricity damage on a successful hit.

Signet Ring of House Vesper
Slightly glowing ring tastefully set with a small emerald.  This is a male signet ring from the House Vesper, belonging to Eldric Vesper after being passed down for generations.  It has a grim and interesting history muddled by the influence of a second ring, the female version of the same signet.

The wearer is granted +1 AC and can cast Barkskin once per day.

Wild Elven Wafers
These flaky pastries heal whoever eats them for 15 points of damage.  Only one wafer may be consumed per day; attempting to consume a second will have no effect.  All other healing effects applied after consumption of a wafer are reduced by 50% until 8 hours of rest have been observed.

Sword with Gilded Maple Leaf
This sword looks normal in all aspects except for the hilt, upon which is inscribed a gilded maple leaf that glows warmly.

This gleaming weapon seems about 5% sharper than it should be (yes, it's a +1 sword), and permits the bearer to cast Gust of Wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) once per day.

History: "This weapon is suited to the nephew of Wildheart, as it appears to be his own sword from years gone by.  He called it the Tempest Edge, if I recall correctly, and used to be able to make it do a variety of interesting tricks. It is made of a rare metal from a plane far beyond our own, and its main property is the ability to retain multiple enchantments at once.  I'd hold onto this, even after you outgrow it."

Blueband Suppression Sphere
A rusty iron orb about the size of an apple, this device can be thrown at a target in order to bind them.  It has three settings: Stop, Collaborate, and Listen.  The first binds the target's legs; the second, the target's legs and arms; and the third tosses a gag into the mix, as well.

To use the sphere, simply hurl it at your target (ranged touch attack).  Once you hit them, it will automagically activate Listen mode.  To change the settings, simply concentrate on Function 1, Function 2, or Function 3 to switch between Stop, Collaborate, and Listen modes, respectively.  The sphere must remain within your line of sight to respond to your control.

The bindings, though sturdy, can be sundered with a DC 22 Strength check (required for each individual binding).  A bound captive can also escape by making an Escape Artist check (DC 18 for Stop, DC 24 for Collaborate, DC 25 for Listen).  Any binding that is sundered is gone forever, weakening the sphere's future utility.

**NOTE: the central band, which binds the arms, has been broken**

Belt Pouch of Holding (Type 1)
This magical container somehow has space for up to 200 lbs of odds and ends, the caveat being that anything placed in the pouch must be able to fit through its mouth, which is 4 or 5 inches wide at most.

Mystic Compass
An ornate silver case surroundings this palm-sized object, which houses a traditional-looking compass arrow beneath a sheet of crystal-like glass.  There are three gemstones set into the bottom part of the case, which would normally face the holder: a ruby, a sapphire, and a topaz.  The compass arrow is set against a backdrop that is somewhat nontraditional; instead of reading N, S, E, W, it displays only the N, with the S, E, and W points replaced by a ruby, a sapphire, and a topaz.

This marvelous compass has four settings.  It is a standard compass under normal circumstances, but if you press one of the gems, it changes.

Ruby Mode: Nearest location imbued with evil
Sapphire Mode: Nearest location imbued with good
Topaz Mode: Nearest location imbued with magic

Pressing a gem will cause it to light up, and will shift the matching area of the compass rose into the "north" position.  Pressing the same gem again will revert the compass back to normal.

Coldfire Torch
Shaped exactly like a normal torch in most respects, this torch is made of unburning ironwood and topped with a dark crystal.

This device is so simple, a child could use it.  At will, while holding it, you can cause the tip to ignite with a beacon of light much like an actual torch.  You can dim this light with but a thought, as much or as little as you like.  The light will persist for one hour per activation, and can be activated 4 times per day.

While lit, this torch also has another curious power: it can repel the undead.  You may use 1-3 charges of its remaining daily charges as a standard action to deal 1-3 undead targets within a 10-foot radius of the lit torch 1d8/level damage (max 10d8), Reflex DC 15 saves for half damage.  Note: You have to be holding the torch to use this ability.

Book of Answers
This extremely thin book consists of an elaborate cover of durable, glossy leather and a clasp.  Upon the cover is stamped a peculiar seal: a spiraling quill.  The clasp opens easily, revealing a single sheet of lined parchment bound to the spine of the book.  This parchment's dozen lines are completely blank, save for the topmost line, upon which the following words are written in dark script: "Fill Your Inkwell, Dip Your Quill.  Ask Me, Seeker, What You Will".

