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Welcome to Mittens' Dungeon

09:34, 27th April 2024 (GMT+0)

Forgotten Realms Narrator

Party is Level 12 and the current experience is 108,370/120,000xp towards Lvl 13. (11,630 more xp is needed to reach level 13)

Note: Clockwork Archer are Clockwork Watchmen with longbows and rapiers instead of halberds and replaces the net launcher with a clockwork eye that raises Wisdom to 14, Dex is also boosted to 14 but AC stays the same as natural armor is thinner. The chest-mounted eye letting the clockwork archer ignore disadvantage for long-range and ignore half and 3/4 cover plus gains Truesight 30ft and has Advantages on all Perception Checks [+6 proficient and expertise] and to Survival Checks [+4 due to proficient] when Tracking) 6 are 'stationed' on the Airship Enduring Survivor along with 4 Animated Armors and 8 Clockwork Watchmen equipped with Longswords and shields. 4 of the Clockwork Watchmen are using Sticky Shields and two others can use Pincher Staffs instead of Longsword+Shield

Permanent 'perk': The Rockseeker brothers give Lucy, Tark, Toothix, Varix, & Markus each 2% of the profits from the 'Wave Echo Cave/Phandelver Mine' each month.
Current Quests:
* Liquidate the Vonindod Fragments: The party can sell the fragments at Gauntlgrym for 15gp/lb due to stopping the Drow from sabotaging the legendary forge that is known to be able to smelt Adamantine. (Ongoing)
* The Terrorizing Trolls: Tamalin has given the party her Letter of Recommendation which was handed to Dral Thelev so the party can get a favor from the Zoar family in Everlund. (Completed and the party can request the favor.)
* The Old Tower: Find out why a Hill Giant has taken up residence in an old tower ~20 miles southeast of Beliard.
* Ghelryn Foehammer's Letter of Recommendation: Ghelryn, the Royal Armourer for Citadel Felbarr has written a letter of recommendation for the group to give to either King Morinn or Queen Tithmel in Citadel Felbarr. Citadel Felbarr is past Everlund or Silverymoon and up the Redrun river north of Sundabar. (Completed. party received a Contingency Band.)
* Subdue the Griffon Tribe of Uthgardt Barbarians: Great Chief Halric Bonesnapper has taken the Griffon tribe down a 'dark' path of cannibalism and isolation where they used to welcome visitors for trade, now they due so to try to have them for dinner. He lives like a king while his tribe lives in squalor with a shaman to make sure none in the tribe speak ill of the great chief and survive. At some point, Halric will need to be dealt with.
* Destroy Ironslag's Adamantine Forge King Bruenor Battlehammer as asked the party to destroy the Adamantine Forge in Ironslag to stop the fire giants from being able to smelt adamantine for Vonindod, and to discourage them from making further attempts at having Maegera stolen from the Great Forge in Gauntlgrym. Completed and the party has taken over Ironslag and Bruenor has sent a team of engineers to help modify the forge into a functional forge that cannot be used to rebuild the Vonindod.)
* Stop the Frost Giants A raiding party of Frost Giants was harassing Port Llast... They have been stopped but one mentioned that Jarl Storvald is searching for the 'Ice That Never Melts' which is what they call the legendary artifact The 'Ring of Winter' and that he now has a mage helping him to look for it.
* Find Kwalish's Lost Laboratory Anaxi Zephries, the Cartophile, has requested that the party find and bring to him Kwalish's notes, journals, and other documentation found at his lost laboratory to keep such knowledge out of the hands of the Fire Giants. If the fire giants got ahold of those notes it could speed up the reconstruction of the Vonindod as well as enhance its capabilities.
* Rescue Halani Melianme The Elven Princess of Moonwood, Halani Melianme, was taken as a slave by the Yakfolk living on top of the Firegiant's Ironslag fortress. The party has rescued her as well as everyone else trapped in the Yalkfolk Village. The group has returned her and those rescued from the Yakfolk village to the Moonwood forest and she is helping her people rebuild their ruined village while caring for the other slaves and hopes the party will return after dealing with Ironslag. (Completed, and have assisted in restoring her village after dealing with Ironslag.)
* The group has handed over the Kraken Society's stack of papers containing the blackmail information and evidence the Kraken society has on people in Yartar to the Waterbaron to try to break the Kraken Society's hold on the city.

  Party Hitpoints, Hit Die, and Conditions
Note: 1/2 Level rounded down, min 1 Hit Dice are recovered each Long Rest.
Party Members
Tark  160/160HP, 12/12 (d10+5) Hit Die
Lucy   75/75HP,  12/12 (d8+1) Hit Die
Zerry 112/112HP,  12/12 (d10+3) Hit Die
Jack   58/58HP,  11/11 (d8) Hit Die
Markus 99/99HP,  12/12 (d8+3) Hit Die
Varis  99/99HP,  12/12 (d8+3) Hit Die
  Companions, Familiars, etc...
  Familiars
Felix (Varis's Soul Companion) 36/36HP, 2/2 (2d4) Hit Die (Tressym)
Owlbert (Jack's Familair)       1/1HP,  1/1 (d4-1) Hit Die (Owl)
Elric (Markus' Familiar)        5/5HP,  2/2 (d4) Hit Die (Homunculus)



Expendable Abilities & Items: (Note: 1/2 Leveled round down, min 1 Healing Die are recovered each Long Rest. Also keeping track of Inspiration.)

Tark 0/5 Superiority Dice, 1/1 Second Wind, 0/1 Action Surge (each recovered on a rest), 1/1 Inspiration (Recovered on merit), 1/1 Warding (Enchantment on Cloak of Protection, Reaction: Gain advantage on a saving throw. Recovered on Short Rest)

Toothix[Retired] 4/4 Superiority Dice, 1/1 Second Wind, 1/1 Action Surge (each recovered on a rest), 1/1 Inspiration (Recovered on merit)

Jack 4/4 1st Level Spell Slots, 3/3 2nd Level Spell, 3/3 3rd Level Spell Slots, 3/3 4th Level Spell Slot, 2/2 5th Level Spell Slot (Recovered on a Long Rest), 5/5 Bardic Inspiration (Recovered on any rest), Arye Archlute spells: 1/1 Fly, 1/1 Invisibility, 1/1 Levitate, 1/1 Protection from Evil and Good, 1/1 Warding Wind, 1/1 Dust Devil, 0/1 Silence, & 1/1 Gust of Wind (Recovered on Long Rest), 1/1 Inspiration (Recovered on merit), 3/3 Grey bag of Tricks, 1/1 Quirky Censer of Controlling Air Elementals (recharge on long rest), 20 +1 Crossbow Bolts

Markus 1/3 5th Level Pact Spell Slots (Recovered on any rest), 1/1 Entropic Ward (Recovered on any rest), Mystic Arcanum 6th Lvl 0/1 (Recovered on Long Rest), Staff of Power Charges 20/20 (Regains 2d8+4 at dawn), Silent Sounds (up to 10 creatures) enchantment on Periapt of Health (4/4 charges, recover 1d4 at dawn), 1/1 Inspiration (Recovered on merit)

