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Welcome to Mittens' Dungeon

08:41, 27th April 2024 (GMT+0)

Margreve Narrator

The party is Level 5 and the current experience is 11,945/14,000xp towards Lvl 6. (2,155 more XP is needed to reach level 6)

Current Quest(s):
Escort Noromo Esdallefin, a human Merchant, to Levoča: The party has escorted Noromo Esdallefin to Levoča where he intends to sell salt and other trade goods to residents of the community and other nearby villages within the Margreve forest. As a reward, he has given each party member 10gp. (Completed)
The Impregnable Fortress of Dib: The party has dealt with this 'fortress' so that it is no longer a threat to those who would pass by. (Completed)
Hollow: Missing Girl - The party has found Karda's corpse at the base of a beech tree and destroyed the beehive and Jarka has been given her daughter's corpse and informed about the nature of her daughter's death and is currently mourning Karda's passing. (Completed)
Hollow: The Angry Bull - Olay Yurt's Bull killed him without warning three days ago. His son Drash is currently cleaning out his father's hut and the bull is isolated in the field. The party has found out that the Bull is hearing a maddening sound from the forest and have convinced Drash to not approach the Bull until after they have found out more information about the source of the sound. The party has learned that the Singing Tree caused the madness and has been killed.(Completed)
Stop the Bramble King's Wraith - The Villagers of Cambervale will give the party an Alchemy Jug if they can stop the Bramble King's wraith so they don't have to live in fear of being attacked by him. (Completed)
Recover the stolen Bramble Crown - The Bramble King will give the party 'something wonderful' if they can find and recover his stolen Bramble Crown. He'll leave the village of Cambervale alone while they try to recover his crown. Currently, the party has recovered the crown but must get it back to the Bramble King. (Completed)
Clippings of the Crown -  Daesenderena has offered 150gp if the party can bring her a clipping of the Bramble Crown at the oak tree with a pair of broken branches that touch the ground to form a natural archway. (Completed)
Stop Dib's Wagon of Doom - Dib's has been dealt with along with his minions and his wagon. (Completed)
Trade for a Vial of the Honey Queen's Honey - Terelsa has hired the party for 700gp to acquire a vial of honey from the Honey Queen and provided a Ring of Warmth to 'pay' for the vial. The party has managed to diplomatically acquire the ageless honey for Teresla in exchange for the Brooch of Shielding(Completed)
Investigate rumors of Shadow Fey activity near Incot Village and report the findings of Tersela on behalf of Lucca Angeli, High priestess of Lada in Zobeck. Also there has been visions of dread and disaster bothering Master Diviner Rudwin Whitstone involving blood magic and rare material components from the Old Margreve that would be necessary to cast magic with that effect. The party ha not only learned what the Shadow Fey were doing in the area, but stopped the Sanguine Path from acquiring a rare plant that they would have used in a magic ritual that would have caused massive amounts of harm to the area. (Completed)

Rescue Lesharrkk's Eggs Lesharrkk is a black griffon who has been polymorphed into the form of a cat, she has asked the group to rescue her eggs from a group of brigands before their sorcerer leader can sell them into While the eggs hatched, the group managed to get the hatchlings to Lesharrkk without them imprinting. Lesharrkk now lets the group live in tghe Silent Tower/Griffin Tower and will provide black griffin flying mounts within the Margreve(Completed)