The inside cover is stamped a poem of sorts in embossed golden letters:

Within the pages of this book / you will discover, if you look
Upon each line, as free as birds / the answers to your written words
A word of caution: note ye well / just one each day will this tome tell
Know further, though I answer true / interpretation's left to you


This curious object will answer one question written within its pages each day. Answers appear at dawn, and the ink fades to nothingness after the book has been opened and closed once, save for the instructions and prompt, of course.

Vial of Insight
These unassuming containers hold within themselves a pale golden liquid which bubbles ceaselessly.  The stoppers are crafted of high-quality rubber and are secured by a metal clamp.  The vials themselves seem to be made of reinforced glass.

Each vial is stamped with a 1, 2, or 3, and possesses the following magics:

1) Gain the effects of Detect Magic, Detect Invisibility, True Sight, Darkvision, Detect Evil, Detect Good, Detect Lawful, and Detect Chaos. This effect lasts 24 hours.
2) Gain +2 Int and +2 Wis, the ability to detect secret doors like an elf, the ability to detect traps like a rogue, and a  passive +10 to all Perception rolls.  This effect lasts 12 hours.
3) Refresh all spell slots, as if you had prepared new spells at dawn.

Delicious Sandwich
Rumored to be the best-tasting meal to ever find itself between two pieces of bread.

This sandwich is more than meets the eye.  It will never spoil, and its appearance changes to match whatever the viewer would think of as the most delicious sandwich in existence.

You may utter the keyword "Nom!" at any time to cause any target who can actually see the sandwich in some detail (20 feet or so, depending on keenness of the target's eyesight) to covet nothing so much as a bite of its deliciousness.  Will save DC 15 to negate.  If the save fails, the target will take no actions except those that bring it closer to the sandwich.  Upon reaching the sandwich, they will attempt to eat it slowly, savoring it over the course of 4 rounds, and will not do anything else until it is completely consumed.

Each round, affected target is allowed a new Will save to realize what it is doing and end the effect, DC 15, but the process of realizing this takes a standard action.

If the sandwich is completely consumed, it is gone forever.  If even a bite remains, however, the sandwich will regenerate one additional bite at dawn the next day.
This message was last edited by the GM at 19:02, Wed 21 Jan 2015.
DM
GM, 195 posts
Narrator
Destroyer of Worlds
Sun 6 Oct 2013
at 15:13
  • msg #2

Re: Loot List

Unidentified Items

1x Simon's black leather book
1x Simon's Binder
1x amulet (from Medenbury)
1x belt pouch (from Medenbury)

Cedrik's Godstone

Cedrik's Signet Ring

Handful of Berries
Tasty-looking berries that seem almost supernaturally plump and juicy.

Melvin's Magnificent Aural Analyzer / The Godstone
Shaped like a paperweight with a digital display and a horizontal slit through the top, this contraption has some connection to empowered holy symbols.

Zuriel's Pendant
This simple silver pendant shimmers periodically with faint sparkles of colorful light.  It seems very old, yet untarnished by the ravages of time.
This message was last edited by the GM at 18:09, Tue 11 Feb 2014.
DM
GM, 500 posts
Narrator
Destroyer of Worlds
Thu 21 Nov 2013
at 14:42
  • msg #3

Re: Loot List

Identified Items That Are Still A Mystery

The Crown of Thorns (Destroyed)
A circlet of dead briers and such.  Bestows curse of being unable to eat or drink if removed.  The curse does not manifest unless the Everstaff fails to be fed regularly.  In addition, wearing the circlet slows the Everstaff's hunger significantly.

The Everstaff
An old, smooth staff with a gnarled knot atop it.  Glows with an eerie light on occasion.

The Everstaff is a synthesis of object and sentient being. It can speak to its bearer, and appears to be able to bond with whoever the wielder might be -- though it needs permission to do so.

It has a palpable hunger for the energies needed to sustain the non-object part of itself.  The bearer cannot be easily tracked through traditional means, and it has a supernatural shield of some sort.

There are more abilities than these waiting to be discovered:

Known Abilities

Sentient (Passive)
The staff seems to have a mind of its own, and can communicate telepathically.

Gnawing Hunger (Passive)
The staff craves energy, and cannot function without it.  If deprived for too long, it will attempt to Feed on anything nearby -- even the wielder.  The staff cannot use its other abilities while hungry, and eventually loses the ability to speak if left unfed for too long.