Varis 1/1 Misty Step & 1/1 Bless (from Fey Touched recovered on long rest), 1/1 Shield only spell slot via Magic Initiate (Recovered on Long Rest), 4/4 First Level Spell Slot, 2/3 Second Level Spell slots (Recovered on a Long Rest), 10/10 Assassin's Touch Gloves (Giant Ant Queen Poison, Regains 1d6+4 charges at Midnight), Helm of Teleportation (3/3 Charges, [Teleport Spell for 1 charge], regains 1d3 charges at Dawn), Silvered Adamantine Glass Tube Arrows (8/8 Acid, 8/8 Holy Water, & 8/8 Alchemist's Fire Arrows in quiver with 6 Empty Silvered Adamantine Glass Tube Arrows in the Handy Haversack and will be assigned to a Quiver compartment when filled, 4 'Spare' Giant Spider Venom Tubes, 4 Amphiptere Poison Tubes, 5 Carrion Crawler Poison Tubes, 10 Giant Ant Poison Tubes, 1 Drow Poison Tube, 3 Phase Spider Venom Tubes & 30 'Spare' Empty Tubes, 1gp to replace a tube from a shop), 1/1 Inspiration (Recovered on merit), Ring of Animal Influence (3/3 Charges, regain 1d3 charges at dawn), Restorative enchantment on Periapt of Health (1/1 charge, long rest recovery), Silent Sounds enchantment on Cloak of Displacement (4/4 charges, recover 1d4 at dawn), 1/1 Inspiration (Recovered on merit), Natural (1/1 Charge recovered at dawn) on Boots of Elvenkind

Lucy 4/4 1st Level Spell Slots 3/3 2nd Level Spell Slots 2/3 3rd Level Spell Slots 2/3 4th Level Spell Slots 2/2 5th Level Spell Slots 1/1 6th Level Spell Slot (Recovered on a Long Rest), 2/2 Channel Divinity (recovered on any rest) 4/4 Improved Warding Flare (Recovered on a Long Rest), Divine Intervention (11% chance, 1/1, 7 days to recharge on success, long rest on failure.) Pearl of Power Charge (1/1 regained on a long rest), Wand of Chromatic Orb Charges 7/7 (Regains 1d6+1 at dawn), Blessed Amulet of Milil Charges 10/10 (Regains 1d6+4 at dawn), 1/1 Inspiration (Recovered on merit), Tan Bag of Tricks (3/3 Charges, recharges at Dawn), Clockwork Amulet (1/1 Charges, recharges at Dawn), Powered Armor (20/20 charges, 6 at dawn + alternative recharge methods)

Zerry 4/4 1st Level Spell Slots, 3/3 2nd Level spell Slots, 2/2 3rd Level Spell Slots (recharge on long rest), 3/3 Divine Sense (recharge on long rest), 50/50 Lay on Hands (recharge on long rest), 1/1 Channel Divinity (recharge on short or long rest), 2/2 Polearm Charge (recharge on long rest), 1/1 Inspiration, 10/10 Flowering Enchantment on Horseshoes (1d6+4 charges recovered at dawn, as an action can make one non-magical flower instantly appear in the ground within 5ft of Zerry, if the last charge is spent 5% chance this ability is lost)

Domesticated Female Tressym companion from Moongleam Tower in Everlund (Not bonded to anyone but following the party.)

Runesend Stone IDs owned by party
4662137 (Runesend stone taken from Drow and loaned to the Enhanced Sphinx guarding the Monastery of the Distressed Body), 6346197 (Runesend Stone given to the party by King Bruenor), & 2954456 (Runesend Stone given to the party by King Bruenor and handed over to Toothix), 6743252 (Runesend Stone previously owned by Duke Zaltos)
Runesend Stone IDs known to belong to others
3298146 (Runesend Stone owned by Anaxi Zehries, the Cartophile), & 8469188 (Runesend Stone owned by King Bruenor Battlehammer)

Permanent Teleportation Circle locations Known: Party owned circles: Tresendar Manor, Wave Echo Cave Mine/Mine of Phandelver, Uluvin, Port Llast
Harper controlled circles: Everlund, Loundwater, Mirabar, Neverwinter, Waterdeep, Yartar.

Party loot that is unclaimed or shared by party:  (4.0 lbs total), a leather pouch, a sack, Everbountiful Soup Kettle (Uncommon, 1/day: Turns 2 Gallons of Water into enough soup to feed 6 people.), Rope of Climbing, 9 Potions of Greater Healing, Potion of Hill Giant Strength, Platinium Triboar Badge (worth 50gp, also a 'quest item'), Wand of Magic Missiles (uncommon), Eversmoking Bottle (Uncommon), Wand of Enlarge/Reduce (Uncommon, must keep in possession to concentrate on effect, but no attunement required. it has 7/7 charges and regains 1d6+1 at dawn)) Pendant of Plant Growth (Uncommon, can cast Plant Growth 1/day no attunement required), Bag of Berries (Common, can cast Goodberry 1/day no attunement required), Spyglass (Carried by Lucy), Stone of the Fjell Rune (Requires Attunement), Tamalin's Letter of Recommendation (Quest reward item), Wand of Snares (Uncommon, 7 charges regains 1d6+1 at dawn and an action to create a snare as per the spell from XGtE with DC 13, no attunement required), Immovable Rod (Uncommon), Letter of Recommendation from King Harnoth of Citadel Adbar (Grants party advantage on Charisma checks with Shield Dwarves in the North),
World Atlas (Very Accurate, but not very detailed), Treasure Map of Netherese King's treasure in the Evermoors. Driftglobe, Horseshoe of the Ferd Rune (Requires attunement), 2x Potion of Superior Healing, Potion of Fire Giant Strength, Wand of Protection from Good and Evil (7/7 charges, regain 1d6+1 at dawn), Orb of Direction, Lock of Trickery, 3x Runesend Stones (Rare does not require attunement) Runesend IDs [4662137, 6346197, & 2954456] Flametongue Greatsword, Longstrider Boots (uncommon item boot, does not require attunement. Boot version of wand of Longstrider, will have 3 charges and regain 1d3 charges at dawn, bonus action to activate and while active your speed increases by 10ft for an hour. Also the wearer can use a bonus action to move 5ft and ignores difficult terrain for this movement. If the wearer can already use a bonus action for some sort of movement, doing so increases the distance by 5ft and that movement ignores difficult terrain.), amulet of proof against detection, Wormblood's greataxe,

Each party member has a Mithril Medal shaped like a shield, encrusted with jewels, commissioned by King Harnoth.