Party Hitpoints, Hit Die, and Conditions
Note: 1/2 Level rounded down, min 1 Hit Dice are recovered each Long Rest. (Everyone regains 2 Hit Die each Long Rest)
Party Members
Amalar Sylvaranth   37/37HP, 5/5 (d6+2) Hit Die
Barbara Naur        49/49HP, 5/5 (d10+3) Hit Die, (H.A.M. so -3 to non-magical physical damage taken while in heavy armor)
Caeldrim Sylvaranth 38/38HP, 5/5 (d8+2) Hit Die
Hunter              44/44HP, 5/5 (d10+2) Hit Die
Joe                 44/44HP, 5/5 (d10+2) Hit Die
Rocky               43/43HP, 5/5 (d8+3) Hit Die
Companions, Familiars, etc...
Wildfire Spirit     31/31HP, 3/3 (d8+2)  (Summonable by Rocky for an Hour via Wild Shape usage, Hit Dice refreshed upon summoning.)
Donny (The Donkey)  11/11HP (Purchased by Rocky)
Parne               15/15HP, 3/3 (d4+2) Hit Die, (Caeldrim's Familiar)
Wildfyre             1/ 1HP (Barbara's Retainer, 'fairy like creature', refluffed Awakened Owl.)
Pyrus                4/ 4HP (Barbara's Retainer, Winged Tiefling 'variant' commoner)
Mix, Changling Noble 9/ 9HP (Barbara's Squire)
Amalar's Microelemental Familiar Current form is Water 3/3 (d4+CON modifier) Hit Die
     Air form        7/ 7HP AC 15 Speed  0ft, Fly 40ft
     Earth form     19/19HP AC 17 Speed 20ft, Climb 20ft
     Fire form      13/13HP AC 13 Soeed 30ft
     Water form     13/13HP AC 14 Speed 20ft, Swim 40ft

Caeldrim has used Field Medicine in combination with the Healer feat to use a Healer's Kit as an action to restore 1d6+4+target's maximum number of Hit Dice (5 for PCs) in hit points along with letting the target spend up to a single Hit Die as if during a short rest to recover additional hit points on the following people since the last short/long rest:

In addition to the replenishing charges in his Medic's Box (9 of 10 atm), Caeldrim has 3 charges left in his Healer's Kit(s) [+10 charges in cart] + two Herbal Poultices (Can function as a Healer's Kit charge OR during a short/long rest allows a creature to recover an extra hit point per Hit Dice spent for healing.)

Expendable Abilities & Items: (Also keeping track of Lucky uses.) Unless otherwise noted abilities are recovered on Long rests.
Amalar Sylvaranth 3/3 Lucky, 5/5 Sorcery Points, Spell Slots (4/4 1st Level, 2/3 2nd Level, 2/2 3rd Level), Helm of Telepathy (Suggestion) 1/1 (Long Rest)
Barbara Naur 3/3 Lucky, 4/4 Divine Sense, 25/25 Lay on Hands Spell Slots  (4/4 1st Level, 2/2 2nd Level), 1/1 Channel Divinity (Recovered on Short rest), Ring of Spell Storing (5/5 Spell Slots filled, Spells Stores are: Cure Wounds, Shield, Dragon's Breath, Speak with Animals), Winged Boots (240/240 minutes left)
Caeldrim Sylvaranth 3/3 Lucky, Formula Slots (3/4 1st Level, 1/3 2nd Level, 2/2 3rd Level), Ambitious Medic's Box (Healer's Kit 09/10, charges recovered each dawn; Flask 1/1, charge recovered at dusk; Pipe 1/1, charge recovered at dusk); Mageplate Cap 1/2, 1 charge recovered at dawn
Hunter 3/3 Lucky, Spell Slots (4/4 1st Level, 2/2 2nd Level)
Joe 3/3 Lucky, 1/1 Second Wind (Recovered on a Short Rest), 1/1 Action Surge (Recovered on a Short Rest), 3/4 Superiority Die (Recovered on a Short Rest)
Rocky 3/3 Lucky, 1/2 Wild Shape (Recovered on a Short Rest), Spell Slots (4/4 1st Level, 3/3 2nd Level, 1/2 3rd Level) Turn Undead Charges from Firebird Feather 3/3 (Recovered on Long Rest)

Status with the Margreve (Average Status is 15)
Amalar Sylvaranth 20, Barbara Naur 18, Caeldrim Sylvaranth 15, Hunter 13, Joe 13, Rocky 12

Party Wealth
Amalar Sylvaranth     26pp,  0ep, 57gp,  2sp,  0cp, one diamond worth 50gp (Material Component for Chromatic Orb)
Barbara Naur          07pp,  0ep, 49gp,  8sp,  9cp
Caeldrim Sylvaranth   11pp,  0ep, 24gp,  1sp,  0cp, one pearl worth 100gp, a diamond worth 50gp, and 100gp worth of Ruby powder (Material Components for Identify mixture/ritual, Chromatic Orb, and 2 castings of Continual Flame)
Hunter                26pp,  0ep, 56gp,  5sp,  9cp
Joe                   66pp,  0ep, 17gp,  7sp,  1cp
Rocky                 62pp,  0ep, 24gp,  2sp,  1cp
Group/Unsplit         45pp,  0ep,490gp,398sp,  0cp



