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Inventory.

Posted by EruFor group 0
Eru
GM, 810 posts
Thu 23 Nov 2017
at 18:30
  • msg #1

Inventory

This thread is the primary group inventory including currency will be enumerated.  I will try to keep currency here in this initial post.

______________________________________________________________
CurrencyAmount
Copper628,923
Silver452,188
Gold1,512,274
Gems5,320,000
______________________________________________________________

11/23/17 -

It is also granted that each of you has roughly 500 gold worth of coins on you in whatever denominations you desire for disposable purposes.  Go ahead and mark this on your character sheet in whatever way you wish.  If you run out, you will have to come back to the TBA (Toben Bank of Arda) for a withdrawal.
This message was last edited by the GM at 18:43, Thu 23 Nov 2017.
Eru
GM, 811 posts
Thu 23 Nov 2017
at 18:31
  • msg #2

Inventory

Completely forgot about this. Here is the loot Toben has identified so far.

Wand of Troll Aspect
Transmutation (Fel)
Level: Blackguard 3, Cleric 3, Warlock 3, Sorcerer/Wizard 4
Components: V, S, M/DF
Casting time: 1 standard action
Range: Close (5ft/lvl)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

The subject becomes stronger. The spell sets Strength of the target to 23 adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.  It also grants regeneration 5.

Drawbacks:  Fire and acid sources do double damage and negate regeneration.  Fel connection - Will Save vs DC 24 to use the wand or wand user gets all the weaknesses to fire and acid but no benefits of the transmutation.
Fel channeling - by using the wand, the user taps into fel energies.  In so doing, they weaken themselves temporarily by taking 1 CON damage for each use.  However, by using the wand 5 times (regardless of time in between uses) the CON damage becomes permanent on the fifth turn

Activation Word: Mubullat gijak [Black Speech]

Creation:  Requires 1 pint of Troll Blood and the fel spell Aspect of the Troll in addition to all other normal costs.

~~~~
Robes of Fire and Acid Protection (x4)

These robes are large enough to fit a Large creature and will provide -2 checks to any movement based action for Medium sized creatures who wear them.

Your identification indicates that they protect the wearer from any form of direct attacks by fire or acid by reducing damage from such sources by 24 per attack.  There is something more, something subtle hidden within the enchantment on the robes, but a simple identify is insufficient to determine what it is.

*Your bloodfire spell bypassed this protection because it was indirect in nature.  The robes would affect fireballs and acid arrows.
~~~~
Plame's Ring - Ring of Minor Invisibility

The wearer of this ring can activate it by simply willing it to activate.  The ring grants temporary invisibility (sight only) for 1 minute/lvl of wearer.  Any aggressive action ends the invisibility.  Can only be used 1/day.

The ring is enchanted with fel magic.  There is a consequence for using the ring:

1d6
1 - Cannot speak for one hour after use.
2 - Take 1 CON damage until resting for 8 hours.
3 - Take 1d2/level of wearer damage
4 - No negative consequence
5 - Charge is not used up for the day
6 - Use of the ring draws the mental attention of the being who forged it, which means they know where you are if in line of sight, or what direction you are in if not

~~~~

Amulet of the Oliaphant

+2 STR; -2 DEX; +1 Natural AC; Turns skin grey and rough.

~~~~

Dagger of Shadows

+2 Stealth; -2 Diplomacy

1/day can turn wielder shadowy as per the Shadow Body Spell

https://dndwiki.com/wiki/SRD:Shadow_Body

Use wielder level for duration.  When the spell ends, the shadow ignites into flame and reveals the wielder in spectacular fashion before disappearing (no harm to wielder, does 1 fire damage to those within melee range).

If dagger deals damage while in shadow form, it does 1d3 temporary (24 hours) CON damage to target as well as 1d6 shadow damage (no normal damage).  It also heals the wielder by half the damage rounded down (no less than 1), but they must roll a Will Save or take 1d3 WIS damage for 24 hours.

~~~~

Small Book of Glyphs - runic symbols stolen long ago from the ancient dwarves.  These glyphs can be temporarily forged onto armor, shields, or weapons for various effects.  Once the effect ends, the glyph vanishes and must be reforged.  Forging takes 10 hours minus the difference in Craft Glyph Skill vs. DC of the glyph, but a minimum of 1 hour.  There is a list of twenty [I will provide a list elsewhere.]

~~~~

Steel Fans of Deflection - these two fans of steel blades are enchanted with a spell that grants the wielder a kind of haste that gives them the chance to deflect up to 10 incoming projectiles, including magical ones (magic missile, fireball, but not lightning bolt, rays, or cones).  The fans also grant a +2 bonus to rolls to deflect projectiles.  The roll for deflection with the fans is D20 + BAB + DEX + INT + 2 for the first, then a cumulative -1 for every projectile thereafter.  The roll opposes the attack roll of the launcher of the projectile.  For an additional -5 penalty, the wielder can deflect the projectile into a new target within half the original range of the projectile.

~~~~
Lesser Necrotome - a small book of level 1-3 necromancy spells.

Lesser Thaumaturgy Tome - a small book of level 1-3 thaumaturgy (demon related) spells.