A Ritual Book containing the Ceremony spell. (Markus has copied it into his Tome of Shadows), a hat of disguise, 2 potions of water breathing, and two sealed jugs of Aboleth Mucous

Unclaimed Spell Scrolls: Fireball x2, Lightning Bolt, Heat Metal, Mass Cure Wounds, Enhance Ability, Scorching Ray, Fly, Dispel Magic, Tongues, Remove Curse, Protection from Energy

Item's kept at Tresendar Manor (Owned by the Party)
The contents of the LMoP's Archive (A collection of books and maps in perfect condition despite their age worth 10,000gp to the right buyer, and records that the Rockseeker siblings would find useful for expanding their mining operation in the area)
An old dwarven rug in good condition
A Restoration Tablet
Venomfang's Taxidermied Corpse
24 Riding Horses with Saddles (used by the transportation company)
1 Plate Armor (1500gp each, 65lbs each) [4 Plate Armors have been animated.]
2 Giant Sized Greatswords [Fire Giants] (200gp each, 48lbs each)
2 Giant Sized Greataxes [Frost Giants] (160gp each, 56lbs each)
1 Giant sized Plate armor [Was Duke Zalto's armor (Fire Giant)]

A well-made Tapestry (250gp value, taken from Vilmalircos' treasure horde)
[Note: These flower types are from the merchants pdf.]
Flowers: 1 Dozen Whistleweed, 1 Dozen Dragon Lilly, 1 Dozen Phoenixbloom, and 1 Dozen Glowblossom planted inside and outside of the Manor.
Seeds: 1 handful of Whistleweed, 1 handful of Dragon Lilly, 1 handful of Phoenixbloom, and 1 handful of Glowblossom (1 handful of these flowers can grow 60 flowers spread over four 5ft squares, 15 flowers/square and takes 100 days to reach maturity.) All planted and mature.

Item's kept at properties owned by the party in Uluvin
Vilmalicros' corpse (Young Green Dragon, 1000lbs.) - At the Inn/Saloon

The party owns properties in Phandalin and Uluvin with details being kept by the GM.

Party Transportation Enchanted Airship "Enudring Survivor"  with the older airship "Survivor" controlled by Toothix for use with the group's business ventures outside of adventuring. (See handouts in roll20 for both airships and what they are carrying) Additionally, the group has gained control over the Nisos for the company.

Contents of the party's Magical Storage:
Tark's Bag of Holding [70+(current weight of loot)20=90/500lbs]: an Iron key that opens or locks all the doors in the Redbrand hideout/Tresendar Mansion. 1 large Tent with comfortable traveling suite, (Includes a Cot, a chair, a writing desk, supplies, and a chest of cloths) [50lbs]. A small cask containing 20 glasses worth of an exceptional Dwarven Brandy (1 glass will restore 1 hit point, but a second glass within an hour will leave you poisoned (condition) for an hour.) [20lbs] Crude Hill Giant's Map (Shows some farmsteads, that 4 hill giants lost at Triboar, and that 5 hill giants were sent to Uluvin)
Current Loot in Bag of Holding: Old Dwarven Rug in excellent condition [20lbs, worth 500gp]
Tark's Handy Haversack [Main Pouch, 0/80lbs]: ? [Left Pouch, 0/20lbs]: ? [Right Pouch, 0/20lbs]: ?
Lucy's Handy Haversack [Main Pouch, ?/80lbs]: 'Personal Gear, see Character Sheet' [Left Pouch, ?/20lbs]: 'Personal Gear, see Character Sheet' [Right Pouch, ?/20lbs]: 'Personal Gear, see Character Sheet'
Lucy's Greater Quickdraw Belt [Pouch #1, ?/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #2, ?/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #3, ?/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #4, ?/20lbs]: 'Personal Gear, see Character Sheet'
Varis' Bag of Holding [29/500lbs] Grappling Hook, 50ft of Silk Rope
Varis' Handy Haversack [Main Pouch, 17/80lbs]: 'Personal Gear, see Character Sheet' [Left Pouch, 20/20lbs]: 'Personal Gear, see Character Sheet' [Right Pouch, 19.2/20lbs]: 'Personal Gear, see Character Sheet'
Varis' Greater Quickdraw Belt [Pouch #1, 6/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #2, 15.4/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #3, 8/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #4, 6/20lbs]: 'Personal Gear, see Character Sheet'
Markus' Handy Haversack [Main Pouch, 15/80lbs]: 'Personal Gear, see Character Sheet' [Left Pouch, 2.3/20lbs]: 'Personal Gear, see Character Sheet' [Right Pouch, 17/20lbs]: 'Personal Gear, see Character Sheet'
Markus' Greater Quickdraw Belt [Pouch #1, 15/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #2, 1/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #3, 1/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #4, 4/20lbs]: 'Personal Gear, see Character Sheet'
Jack's Bag of Holding [0/500lbs]
Jack's Handy Haversack [Main Pouch, ?/80lbs]: 'Personal Gear, see Character Sheet' [Left Pouch, ?/20lbs]: 'Personal Gear, see Character Sheet' [Right Pouch, ?/20lbs]:'Personal Gear, see Character Sheet'
Elric's Greater Quickdraw Belt [Pouch #1, 3/20lbs]: 30 Flasks of Alchemist Fire [Pouch #2, 3/20lbs]: 30 Flasks Holy Water [Pouch #3, 3/20lbs]: 30 Vials of Acid [Pouch #4, 3.5/20lbs]: 10 Flasks of Oil, Tinderbox [1lb], Keoghtom's Ointment [0.5lb] (5 doses) {Flasks and Vials are 0.1lb each}
Zerry Bag of Holding [0/500lbs]
Zerry Greater Quickdraw Belt [Pouch #1, 15/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #2, 1/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #3, 1/20lbs]: 'Personal Gear, see Character Sheet' [Pouch #4, 4/20lbs]: 'Personal Gear, see Character Sheet'

Ritual Created Floating Disk (By Markus when needed, it is 'sustained each hour via ritual') [0/500lbs] 'Currently Inactive'
- Currently 0 pounds of gear stowed on Markus' Floating Disk:


'Disguises and Clothing options'
Redbrand: 5 Sets of Redbrand Cloaks
Cult of the Dragon: 6 black cloaks cut to resemble dragon wings and 6 black leather masks with stylized dragon horns
Everyone has a pair of Fine clothes (except Jack who uses his Hat of Disguise) which is fit for interactions with nobility and royalty.
Everyone has Cold Weather Gear (8gp & 7lbs each)
Everyone has Hot Weather Gear (8gp & 4lbs each)

Current Party Member Wealth: (Gems are diamonds unless otherwise specified)
Lucy's current earned funds:83pp, 87gp, 0ep, 10sp, 12cp, & fifteen 500gp gems, four 100gp gems
Markus' current earned funds: 43pp, 58gp, 0ep, 6sp, 8cp, & twenty-one 500gp gems, one pearl worth 100gp (Material component for identify), a pickled tentacle and an eyeball in a crystal vial worth 400gp (Material Component for Summon Aberrant Spirit), and one 250gp pieces of artwork
Varis' current earned funds: 9pp, 58gp, 0ep, 8sp, 13cp, & sixteen 500gp gems, and two 100gp gems
Tark's current earned funds: 8pp, 45gp, 0ep, 12sp, 7cp, & twenty-four500gp gems, four 100gp gems, and three 250gp pieces of artwork
Toothix's [retired] current earned funds: 265pp, 19gp, 0ep, 7sp, 3cp [x,xxx out of 5,000 Magic Budget remains]
Jack's current earned funds: 86pp, 61gp, 0ep, 9sp, 8cp, & eleven 500gp gems, one pearl worth 100gp (Material component for identify)
Zerry's current earned funds: 14pp, 58gp, 0ep, 6sp, 7cp, & twenty-six 500gp gems, four 100gp gems, and three 250gp pieces of artwork