Training (Training to learn a language or tool proficiency is 10 workweeks modified by the character's intelligence modifier.)
Amalar is 5 of 10 workweeks i.e. 25 days of 50 days towards learning to speak Goblin, with Hunter as the Teacher
Caeldrim is 5 of 7 Workweeks i.e. 25 days of 35 days towards learning to speak Goblin, with Hunter as the Teacher
Rocky is 5 of 10 workweeks i.e. 25 days of 50 days towards learning to speak Draconic, with Amalar as the Teacher


Items on a cart pulled by Donny the Donkey (Donny is a purchased companion of Rocky's, Rocky uses the speak with animals ritual to talk with Donny.)
The cart can carry up to 2100lb with Donny pulling it.
 6-person tent (100lb - owned by Caeldrim)
10 Alchemical Torches (1lb each and 20gp total these shed light in a 30ft radius and can inflict 1d4 fire damage when used as a weapon) [4 have been lit for 2 minutes. These torches last for 3 hours.]
 2 Torchstalks (1lb each and 24gp total, these function like fire grenades that can inflict 1d6 fire damage when thrown up to 20 feet in a 10ft radius)
 4 Wukka nuts (0.5lb each and 4gp total, these can shed bright light in a 10ft radius for 1 minute when shaken, can be shaken any number of times as long as intact)
 3 gourds of insect repellent (0.5lb each and 3gp total)
 20 Signal Torches (1lb each: 5 red, 5 blue, 5 green, and 5 silver and sheds bright light in a 15ft radius but otherwise acts as a normal torch) (2gp total)
 A Cask of Oil (100lb, 8gp, holds 100pints of oil)
 A flask of catstink (1lb and 6gp, can distract canines in an area)
 Tinker's Tools (10lbs and 50gp)
 2 rain catchers (5lb and 1gp each)
 a Sprayer (3lb and 6gp)
 a crowbar (5lb and 2gp)
 Carpenter's Tools (6lbs and 8gp)
 a chest (25lb and without a lock) partially filled with food that are what remains is 35 days worth of traveling rations (1lb each), a Healer's kit (3lb), an empty bucket (2lbs), and 5 filled waterskins (5lbs each).
 a keg  (12lbs) filled with water (~64lbs as it is 8 gallons of water)
 a small wooden chest (counts as a box 1lb) containing a scrap of cloth with Dib's fortress design notes scribbled in smudged ink
Items found buried at the site of the Singing Tree.
 A green glass jar with a silver stopper (worth 10gp) containing a potion of poison resistance
 A gold band studded with sapphires (worth 25gp)
 The tattered journal of an unknown Elven Wizard
 Ted's spellbook, Goblin Apprentice Wizard minion of Dib which contains the following spells: Tasha's Caustic Brew, Disguise Self, Feed the Forest, Silent Image, Shield, Cobra Fangs, Detect Poison and Disease, and Alarm
Caeldrim can still use that spellbook to get the Tasha’s Caustic Brew, Silent Image, Cobra Fangs, Detect Poison and Disease (Ritual), Feed the Forest, and Disguise Self mixtures
Scroll of Animal Friendship
2 Vials of Giant Spider poison.
Honey Lamp
55gp worth of dried horseflesh (used 5gp worth for feeding Lesharrkk)


Claimed Party Items
 Joe, Hunter, Barbara, Caeldrim, Rocky, and Amalar each have a Charm of Restoration (No attunement required, recover an extra hit point when a spell or magical effect restores hit points.)
 Joe has claimed a Scimitar off a Goblin and a Shield. Joe has purchased 16 additional daggers. (He has a total of 20 atm.)
 Caeldrim has claimed the pearl worth 100gp to use as a material component for the Identify spell, a Diamond for Chromatic Orb, the Ruby Dust for Continual Flame.
NEW 'LOOT': Shortsword, 3 Darts, Brooch of Shielding, and a pouch with three emeralds each worth 100gp in it.
An imperial topaz and gold necklace (worth 125gp), the old diviner's note, and two spell scrolls of lesser restoration.