~~~~

Four sets of manacles that give off powerful twin auras.  All give off an aura of binding and each gives off a second aura related to a primary material element (earth, fire, water, wind).

~~~~

The last artifact in the chests is a pair of black-bladed knives etched in mithril.  They are wickedly awesome looking with a barb opposite the sharp edge and a curved.  The knives grant the wielder +4 magical enhancement to Stealth.
Eru
GM, 818 posts
Thu 30 Nov 2017
at 04:16
  • msg #3

Inventory - Gems

Amethyst (purple gem) with faint inner purple glow - Abjuration (Arcane) Shield
Amazonite (green gem) with faint inner red glow - Conjuration (Summon) Summon Monster 1
Apatite (light blue gem) with faint inner blue glow - Mind (Mind) Detect Thoughts
Small Ruby (faint red gem) with a faint inner golden glow - Evocation (Light) Continual Light
Charoite (solid purple gem) with inner purple glow - Abjuration (Arcane) Dispel Magic
Quartz (clear yellow gem) with inner yellow glow - Air (Air) Fly
Diamond (clear white gem) with inner purple glow - Divination (Arcane) Scrying
Ruby (solid red gem) with inner purple glow - Evocation (Arcane) Resilient Sphere
Sapphire (clear blue gem) no apparent glow - Mind (Mind) Hold Monster
Tanzanite (clear indigo gem) inner purple glow - Enchant (Arcane) Permanency
~~~~
The rest of these are magical if there is a glow.  Difficult to tell if there isn't.  I wouldn't get rid of them willy nilly.

Charoite (solid purple gem) inner purple glow -
Deep Topaz (dual color ends solid dark grey, solid tan) -
Brilliant Emerald (clear green gem) inner purple glow -
Brilliant Peridot (clear light green gem) no apparent glow -
Brilliant Fire Opal (clear orange gem) no apparent glow -
Deep Spinel (clear deep indigo gem) might glow blue but hard to tell -
Unknown gem(clear silvery shot through with purple veins so deep they appear black) -
Flawless Diamond (clear, brilliant, scintillating, size of your fist) -
Toben Ironsprings
player, 1439 posts
Human
Scholar
Fri 25 May 2018
at 13:21
  • msg #4

Inventory - Various loot

Found this buried in a thread somewhere... thought it might be useful


* Spear of Elemental Damage.  Has the ability once per round to shift elemental alignment as a free action.  Adds +1 damage (not attack) and counts as a weapon of that element.  Includes but does not seem to be limited to: fire/ice, water, earth, wind, lightning, sonic, poison (does not actually work like poison), holy, demonic, necromantic, spirit (can hit incorporeal creatures).  Spear is made of some unknown black non-metal (not a magical property so can't identify through magic) that is about half the density of mithril and just as strong if not stronger.  Klale might be able to help further.
* Sash of Elemental Immunity.  Once per day, as a free action, the wearer can will the sash to make them immune to any single form of elemental damage (this does not grant immunity from normal damage from any kind of weapon).  The immunity resets with the rising of the sun regardless of when the previous day's immunity was chosen.
* Skull (polished) - difficult to understand, though it has some capacity to communicate telepathically in certain locations.  Telepathy is specific to a certain target which is unknown.  Possibly finding the right location will reveal more.
* fancy lute (might not be able to do this one if it's on Phin) - on Phin.
* Shield of Arcane Dome - three times per day the bearer of this shield can summon a spell at caster level 20 that acts like a Shield Spell except it protects the bearer and everyone within a 10' circle behind the bearer.  It blocks all non-magical arrows, magic missiles, and magical projectiles of up to 3rd level magic.  There is also something about dragons, but the identify spell is hazy on that point.
* feathered hat (might not be able to do this one if it's on Phin) - on Phin's person.
* 20 vials of liquid - see below
* portable hole-like thing we got from the goblins - Modified Portable Hole.  When open, allows passage through up to 15 feet of solid material or creates a 15 foot cave in the side of thicker objects.  If closed, anything within remains stored there but does not weigh anything.  There is more to the hole, but it seems you would have to explore those properties from inside the hole...when it is closed.

Potions:

5 divine magic (unidentifiable by a mage)
3 dwarven fire - burns hot enough to melt mithril, clings, only goes out when it runs out of fuel or addressed by magical cold.  Lack of oxygen does nothing.  Burns under water or vacuum.
2 potions of greater invisibility (duration 10 mins each)
1 poison (1d4 STR damage/ 1d4 days)
3 spider climb potions
1 potion of greater polymorph
1 potion of alter self
1 potion of transformation
2 potion of competence (allows a permanent +1 increase to 1 base stat chosen by drinker)
1 sparkling bright potion that is super powerful but unidentifiable.  It's in a black container that seems to swallow light.  Made whole barn glow when opened.
This message was lightly edited by the player at 13:21, Fri 25 May 2018.
Klale Tsolo
player, 1078 posts
Human
Fighter
Fri 25 May 2018
at 14:40
  • msg #5

Inventory - Various loot

Thanks. Don't know how to address this in-game.
Toben Ironsprings
player, 1441 posts
Human
Scholar
Fri 25 May 2018
at 14:45
  • msg #6

Inventory - Various loot

Most of the gear had been distributed, but I don't recall if any of the potions had been passed out. I would imagine folks would have picked through things and they would have this stuff with them.
Ano
player, 720 posts
Human Monk
AC17(FF14, T17) HP 74/99
Fri 25 May 2018
at 15:50
  • msg #7

Inventory - Various loot

I have the sash and I had and used a potion of spider climb
Klale Tsolo
player, 1079 posts
Human
Fighter
Fri 25 May 2018
at 20:52
  • msg #8

Inventory - Various loot

I just looked. Klale has this.

* Shield of Arcane Dome - three times per day the bearer of this shield can summon a spell at caster level 20 that acts like a Shield Spell except it protects the bearer and everyone within a 10' circle behind the bearer.  It blocks all non-magical arrows, magic missiles, and magical projectiles of up to 3rd level magic.  There is also something about dragons, but the identify spell is hazy on that point.
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