Undivided party funds and minor items:
635 cp, 11,260 sp, 420ep, 2,856 gp, and 585 pp stored in various containers and coffers, 425 tiny gemstones worth 1 gp each, 44 small gemstones worth 10 gp each, twenty-seven small gemstones worth 50 gp each(three are uncut sapphires), thirteen 100gp gemstones, and a black pearl worth 500 gp, a tiny electrum music box (worth 50gp), a dagger with an obsidian blade (worth 75gp), a gold-plated helm studded with gems and topped with a tiny gold anvil (worth 750gp), a magical deck of Three-Dragon Ante (the single magical card has a 25% chance to appear as any card owner mentally commands, worth 500gp), and mechanical-magical grandmaster ‘suit’ with the shards of a vorpal blade in it and has been modified to house the 5 Brains in a Jar that were in the Control Room. A clay jug painted with images of flying djinn (worth 25 gp), a pair of electrum bracers with embossed dwarf faces on them (worth 250 gp for the pair), 3 shortswords, 4 daggers, 2 battleaxes, 3 shortbows, and three quivers with 39 arrows total.
 Kwalish’s journal, which has been promised to the Cartophile (but which is worth 750 gp if the characters decide to shop it elsewhere)
 Components of value to tinkers, inventors, or artificers, worth 1,500 gp
 Kwalish’s lab notes, worth 2,000 gp from the Cartophile or any other sage
 Three potions of healing, one elixir of health, and a manual of golems (advanced flesh/experimental flesh). [Think tarrasque flesh golem just without needing the tarrasque.]
Potion of Climbing

A sack of 180 gp, 12 daggers, a deck of marked playing cards (worth 15 gp) in a wooden case, a spyglass (worth 1,000 gp), a quill, ajar of dragon blood (which Rool uses for ink), and Rool's diary with a black leather cover.

1200gp in mixed coins, carved lapis lazuli pipe (worth 25gp) and a Set of Numat's Trick Tubes, 3 Daggers, a Sling with a pouch containing 13 sling stones, a hand crossbow with 4 hand crossbow bolts along with three pouches collectively containing 17 gemstones worth 10gp each, four wooden ritual masks carved from wood and decorated with semiprecious gemstones worth 250gp each, a gold censor (worth 250gp) and 4 blocks of incense (25gp each), 20 pieces of bead jewelry (worth 25gp each), a 500gp gemstone, and a Singing Stein, 13 large great swords, 13 large leather armor, and 2 large Spears

Aged Goodberry Wine (7/7 Servings, it takes 1 minute to drink a serving.  When you drink the wine you can regain hit points by spending Hit Dice as if you had just finished a short rest, and you regain an extra hit point per Hit Die spent in this way. Also, the wine provides enough nourishment to sustain a creature for one day. Additionally, for the next 24 hours, whenever you roll a Wisdom or Charisma ability check or saving throw, you add 1d4 to the total of the roll.)

Current Hirelings
66 Goblin 'recruits' - Each is wearing a Chain Shirt and shield (AC 17) and using a Rapier and Shortbow with 10 arrows (replacing their normal gear as appropriate raising their effective CR to 1/2 but still paid as CR 1/4 hirelings) [Notable spokespeople for the Goblins: Droop, Dollop, Wobbles, and Tipple plus the three Goblin 'leaders from Uluvin]
7 Hobgoblin 'recruits' - Each is wearing the normal gear for a Hobgoblin.
Hamun Kost - 'Necromancer' specialized Mage NPC who likes to conduct arcane research. (He is capable of Casting Teleportation Circle among other spells up to 5th level.)

Atalia Nimmeryn (The warlock the party recruited in Yartar while dealing with Oosith the Aboleth and the kidnapping scheme by the Kraken Society) is currently part of the crew for the party's second airship and is working as a spokesperson assistant to Toothix.

The two Fire Giants Ildmane and Okssort are at Tresendar Manor in Phandalin learning about how to craft airships and design ones suitable 'smallfolk' to adjust the designs and construction for use by Fire Giants. They are also working with the Phandalin militia to protect Phandalin and Phandelver Mine from attack. They do not count as normal hireling minions but are learning about crafting airships and in hiding in exchange for helping to protect Phandalin and the nearby mine from other Giants.


Renown: (Reputation for other groups and their average attitude)
Group Reputation - Citizens of Phandalin: Friendly to Respected Ally
Group Reputation - Citizens of Triboar: Friendly to Respected Ally
Group Reputation - Citizens of Uluvin: Friendly to Respected Ally
Group Reputation - Citizens of Port Llast: Friendly to Respected Ally
Group Reputation - Citizens of Gauntlgrym: Neutral to Friendly
Group Reputation - Waterbarron of Yartar: Friendly
Group Reputation - Hand of Yartar: Neutral to Friendly
Group Reputation - Cult of the Dragon: Hostile to Neutral
Group Reputation - Emerald Enclave: Neutral to Friendly
Group Reputation - Lord's Alliance, Harpers, and Order of the Gauntlet: Friendly
Group Reputation - Zhentarim: Unfriendly to Neutral with weaker members fearing the group, stronger ones willing to sabotage the group
Individual Renown
Lucy    11 (Order of the Gauntlet Member - Whitehawk)
Markus  11 (Harper's Member - Brightcandle)
Tark    11 (Order of the Gauntlet Member - Whitehawk)
Toothix 2 (Order of the Gauntlet Member - Chevall)
Jack    11 (Harper's Member - Brightcandle)
Varis   11 (Harper's Member - Brightcandle)
Jerry   16 (Lord's Alliance - Stingblade)

Magic Crafting Formulas Item: {Rarity: Common, Uncommon, Rare, Very Rare, Legendary}
Potion of Invisibility: {VR}
Potion of Healing: {C}
Handy Haversack: {C}
Magic Weapons [Basic +1,+2,+3]: {U,R,VR}
Magic Armors [Basic +1,+2,+3]: {R,VR,L}
Magic Shields [Basic +1,+2,+3]: {U,R,VR}
Dwarven Thrower: {VR}
Dwarven Plate: {VR}
Belt of Dwarvenkind: {R}
Arrow of Slaying [Arrow]: {R}
Potion of Greater Healing: {U}
Dragon Slayer [Sword]: {R}
Giant Slayer [Sword or Axe]: {R}
Potion of Superior Healing: {R}
Periapt of Health: {U}
Periapt of Proof Against Poison: {R}
Periapt of Wound Closure {U}
Goggles of Night: {U}
Driftglobe: {U}
Broom of Flying: {U}
Rope of Climbing: {U}
Ring of Water Walking: {U}
Ring of Resistance: {R}
Ring of Spell Storing: {R}
Ring of Mind Shielding: {U},(Does not Require Attunement due to house rules)
Dragonguard {R}, (Armor or shield);
Staff of Defense {R}
Spider Staff/Rapier {R}, (Any weapon, requires Adamantine)
Hew {U}, (Any slashing weapon)
Lock of Trickery, {C}
Sending Stones: {U}
Bag of Holding: {U}
Potion of Resistance [all types]: {U}
Keoghtom's Ointment: {U}
Cloak of Elvenkind: {U}
Cape of the Mountebank: {R}
Cloak of Protection: {U}
Cloak of the Mantra Ray: {U}
Mithral Armor/Weapon: {U}, (Inherently nonmagical on its own just requires Mithral)
Adamantine Armor/Weapon: {U}, (Inherently nonmagical on its own just requires Adamantine)
Decanter of Endless Water: {U}
Quiver of Ehlonna: {U}
Greater Quickdraw Belt: {U}
Helm of the Awakened Mind, a.k.a. Variant Helm of Telepathy: {U}
and 'Basic' Wands: {Varies based on level of spell}, (These wands can only carry one or more spells that the wielder can cast using charges.)
Note: Spell Scrolls: {Varies based on level of spell}, scrolls do not require a crafting formula but do require the creator to be able to cast the spell to be placed on a scroll.
Control amulet for an enchanted airship: {U}, (This is incase the party wishes to create additional amulets to control an airship.)