Attunements
Amalar is Attuned to the Staff of the Four Elements, Bracers of Armor, and Helm of Telepathy.
Barbara is Attuned to the Ring of Spell Storing and Winged Boots.
Caeldrim is Attuned to the Ambitious Medic's Box, Mageplate Cap,  and Stone of Good Luck.
Hunter is Attuned to the Cloak of Elvenkind and Wolf Killer.
Joe is Attuned to the Cloak of Protection and Obsidian Heart.
Rocky is Attuned to Firebird Feather.

Magical items

Carved Amber Token (unique item) This item given by Daesanderena allows the holder to contact her once per day and communicate with her. It recharges at dawn. Barbara carries this.

Alchemy Jug (Wonderous Item, uncommon rarity, and no attunement) Functions as a standard Alchemy Jug. This is kept on the cart Donny the Donky pulls when not needed. Caeldrim can use this to create ingredients for alchemical concoctions.

Ring of Spell Storing (Ring, rare rarity, and requires attunement)
This elaborate ring is fashioned of walnut depicting dancing fey. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. if the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing and attuned to this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
This ring also has the Flowering and Compass quirks with the compass working in the Material Plane (the world), the Feywild, or the Shadow Realm.
Flowering quirk. This item has 10 charges usable only for this minor power and regains 1d6 + 4 expended charges daily at dawn. As an action, the user can touch a patch of soil (or indicate one within 5 feet) and cause a flower to instantly sprout there. The item has a default type it will create, unless the user specifies a different flower. The flower is harmless and nonmagical; it grows or withers as normal.
Compass quirk. The wielder can use an action to learn which way a specific direction is, usually north. This could be the direction toward a specific location, from which the creature may orient itself. This power only functions on the Material Plane, in the Feywild, or in the Shadow Realm.
This ring has been claimed and attuned to Barbara.


Staff of the Four Elements (Quarterstaff & Spell Focus, uncommon rarity, and requires attunement by a spellcaster) This +1 bleached white wooden quarterstaff has four spiraling inlays which run the length of the staff. Each of the inlays represents one of the elements. The fire inlay appears to be a crystallized flame with a burning core, the water inlay appears to be crystallized water with a flowing core. The earth inlay appears to be some sort of earthen stone, while the air inlay appears to be a hollow clear crystal with particles of dust and smoke floating within its core. When attuned to this staff, the caster gains a +1 to hit with spell attacks, to DCs, and to damage inflicted by spells. Additionally, while attuned the caster gains a microelemental familiar belonging to one of the four elements if the caster does not already have a familiar. Unlike normal familiars, this microelemental gains a bonus to its AC equal to half of the wielder’s proficiency bonus rounded up and has either its normal hit points or a number of hit points equal to four times the character level of the wielder, whichever is greater. Otherwise, this familiar acts as if summoned by the Find Familiar spell except its type is elemental and if attunement to this staff ends, the familiar vanishes until reattuned to the staff. While attuned to this staff, the wielder can speak, read, and write the language spoken by the micro-elemental. As a bonus action, the wielder can order the micro-elemental to attack using its welder's spell attack bonus, and the microelemental gains a bonus to its damage rolls equal to the wielder’s proficiency bonus minus 2. The microelemental also uses the wielder's proficiency bonus instead of its own. This staff also has 5 charges which are recovered each dawn. For one charge as a bonus action, the micro-elemental is healed or revived if reduced to zero hit points and can be changed into a different type of micro-elemental. For 2 charges as an action, the staff summons three more micro-elementals of the same type as the familiar as per the Flock of Familiars spell (Lost Lab Appendix E, page 58) The three additional micro-elementals persist as long as the wielder concentrates up to an hour or until the only one of the now four micro-elementals remains. The staff has the Juggling (at the top of the quarterstaff, the top is whichever end is farther from the ground) and Temperature-Controlling quirks.
Juggling quirk. The user can place up to 3 small objects into close (1-foot) proximity with the item. The objects will stay in place, hovering, until the user removes them. Viable objects weigh less than 1 pound; they are things like a dagger, a potion, or a deck of cards. Usually, this juggling effect only applies to one area in relation to the magic item; the space at the top of a staff or the front of a breastplate. This can be a useful way to hold and change tools while working on a project, or to carry something the user doesn’t want to keep touching. The user can cause the objects to slowly move in place, orienting them however desired.
Temperature-Controlling quirk. The bearer suffers no harm in temperatures as cold as –20 degrees or as warm as 120 degrees Fahrenheit. The bearer treats temperatures as 20 degrees milder for itself.
Fire, Earth, Air, and Water Microelementals are on pdf pages 7-9 of Fantastic Familiars. (Their Default CR is ¼.)