Pass Without Trace (Passive)
You do not leave a trackable trail when you walk through wilderness areas

Lifelink (Passive)
When you would be reduced below 1 HP, you are instead stabilized at 1 HP.  The staff is drained one unit of energy for every 10 damage negated in this way.

Feed
The staff can sustain itself and its powers using a variety of sources, which can range from living creatures, plants, and blood to pure lifeforce.  The conversion rate of lifeforce to usable energy seems to vary greatly based on the source of energy and what you do with it.

Known Spells

Identify - costs 1 unit of energy
Dispel Magic - costs 1 unit of energy
Suggestion - costs 1 unit of energy
Everblast - costs 0 units of energy
Make a ranged touch attack.  If successful, lose 2*X HP (X cannot exceed your level): deal Xd8 kinetic damage. (Same damage type as a magic missile).
Compel - costs X units of energy
Essentially a combination of Suggestion and Domination, if the target fails its Will save, it must obey the caster for a duration equal to 1 hours per unit of energy expended. This duration is variable, and need not be determined when the spell is cast.
This message was last edited by the GM at 14:49, Thu 17 July 2014.
DM
GM, 985 posts
Narrator
Destroyer of Worlds
Wed 5 Feb 2014
at 14:37
  • msg #4

Re: Loot List

In reply to DM (msg # 3):

Archive of Magic Items That Have Been Consumed/Destroyed/Sold

Roll of Linen
This roll of linen provides a +5 bonus to all heal checks made by the bearer.  In addition, any Heal check made to stabilize a dying individual using this item automatically succeeds.  It can be used 10 times (for any combination of heal checks or stabilization purposes) before being depleted.

Plump Blueberry
This otherwise unassuming blueberry shimmers with an incandescent glow.  Eating it grants regeneration of 3HP/round for 10 rounds.

+1 quarterstaff
A ridiculously sturdy staff.

1x Minor Amulet of Tongues: Infernal
Allows the wearer to read, write, comprehend, and speak Infernal

2x Belt Pouch of Holding Type 1
A normal belt pouch of holding. It's unknown what's inside.
This message was last edited by the GM at 15:30, Wed 12 Feb 2014.
DM
GM, 2349 posts
Omniscient Narrator
Destroyer of Worlds
Mon 13 Oct 2014
at 15:55
  • msg #5

Re: Loot List

In reply to DM (msg # 4):

Bump. I know this list is out of date, but I don't have time to update it right now. Will do so soon.
DM
GM, 2414 posts
Omniscient Narrator
Destroyer of Worlds
Fri 31 Oct 2014
at 18:55
  • msg #6

Re: Loot List

In reply to DM (msg # 5):

Dawn
+X longsword
(If bearer is < 4, 9, 14, 19, the bonus is +1/+2/+3/+4/+5)

All damage dealt by sword to empowered followers of Ma'or is reduced to 0.
All damage dealt by sword to Good targets is reduced to 0.
All damage dealt by sword to Celestial targets is reduced to 0.
(not sure which of the above is true)

Abilities: Lay on Blade -- Can hold 100 points of healing, which can be added to it by any normal healing means (LoH, Cure spells, pouring potions on it, etc.). These points can be expended at will as a standard action, targeting anyone you can touch with the blade.

Abilities: At will, may cast "Light" on the blade. Attacks made with the blade "lit" deal +1d6 damage.
This message was last edited by the GM at 18:58, Fri 31 Oct 2014.
Maeve Hassan
player, 1464 posts
Not keen on scarecrows
Death to Shoes Lady
Fri 31 Oct 2014
at 19:38
  • msg #7

Re: Loot List

In reply to DM (msg # 6):

But does it play triumphant music whenever Zuriel speaks?  If not, he may want to reconsider.
DM
GM, 2415 posts
Omniscient Narrator
Destroyer of Worlds
Sat 1 Nov 2014
at 23:07
  • msg #8

Re: Loot List

In reply to Maeve Hassan (msg # 7):

I haven't decided yet. It might trigger addition effects based on angst or billowing.
Zuriel Silendril
player, 2017 posts
Flamebringer
House Silendril
Sat 1 Nov 2014
at 23:53
  • msg #9

Re: Loot List

It also ought to have an aura of lavender and sandalwood
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