Claimed non-magical gear:
Tark has claimed 12 javelins (Now has 18 Javelins including the Lightning Javelin; 60 arrows; and 2 Longbows plus Angelic Arsenal when sheathed, in the Quiver of Ehlonna), 3 chains, Hunting Trap, and the belt pouch, has his 6 flasks of oil and an empty flask that contained oil (one flask used in trap and unrecoverable), Dwarven Ale Mug made of hammered Electrum (Worth 100gp), 4 Doses of Antivenom, Pocketwatch, Clockwork Goldfish
Toothix has claimed 11 Javelins, piece of parchment containing a crudely drawn sketch of himself with "25gp for this one" and a symbol of a black spider below it, 2 Doses of Antivenom, Bar of Soap
Jack Barrel Organ (Weighs 30lbs), Clockwork Dragon, Clockwork Dog, Clockwork Songbird, To be Determined (Still needs to be finalized.), Giant sized piece of charcoal (smaller fragments can be broken off for easier use), A bronze crown (250gp value)
Markus has claimed the silk belt pouch, Iarno's Spellbook (to research rituals from), Mormesk's Spellbook (to research rituals from), Nezzar's spellbook (to research spells from), and Hamun Kost's Spellbook (to research rituals from), bone scroll case, Pocketwatch, Clockwork Songbird
Elric 'See Elric's Greater Quickdraw Belt'
Varis has a waterproof satchel; Eight Glass bottles (with glass stopper) each full of 24 ounces of Acid (48 vials worth of Acid, 1 vial = 4 ounces), 4 Glass Bottles of Elven Evermead (16 Servings, 1 serving = 6 ounces); 20 Flasks of Holy Water, 20 Flasks of Alchemist's Fire, 10 Vials of Anti-toxin, Pocketwatch, Clockwork Dragon, Clockwork Songbird (with elvish songs), Elven Silk Robes with gold embroidery that resizes to fit the wearer (250gp value, 3lbs weight)
Lucy 2 Flasks of Holy Water, A box of green moss agate animal figurines (250gp value, 2 lbs weight)
Zerry 'Personal Gear, see Character Sheet'

Acquired Spellbooks:
Iarno's spellbook [Contains: Find Familiar (Ritual), Identify (Ritual), Unseen Servant (Ritual), Thunderwave, Charm Person, Magic Missile, Blur, Hold Person, Misty Step, Invisibility, Gentle Repose (Ritual)]
Hamun Kost's Spellbook [Contains: Mage Armor, Burning Hands, False Life, Comprehend Languages (Ritual), Detect Magic (Ritual), Gentle Repose (Ritual), Blindness/Deafness, Hold Person, Misty Step, Locate Object, Animate Dead]
Mormesk's spellbook [Contains: Magic Missile, Shield, Burning Hands, Illusionary Script (1st Level Ritual), Blur, Flaming Sphere, Magic Mouth (2nd Level Ritual), Melf's Acid Arrow, Fireball, Leomund's Tiny Hut (3rd Level Ritual), Fly, Water Breathing (3rd Level Ritual), Phantom Steed (3rd Level Ritual)]
Nezzar's Spellbook [Contains: Mage Armor, Magic Missile, Shield, Chromatic Orb, Alarm (1st Level Ritual), Invisibility, Suggestion, Darkness, Detect Thoughts, Web, Scorching Ray]
Conjurer's Spellbook [Contains: 1st Mage Armor, Magic Missile, Unseen Servant(Ritual), Tenser’s Floating Disk([Ritual), Fog Cloud, Snare; 2nd Cloud of Daggers, Misty Step, Web, Flaming Sphere, Invisibility, Suggestion; 3rd Fireball, Stinking Cloud, Lightning Bolt, Haste,  Leomund’s Tiny Hut(Ritual); 4th Evard’s Black Tentacles, Stoneskin, Conjure Minor Elementals, Dimension Door; 5th Cloudkill, Conjure Elemental, Steel Wind Strike, Rary’s Telepathic Bond (Ritual)]

Tholtz Daggerdark's spellbook [Contains: lst level: detect magic, disguise self. identify, mage armor, magic missile, thunderwave; 2nd level: darkvision, detect thoughts, mirror image, misty step, suggestion; 3rd level: counterspe/1,fly, lightning bolt, sending, water breathing; 4th level: arcane eye, banishment,fire shield, ice storm, stoneskin; 5th level: cone of cone, scrying, seeming, teleportation circle, wall of force; 6th level: chain lightning,jlesh to stone, globe of invulnerability; 7th level: prismatic spray, teleport;  8th level: dominate monster, mind blank; 9th level: time stop]


Ritual Scroll for Water walking

Assigned 'Magical Items', including healing potions:
Tark: 5 Potion of Healing, Quiver of Ehlonna, Lightning Javelin 'Whiff', Cloak of Protection enchanted with Warding which is attuned Angelic Arsenal +1 which is attuned. Dwarven Plate ArmorHaversack(Common), Broom of Flying EDIT: Periapt of Health (Uncommon), Quirky Periapt of Wound Closure which is attuned, Periapt of Proof Against Poison (Rare), Separate Bag Of Holding for personal use (Uncommon) [Total 620 lb Magical storage], Survivor Control Amulet, Bracer's of Accurate Throwing (Uncommon, Tark effectively has Sharpshooter feat except only for thrown weapons instead of normal ranged weapons), Heward's Handy Spice Pouch (Common), Ring of Water Walking (Uncommon)
Will swap out attunement with Cloak of Protection for the Bronze Dragon Horn Pauldron when the group knows it will face a threat with lots of lightning involved.

Toothix [Retired]: 5 Potions of Healing, Lightbringer (Does not require attunement), Thunder Cutter which is Attuned, Ring of Protection which is attuned.