The Staff of the Four Elements has been claimed and attuned by Amalar.

Crystalized Derende Shard (Wondrous item, uncommon rarity) This small shard fits in the hand and stores information similar to a book. Additionally, the Crystalized Derende Shard has 3 charges which are recovered each day at dawn. Each charge may be spent as an action to gain a +4 bonus, which does not stack with the Guidance cantrip, to a single Intelligence skill check or a crafting ability/skill check made in the next minute. This shard can also be used as a Wizard’s Spellbook, a Ritual book, or an Alchemist’s Formula Book. The shard can store up to 320 pages of spells. It is possible to add a written copy of a spell into the shard or copy a spell onto blank pages in a spellbook at the rate of 1 page per two hours and costing 10gp with a spell taking 1 page per spell level. It is possible to learn to use an existing spell someone else entered or remove a spell from the Shard when copying it into another spellbook for the same expenditure of 2 hours and 10gp per spell level as the shard’s innate magic assists in the process. The shard is Password Protected but the Identify spell has revealed the password to be 'nolwë núlë'. Spells currently Contained: Chromatic Orb, Burning Hands, Mage Armor, Shield, Absorb Elements, Thunderwave, Earth Tremor, Ice Knife, Dragon’s Breath, Continual Flame, Maximilian’s Earthen Grasp, Warding Wind (16 of 320 'pages' in use). The Crystalized Derende Shard has the stronger Scribing and the stronger, but the smaller size limit Unbreakable quirks.
Scribing quirk. This item has 3 charges dedicated to this minor power and regains all expended charges daily at dawn. The user can write a message on a nonmagical object or surface within 30 feet by using an action and spending charges. The message is up to thirteen words long per charge. The writing is magical and can optionally be faintly-glowing to be visible in mundane darkness and can be erased by a dispel magic spell. It otherwise disappears after 24 hours.
Unbreakable quirk. This item cannot be broken except in an area of anti-magic. In an area of anti-magic, it has an AC of 15 and 10 hit points and is immune to psychic, poison, and necrotic damage.
Caeldrim has claimed the Crystalized Derende Shard and plans to use it as a formula book.


Smolder, a +1 Maca that deals 1d8 Slashing or Bludgeoning damage, 5lb weight. [Alternative [B], Deadlier, High-Critical (from being masterwork), Heavy, Wounding] has both the Mending Quirk and an enhanced Ember Quirk, where the bonus action adds 1d4 fire damage to the next hit plus 1 point of fire damage if the wounding damage is inflicted at the end of the creature’s next turn, but the fire damage is not magnified on a critical hit. Due to the Deadlier property, this weapon rerolls all 1s from the base weapon damage and not damage from other sources, including the fire damage this blade can produce.  The High Critical property means that on a critical hit, any die result that is a 1 is instead treated as if it was a 2. With the Wounding property, a creature hit by this weapon will take 1 point of slashing/bludgeoning damage at the end of its next turn unless it or another creature uses an action to use a healer kit or to make a Medicine DC 11 check to bind the wound. (Instead of animal teeth or obsidian blades normally used in a maca, the slashing surface is made from a series of razor-sharp thorns that regrow if broken off the blade. The bonus action from the Ember quirk makes a tendril of flame erupt along the striking surface among the thorns on Smolder with an ember of the flame remaining in the inflicted wound.  Otherwise, with the Ember quick, Smolder can start fires by touching an object as if it was a lit match or used as a tinderbox.) Claimed by Barbara.

A +1 Longbow that creates its own ammunition. This magically created ammo vanishes the instant after it hits or misses a target. It has the Etching quirk and sweats acid onto any ammunition it fires which inflicts 1 point of acid damage to any target the ammunition hits. This weapon is claimed by Joe. Also with the Etching quirk, the wielder can use the touch of this weapon to etch thin lines or writing onto a variety of surfaces.