Jack: [Retired] Ayre Archlute(Rare) Attuned. Cloak Of Displacement+Protection(Rare) Attuned Hat Of Disguise(Uncommon) Attuned, Immovable Rod, Bag of Holding, Thunderbolt Light Crossbow (Uncommon), Glamoured Studded Leather (Rare), Quiver of Ehlonna (Uncommon), Broom of Flying, Lesser Quickdraw Belt(Uncommon),  Ring of Water Walking (Uncommon), Haversack(Uncommon)... 2 Potions Of Healing, 1 Scroll Of Animal Speech, Survivor Control Amulet, Grey Bag of Tricks, Quirky Censer of Controlling Air Elementals, Temperate Belt, 1 Scroll Of Comprehend Languages, 1 Scroll Of Cure Wounds, 1 Scroll Of Faerie Fire, 20 +1 Crossbow Bolts. A Lapel babble is enchanted with War Leader (25gp version)

Lucy: 2 Potions of Healing, 1 Potion of Greater Healing, 2 Potions of Superior Healing, Adamantine Plate Armor +1 (Does not require attunement), Dragonguard (Does not require attunement), Wand of Chromatic Orb (Does not require attunement), Handy Haversack, Pearl of Power (Not Attuned), Lantern of Revealing also enchanted to function as a Driftglobe to make it hands free and not reliant on oil, Scroll of Fireball, Blessed Amulet of Milil +2 which is Attuned, Scroll of RevivifyPeriapt of Proof Against Poison, Broom of Flying, Cloak of the Manta Ray, Sending Stones, Ring of Mind Shielding (Not Attuned), Winged Boots not Attuned, Survivor Control Amulet, Temperate Belt, Clockwork Amulet, Pot of Awakening (Common), Scroll of Resurrection, Cloak of Many Fashions (Common), Branch of the Live Rune which is Attuned, Ring of Water Walking (Uncommon), Adamantine +2 Giant/Dragon Slayer Warhammer with Proficiency quirk and Warning property (Rare) not Attuned (Weapon of warning property inactive), Powered Armor (Legendary) which is attuned, Blue Dragon Horn Pauldron which is attuned

Markus: 2 Potion of Healing, Greater Quickdraw Belt, Goggles of Night, Handy Haversack, Courageous Victory (not worn), Markus' Necklace which is Attuned, +1 Shield, Staff of Protection +2 (Stored away) which is not Attuned, Scroll of Darkness, Scroll of Misty Step, Broom of Flying, Periapt of Health, Periapt of Proof Against Poison, Cloak of the Manta Ray, Goggles of Night, Survivor Control Amulet, Ring of Water Walking (Uncommon), Ring of Mind Shielding (Uncommon), Environmental Survival Suit which is Attuned, Staff of Power which is Attuned
Will swap out attunement with Markus's Necklace for the Blue Dragon Horn Pauldron when the group knows it will face a threat with lots of lightning involved.

Elric: Greater Quickdraw Belt, Keoghtom's Ointment (5 doses)

Varis: 3 Potion of Healing, Greater Quickdraw Belt, Goggles of Night, Handy Haversack, Rose Rapier, Giant Slayer Rapier, Cloak of Displacement which is Attuned, Alchemical Jug, Studded Leather +1 (not Worn), Thornbow +1, Quiver of Arrow Recovering, Assassin's Touch Gloves, Potion of invisibility, Potion of Flight, Scroll of Charm Person, Helm of Teleportation which is Attuned, Broom of Flying, Periapt of Health, Periapt of Proof Against Poison, Cloak of the Manta Ray, Survivor Control Amulet, Crystal Bracers (+1), Boots of Elvenkind, Ring of Animal Influence (Rare), Scroll of Invisibility, Ring of Water Walking (Uncommon), Ring of Mind Shielding (Uncommon), Heward’s Hireling Armor which is Attuned
Will swap out attunement with Helm of Teleportation for the Blue Dragon Horn Pauldron when the group knows it will face a threat with lots of lightning involved.

Zerry: Temperate Belt, Cloak of Protection also enchanted as a cloak of flying which is attuned, Ring of Protection which is attuned, Horseshoes have Gleaming , Flowering, Fashion Fluid, and Beacon, Weapon has Gleaming, Scroll of Protection from Poison, Scroll of Protection from Evil and Good, Scroll of Lesser Restoration, Ring of Water Walking (Uncommon), Halberd of Giant Slaying, Joy of Liira which is attuned
Will swap out attunement with Ring of Protection for the Blue Dragon Horn Pauldron when the group knows it will face a threat with lots of lightning involved.

Magical Item details, when needed.
Thunder Cutter: (uncommon rarity) A +1 Battleax that has brass inlaid in images of thunderclouds with lightning bolts. When it strikes a target in melee, that target also takes one point of thunder damage. Alternatively, it may be swung at a ranged foe unleashing a concussive wave of sound making a ranged attack with ranges of 20ft/60ft and if it hits the target then the target suffers thunder damage equivalent to what the melee swing would have inflicted. Despite being a ranged attack, when used in this manner, it is still possible to knock the target out. (Currently Attuned to Toothix.)

Staff of Protection (Rare rarity, Upgraded Staff of Defense)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3lbs. You must be attuned to the staff to gain its benefits and cast its spells. The Staff of Protection counts as a +1 'staff' implement (+1 to hit with spells, +1 damage, and +1 to save DCs). This staff can also be used as a +1 quarterstaff. Also while holding this staff, you have a +1 bonus to your Armor Class and saving throws.
The staff has 15 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action, or bonus action, to cast one of the following spells from the staff: Mage Armor (action, 1 charge), Shield (reaction, 1 charge), Absorb Elements (reaction, 1 charge), Protection from Energy (action, 3 Charge, requries concentration), and Misty Step (bonus action, 2 Charges). No components are required. The staff regains 2d6 + 3 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
(Currently Attuned to Markus.)

Lightning Javelin (uncommon rarity)
This +2 Javelin is inlaid with electrum patterned in arcing lightning bolts along its surface. When used this javelin deals one additional point of Lightning damage. If this javelin is thrown it returns to the one who threw it via a harmless bolt of lightning so it can be thrown again. (This weapon does not require attunement, claimed by Tark.)

Blessed Amulet of Milil +2 (uncommon rarity)
This amulet functions as a Holy symbol (amulet) for Milil, Lucy's Deity. The healing amulet would function as a +2 amulet holy symbol granting +1 to hit and damage with spells and on spell save DCs for one attuned to it. After attunement, this item has 10 charges, & recovers 1d6+4 charges per day at dawn, and can spend 1 to 3 charges to use Cure wounds as an action. The number of charges spent is the spell level of the cast spell (1st, 2nd or 3rd consuming 1, 2 or 3 charges.) Also, 1 charge can be used to cast Protection from Evil and Good along with 2 charges for Lesser Restoration without needing any components. Using the last charge means rolling a 1d20 on a result of a 1, the amulet becomes non-magical but can still be used as a holy symbol, but no longer getting the +1.
(Claimed and Attuned to by Lucy.)

Thornbow (Rare rarity)
This +2 Elven Longbow looks like vines and leaves are growing around the limbs, with multiple notches near where the bow is held containing arrowhead like thorns. Whenever an attack with the bow is made, one of the thorns grows into an arrow as the bowstring is pulled back, allowing the wielder to never have to worry about running out of arrows. Additionally, this bow always deals maximum damage vs Aberrations. (This weapon does not require attunement. Claimed by Varis.)