A +1 Repeating Shot Light Crossbow. This masterwork crossbow has a 100/400 range due to the aerodynamic property and due to magic ignores the loading property and if you don’t load ammunition into the weapon it produces its own aerodynamic bolts automatically when you make a ranged attack with it. This magically created ammo vanishes the instant after it hits or misses a target. It has the Marking quirk (The user of this weapon may cause a glowing halo of light to appear above a target it can see when the user attacks with this weapon, whether the attack hits or not. Until the start of its next turn, the halo follows the creature, indicating its approximate location even if it becomes invisible.) and Mechanaut (once a day, recharges after a long rest you can skip making a d20 attack roll with this weapon and accept a result as if you had rolled a 10) quirks. Claimed by Hunter.

A Lightweight Tower Shield with Shield Sconce has a minor magical property and is worth 145gp (Can carry a light source and as a reaction in response to an attack or when subjected to a dexterity save to gain half-cover until the start of your next turn. Also when you take a Dodge action, the benefit is not lost if you gain the stunned condition or if your speed is reduced to 0. +2 AC, This shield weighs 15 pounds and has no strength requirement. [Normally this shield is 30lbs and STR 15 plus disadvantage on stealth checks]) This is created out of the scales from a Giant Alligator and has the Lightweight quirk (95gp version) quirk. Claimed by Barbara.

Everbright Lantern (Common wonderous item, 50gp) This bullseye lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light as if the light was produced by a continual flame spell. Unclaimed and shared by the party.

Bag of Bramble Creatures (Uncommon wondrous item, created by the Bramble King) Hunter carries the Bag of Bramble Creatures.
  This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound.
  You can use an action to pull the spiky 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 below table. The creature is a bramble version (see template below) of the beast listed in the below table. The creature vanishes at the next dawn or when it is reduced to 0 hp.
  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 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 spiky objects have been pulled from the bag, the bag can’t be used again until the next dawn.
  Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag’s magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see template below) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary bag.
Roll the d8 to determine what is summoned
1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk

Bramble creature template
Type. The creature’s type changes from beast to plant.
Resistances. The creature has resistance to piercing damage from nonmagical attacks.
Vulnerabilities. The creature is vulnerable to fire damage.
Immunities. The creature has immunity to poison.
Condition Immunities. The creature can’t be poisoned.
Senses. The creature gains tremorsense with a radius of 10 feet.
New Trait: Thorn Body. A creature that touches the bramble creature or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.


Ambitious Medic's Box (Wondrous item, uncommon, requires attunement) Claimed by and Attuned to Caeldrim.
  This wooden box has two halves which are magically locked by ornamental clasps that can only be opened during certain times of the day. The box is 1 foot wide, 2 feet long, and weighs 3 pounds. You can open and use the box as normal, as described below, even if you aren't attuned to it.
  The left side is locked by a metal clasp decorated with a sun. From dawn until dusk, you can open the left side of the box, which contains the same contents and functions identically to a healer's kit. Each day at dusk, the left side of the box magically closes and regains all expended uses of its healer's kit.
  The right side is locked by a metal clasp decorated with a moon smoking a pipe. From dusk until dawn, you can open the right side of the box, which contains three pewter steins, a flask, and a wooden pipe. While holding the flask, you can use an action to speak its command word followed by either "beer", "wine", or "liquor". When you do, the flask magically fills with up to 4 gallons of beer, 1 gallon of wine, or 8 ounces of liquor, depending on the chosen drink, which can be poured out as an action, up to 1 gallon per minute. Once this property of the flask has been used, it can't be used again until the next dusk. The wooden pipe is magically refilled with tobacco daily at dusk. Each day at dawn, the right side of the box magically closes, and anything removed from the box is magically returned to it.
  While attuned to the box, you are proficient in the Medicine skill and can open either side of the box at any time. If you're already proficient in the Medicine skill, your proficiency bonus is doubled for any ability check you make that uses that skill.
Quirks: The Beer, wine, and liquor created by the flask in this box are of a fey/elven variety.


Tea Weird (Wondrous item, common)
  This Tiny, sentient fragment of a charmed water elemental has an endless desire to create tea. When given a leaf or other potential tea ingredient, its watery form gurgles happily as it begins to steep it, magically heating the water surrounding the ingredient to its ideal brewing temperature. It only picks up materials it chooses to and can control whether or not it's wet to the touch. The tea weird can inhabit up to 1 gallon of water, or as little as 1 ounce. Any water controlled by the tea weird is magical for the duration.
  The tea weird is considered a magical object and is not a creature. It has a speed of 5 feet and can hover up to 5 feet off the ground. It has AC 10, 10 hit points, and has resistance to all damage. The tea weird regains all its hit points if given at least 1 ounce of water. Drinking the entire tea weird is harmless to you, but destroys the item.
  Sentience. The tea weird is a sentient chaotic good item with an Intelligence of 3, a Wisdom of 8, and a Charisma of 6. It has hearing and darkvision out to a range of 60 feet. It can't speak or read, but understands Aquan and Common.
  Personality. The tea weird is dedicated to making tea. It will happily collect moisture, steep it with fresh ingredients, and then separate itself from the freshly brewed tea by pouring it into a cup or similar vessel. It avoids combat at all costs and enjoys resting in cups, kettles, or the pockets of friendly creatures.


Spiked armor is a medium armor consisting of a leather coat and leggings covered with lots of spikes typically made from metal or stone. It costs 75gp, has an AC of 14+ Dexterity Modifier (Max 2), has Disadvantage on Stealth, and weighs 45lbs. The spikes can be used as a weapon with both the light and finesse properties that inflicts 1d4 piercing damage when hit or when grappling an enemy.
The Smoldering Mithril Spiked Armor is made of Mithril and does not cause disadvantage on stealth, has a weight of 22.5lbs and has puffs of forest green smoke that rise from the armor. It is considered a magic item of common rarity. The Smoldering Mithril Spiked Armor is worth 395gp and is claimed by Hunter.


The Briarthorn Bracers are magically inscribed leather bracers that provide a +1 bonus to AC and the wearer does not consider undergrowth and forested conditions to be difficult terrain. Claimed by Barbara.

The Quirky Camper's Respite (Uncommon magical rod that does not require attunement.)
   This rod weighs 3 pounds and has an iron brazier at its top and spike at its base. You can use a bonus action while holding the rod to speak its first command word and create a magical flame at its top. While lit, this rod functions as a burning torch. You can use a bonus action to speak its command word again to extinguish the flame. This Camper's Respite has been modified so that it functions as an alchemical torch instead of a burning torch when lit. Also when lit, the weilder of the rod can freely use the Control Flames cantrip.
   You can use an action to place the rod's brazier upside down on the ground in an unoccupied space and speak its second command word. When you do, the spike at the rod's other end begins to glow from within, revealing its subtle design as a tent. Over the course of 1 minute, the rod expands and magically unfurls a canvas from its top, creating a 5-foot-square opaque tent in its space with an entrance large enough for a Medium or smaller creature to comfortably fit. You choose the style, color, and quality of the tent each time you use this property. Regardless of its appearance, the tent can't be anything but a tent.
   Inside the tent is a square extradimensional dwelling, 15 feet on a side and 10 feet high, with the enlarged camper's respite supporting it at its center. The walls and ceiling are made of the same canvas as the tent, but the floor is made of smooth stone. The rod's enlarged brazier functions as a magical fireplace that can be lit or extinguished by speaking the rod's first command word. This fire gives off light and heat like a normal fire, but doesn't require oxygen or create smoke. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
   The tent is immobile and remains for up to 12 hours, until you use an action to speak its second command word again to dismiss it, or until the tent collapses. Dealing 20 damage to the tent (AC 13) causes it to collapse. The tent is immune to poison and psychic damage. The tent reverts to a rod at the end of its duration, and anything inside the tent is forced into the nearest unoccupied space. When the tent becomes a rod again, this property of the rod can't be used again for 12 hours. Currently used by Pyrus.


Honey Lamp Wondrous item, uncommon
Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed side stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.


Ring of Warmth Ring, Uncommon, Requires Attunement
While wearing this ring, you have Resistance to cold damage. In addition, you and everything you wear and carry is unharmed by temperatures as low as -50 degrees Fahrenheit.