Angelic Arsenal (Rare quality)
In its default condition, this weapon appears to be a fine +2 quarterstaff made of mithril that is engraved with stylized feathers and is surprisingly light (1 lb.) with an orb seemingly composed of wings on one end of the quarterstaff. While the Angelic Arsenal can be wielded as a quarterstaff without attunement, its true power is only unlocked after being attuned at which point the owner can as a bonus action have the weapon take on the form of being either a maul, a greataxe, or a pike. Another bonus action can shift to a different weapon from, or deactivate it and turn it back into a quarterstaff. When in each of these forms, the weapon has the properties and damage of those weapons with half the damage being force and half bludgeoning (maul), slashing (greataxe), or piercing (pike). The pike's additional property is that it does an additional 2d6 damage versus creatures with either the dragon or giant type. The greataxe's additional property is that it sheds bright light in a 20ft radius and dim light for another 20ft [as a bonus action it can switch between dim light only or bright+dim light] while also doing an extra 2d6 radiant damage to creatures that are either undead or fiends. The maul's special property is that once per round a creature struck by the maul must make a contested strength check with the owner of this weapon which gets the weapon's magic modifier as a bonus. If the target fails this check, the target is knocked prone and loses all flight abilities for 1 round (which means the target will fall up to 500ft unless they have a slowfall spell active on them.) (This weapon is claimed and attuned by Tark.)

Wand of Chromatic Orb(Uncommon rarity, doesn't require attunement.)
This wand has 7 charges and while holding it you can use an action to expend 1 or more charges to cast the Chromatic Orb spell from it. For 1 charge you cast the 1st level version, and for each additional charge you increase the spell slot level by one, to a maximum of 3 charges being spent at once. The wand regains 1d6+1 charges daily at dawn. The bonus for the ranged attack roll is 4 plus the number of charges spent in the attack. If you expend the wand's last charge, roll a 1d20, and on a 1 the wand crumbles into ashes and is destroyed. Claimed by Lucy.

Courageous Victory (Rare rarity, doesn't require attunement)
This armor is a +1 Dwarven Mithril Half-plate engraved with Dwarven runes symbolizing courage, bravery, and victory in battle even in the harshest conditions. The wearer of the armor suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This armor also floats on water and other liquids. Its wearer gains advantage on Strength (Athletics) checks to swim. (Temperate and Waterborne.) This armor has a quirk that it helps its wearer feel self-assured. Wearing the armor gives the wearer immunity to the Frightened Condition. This armor does not require attunement and is claimed by Markus but no longer worn as he now wears the Environmental Survival Suit.

Spider's Fang: (Rare rarity) Black Adamantine Rapier (which has a total weight of 2lbs, normal for a Rapier) is fashioned into the shape of a needle-like black fang belonging to a giant spider. The handle is leather wrapped blackened bone wand, carved from a giant spider's fang, affixed within the leathery base segment of the fang that also serves as the hilt of the Rapier. The wielder gains a +1 bonus to attack rolls and damage rolls made with this weapon. Additionally, when used to make weapon attacks, this weapon deals +1d6 poison damage on a successful hit. This weapon can also be used as +1 arcane focus that grants a +1 to hit with spells spell save DCs.) The wielder does not have to be proficient in using a Rapier in order to use Spider's Fang as an Arcane Implement. The hilt of the Spider's Fang has a single reservoir that can contain a vial of poison with the contents of this reservoir being magically preserved so as to not lose potency over time, which can often be an issue with poisons. As a bonus action, an attuned wielder can forgo the +1d6 poison damage to instead spend one of the Spider Fang's 5 charges to coat the blade with a magically created copy of the contents of the reservoir, if this power is used without any charges remaining; the contents of the reservoir are consumed. In either case, the normal +1d6 poison damage is replaced by the effect of the poison from the reservoir until the poison has lost potency. Whatever save DC the poison would normally have is increased by +2 due to the magic of the Spider's Fang. The magically created copy of the poison in the reservoir dries out and loses potency at the same rate as the normal type of poison being replicated, which is typically 1 minute, or ten rounds. Each night at midnight the Spider's Fang regains 1d4+1 charges. If this power is used when no charges remain then the contents of the reservoir are consumed and the reservoir must be refilled before this power is used again. The reservoir currently has a dose of Giant Ant Queen venom in it. It takes two actions to swap out poisons assuming two vials are at hand, one to hold the old poison, and one carrying the new poison as mixing poisons within a single vial isn't advised. (This was sold by Varis as it was redundant with Rose Rapier and Assassin's Touch Gloves)

Varis' Assassin’s Touch Gloves (Wondrous Item, Rare) These gloves are invisible while worn, and function like Gloves of Thievery, but are further enchanted to allow the wearer to merge a vial or flask into the gloves as an action. Only one vial or flask can be merged with the gloves at a time, and removing a merged vial or flask takes an action. These gloves have 10 charges and regain 1d6+4 charges at midnight and changing the merged item does not affect the number of charges remaining. While a vial or flask is merged with these gloves, the wearer can spend a bonus action to spend a charge to coat the gloves, a held weapon, or three pieces of held ammunition with a conjured copy of the contents of the vial or flask which fades out of existence after one minute if it isn’t used. The DC for the conjured contents gains a +2 bonus. While the gloves or a weapon is coated in this manner, the wearer can make either unarmed attacks or attacks with the weapon and the next three successful hits within the next minute will subject the target to the effects of the contents of the vial or flask as if it had been used upon them. For a vial of poison to be merged it must either be a contact or injury poison as poisons that work via ingestion do not work with the gloves. These gloves allow the wearer to change the damage type of their unarmed strikes to piercing in order to inject injury poisons.

Rose Rapier This rare +1 Adamantine Rapier has a Mithril guard and inlays on the blade. The weapon has a quirk that results in it weighing only one pound. The enchantment bonus to hit and damage is also applied towards DCs from actions or maneuvers using this weapon or substances coating this weapon. Its hilt looks like a bundle of roots that is comfortable to hold in the hand and the Mithril inlays are floral patterns with the hand-guard decorated to look like leaves enclosing the hand. While this weapon has reach, it lacks threatening reach as a hidden switch in the hilt of the weapon will distort the rapier blade into a whip-like form that looks like a thin flexible rose stem with thorns and what appears to be a small open rose flower comprised of tiny blades in the shape of petals at the tip. The wielder only needs to be proficient with a rapier to be proficient with the whip-like form. The whip-like form grants the Rose Rapier reach but not threatening reach. When an attack is made using reach it changes the base weapon damage from 1d8 piercing to 1d6 slashing. Additionally, as a bonus action during any round where you made a weapon attack for any reason, you can flick your wrist while flicking the hidden switch to make a single attack using the whip-like form that will do 1d4 slashing. This gleaming item never gets dirty and is metamorphic as the hand-guard and blade appear to sway as if the leaves comprising the guard were being blown in the wind. Additionally, the Rose Rapier can instantly make a flower blossom, a seed pod open, or a leaf bud bloom when touched to them. Such plant parts if cut return looking healthy instead of being wilted if they had started to wilt. This weapon does not require attunement and is owned by Varis.

Lightbringer: (Uncommon rarity)  Lightbringer is a +1 mace that was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. This weapon glows as bright as a torch when commanded by its wielder. While glowing the mace deals an extra 1d6 radiant damage to undead creatures. Lightbringer does not require attunement. (Claimed by Toothix)

Dragonguard: (Uncommon rarity) Dragonguard is a +1 shield that has a gold dragon motif worked into its design. It was created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. Dragonguard does not require attunement. This shield has also been upgraded to function as a Gimble Turen's Spring-Spike Shield. (Claimed by Lucy)

Battlehammer Battlehammer aka Giant & Dragon Slaying Battlehammer of Warning (Very Rare rarity) is a +2 Adamantine Battlehammer forged by the best dwarven blacksmiths of Gauntlgrym out of Adamantine from fragments of Vonindod and has a handle wrapped in dragon leather. This weapon glows slightly warm and green when a giant is within 120ft of the battlehammer and slightly blue when dragon is within 120ft. This weapon functions as both a Giant Slayer weapon and a Dragon slayer weapon. Additionally when attuned it also functions as a Weapon of Warning. This weapon was made for fighting Giants and for religious ceremonies, although due to its metamorphic quirk, the holy symbols engraved upon it shift to reflect either the symbols of the deity the wielder worships or whatever symbols the wielder wishes to appear. It has been further enchanted to be effective against dragons. (It takes a Minor Action to change the symbols.) (Owned by Lucy.)