Wolf Killer Weapon (handaxe), rare (requires attunement),
This ancient silver hatchet was cast by the first woodsman to face the Challenge of the Fang. One side of the blade is engraved with a snarling wolf’s face, the other with a young child’s visage.
Wolf Killer is a +1 moonsteel handaxe with the finesse trait and its throwing range is doubled to 40/120 with the handaxe returning to who it is attuned to during the flash it makes on a hit inflicting the radiant damage or when it misses. The weapon deals an extra 1d6 radiant damage to any creature it hits. Additionally, any creature that is not in its true form or has the shapechanger trait must succeed on a DC 13 Charisma saving throw or be frightened until the start of its next turn, and it is forced to immediately resume its natural form.
Anyone touching the axe feels a tingle of magic and the inexplicable sense that there’s a price involved in owning it. During the Challenge of the Fang, the wielder is the subject of a geas (save DC 17) urging the character to head into the deep woods and face the Would-Be-King of Wolves and is plagued by dreams and visions: fearsome wolves pursuing a red-cloaked girl, and apparitions of Wolf Killer’s many previous wielders.
This weapon is claimed by and attuned to Hunter, the Geas has no effect on him as he is already intending to save the red-cloaked girl.


Firebird Feather: wonderous item, spell focus, rare (requires attunement)
Gives off light as per continual flame and protects the one attuned to it from temperatures as cold as -50 degrees Fahrenheit. It is also a +1 divine/primal focus (+1 to hit for attacks, +1 DC, and +1 damage in addition to a -1 penalty undead suffer on a wisdom saving throw vs turning either from class feature or from a charge of this item. The feather also has 3 charges. Those who can use a divine focus can spend a charge to turn undead as if a cleric of your character level. These charges are recovered at dawn. If you attune to this item, you also gain fire resistance, you ignore the fire resistance of your enemies, and when you roll damage dice for fire damage you deal an additional point of fire damage per die rolled. Finally, while attuned to this item, you can cast the Guidance Cantrip without any components so long as you are holding the Firebird Feather in a hand.
Claimed by and attuned to Rocky


Bloodblades, <Rare, attunement optional> a +1 ‘Bloodthirsty’ Double Bladed Shortsword (Looks to be made of a Blood Red Crystal that seems to almost glow if it has drawn blood within the last minute while a creature is suffering from the ‘thirsting debuff’ with a leather wrapped handle, also weights only 3lbs and has the Light and Finesse properties plus if you attune to the weapon then it deals an extra 1d6 damage from blood loss when you damage a creature with blood. ‘Thirsting Debuff’ – If you miss an attack against a creature that has blood and you have hit it previously within the last minute, that creature still takes 1d6 hit points of damage in blood loss. This bleeding effect lasts for a minute unless the creature uses an action to staunch the wound with a DC 15 medicine check or the creature receives magical healing. Claimed by Joe, may be traded in for a more desirable weapon.

+1 Shield - Claimed by Barbara?

Wand of the War Mage, +1 - Claimed by and attuned to Caeldrim

Periapt of Wound Closure - While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Obsidian Heart (Wondrous item, rare) While attuned to this item, you can conjure magical +1 weapons and ammo, these items last for as long as you hold or carry them, and ammunition lasts as long as carried, or in a target it hits, but it will vanish one round after being pulled out. Owned by and attuned to Joe.

+1 Serpent Scale Armor (scale mail), rare - This suit of +1  magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. Owned by Hunter.

Bracers of Defense+2 to AC while attuned and not wearing armor or using a shield. Owned by and attuned to Amalar.

+1 Adamantine Plate Rare armor, this +1 plate armor is made of adamantine and negates critical hits upon the wearer. Owned by Barbara.

Mageplate Cap Wondrous item, rare (requires attunement by a wizard or sorcerer - Alchemists qualify)
This pointed hat is fitted with chain and metal that have been enchanted with abjuration magic. The cap has 2 charges and regains 1 expended charge daily at dawn. While wearing the cap, you can use an action to expend 1 of its charges to cast the mage armor spell from it, targeting only yourself. When the spell is cast in this way, the arcane armor appears plate-like and changes your base AC to 15 + your Dexterity modifier instead of the spell’s normal change to your AC.
  Owned by and attuned to Caeldrim.

Bag of Holding Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
Owned by Rocky.</i></Cursive>