Mace of Warning (Uncommon rarity) is a +0 Weapon of Warning made out of Dragon bone with the handle is wrapped in dragon leather that grows slightly warm when a dragon is within 120ft of the mace, it was made for religious ceremonies, although due to its metamorphic quirk, the holy symbols engraved upon it shift to reflect either the symbols of the deity the wielder worships or whatever symbols the wielder wishes to appear. (It takes a Minor Action to change the symbols.) This weapon requires attunement. (Enchantment transfered to Battlehammer Battlehammer.)

Arye Archlute: (Rare rarity) This is a rare item rarity variation of the Instrument of the Bards but isn't named after a legendary bard college. This item requires attunement and anyone attempted to play the instrument without being attuned must succeed on a DC 15 Wisdom saving throw or suffer 2d4 psychic damage. It only takes an action to play the instrument and cast one of its spells, but the specific spell can't be cast again until the next dawn. The spells use your spellcasting ability and spell save DC. Additionally, a bard may use this item as a spell focus with a +1 to spell attack rolls and save DCs. Furthermore, when used to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This applies whether the user is using the instrument as the source of the spell or as a spellcasting focus. Once per day, the following spells can be cast from the Arye Archlute: Fly, Invisibility, Levitate, Protection from Evil and Good, Warding Wind*, Dust Devil*, Silence, & Gust of Wind. (* = Spell is in the E.E. Player's Companion free PDF) (Owned by and attuned to Jake)

Thunder Bolt: (Rare Rarity) A +2 Light Crossbow made of mithril so it weighs 2.5lbs, with brass inlaid into it along with the limbs of the crossbow reinforced with adamantine so that it can be swung like a hammer. This crossbow conjures bolts when it is loaded although this doesn't allow the light crossbow to fire any faster than normal, although a wielder can instead choose to load a normal (or more likely magical) crossbow bolt into this weapon. Any bolt fired from this crossbow also does 2d4 thunder damage when it hits. Bolts created by this light crossbow fade out of existence after the attack is resolved. Additionally, this weapon can be swing around as a hammer counting as a one-handed finesse melee weapon that grants proficiency with it as a weapon to anyone holding it. When used to attack in this manner the weapon inflicts 1d8+str/dex (+enchantment bonus) bludgeoning damage plus 2d4 lightning damage. On a hit, the target also cannot take reactions until the start of its next turn. Additionally, this melee attack gets advantage if the target is wearing metal armor. This weapon also gains the Proficiency, Illusion, and Expressing quirks so that anyone can use it and that it can display a face that will make whatever expression the wielder wishes. (Owned by Jake, this item does not require attunement)

Varis' Alchemical Jug has been further enchanted (total cost is now 1000gp [Each additional item costs 100gp to add to the Jug and produces no more than 50gp of liquid per day) to additionally be able to produce: 20 glasses worth (2.5 Gallons) of an exceptional Dwarven Brandy a day [1 glass will restore 1 hit point, but a second glass within an hour will leave you poisoned (condition) for an hour.], 24ounces of Elven Evermeed [4 servings of 6 ounces each: Drinking Evermeed has two effects 1) Granting +1 bonus on Persuasion Checks between people drinking Evermeed (everyone involved must have had a glass for this to occur. This effects ends after an extended rest. 2) If a glass of Evermeed is administered/consumed it can function as a successful Heal Check, but this second function can only be gained once per day.], 2 pints of Holy Water, 1 pint of Alchemist's Fire, or 4 ounces of Antitoxin. {Note: Elven Evermead is the elven mead-the one against which all other meads (and any other drinks) are compared. A sip is reputed to be a taste of the higher planes themselves. It is made according to closely guarded traditional methods in Evermeet and allegedly aged for hundreds of years.}

Markus' Necklace (Current total value is 1250gp and Uncommon rarity functions as a Helm of Comprehending Languages even when unattuned, but when attuned it also functions as Helm of the Awakened Mind. Markus' Necklace has the following 'Quirk' +2 Initiative while attuned.] This has been transmuted from a helmet into a necklace.

Quirky Periapt of Wound Closure also treats the Fighter's Second wind class feature as rolling a Hit Die to regain hit points.
Will Clarification: I get more sane "Minimum roll of x2 your CON mod" on Second Wind. Rather than the "Double the total healing roll" the periapt grants Hit Die heals.


Bracers of Accurate Throwing These bracers effectively grant the wearer the effects of the Sharpshooter feat except they only apply to thrown weapons instead of ranged weapons using ammunition. (No disadvantage for Long range, your attacks ignore half cover and three-quarters cover, and if you take a -5 to hit penalty on the attack roll, you add +10 to the thrown attack's damage roll.) Claimed by Tark.

Temperate Belt (Common) These belts protect the wearer from harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Lucy's Tan Bag of Tricks d8 'result':
1) Jackel, 2) Ape, 3) Baboon, 4) Axe Beak, 5) Black Bear, 6) Giant Weasel, 7) Giant Hyena, 8) Tiger

Jack's Gray Bag of Tricks d8 'result'
1) Weasel, 2) Giant Rat, 3) Badger, 4)Boar, 5) Panther, 6) Giant Badger, 7) Dire Wolf, 8) Giant Elk

Quirky Censer of Controlling Air Elementals Speak command word and once per day can cast Conjure Elemental to summon an Air Elemental. Weight 1 pound and it is a 6-inch wide, 1-foot high vessel resembling a chalice with a decorated lid. It has an additional property that if you spend your Action concentrating on the censer you can animate up to 5 unattended weapons as flying swords which act on your initiative. If you do not spend your action concentrating to sustain this effect on later rounds, the weapons fall inert at the end of your turn that round. If one of these unattended weapons is destroyed you can animate a replacement weapon during the next action you spend to sustain the effect. Note Mending can completely repair these weapons even while they are ‘animated’. Claimed by Jack

 Stone of the Fjell Rune (Wondrous Item, Rare, Requires Attunement)
This Rough-hewn, grey stone is six inches around. It is carved with a deep fjell (mountain) rune. The stone has the following properties, which only work while it is on a person attuned to it.
  Create Tunnel: If you spend 1 minute touching a solid surface, at the end of that minute a circular hole opens in the surface that is up to 10 feet in diameter and 100 feet long. Once you use this property, you can't use it again until you finish a long rest.
  Fists of Stone: You gain a +1 bonus to attack and damage rolls with unarmed attacks.
  Mountain's Strength: You have advantage on Strength saving throws.
  Gift of the Mountain: You can transfer the stone's magic to a nonmagical item - a belt or a pair of goggles - by tracing the fjell rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the stone is destroyed, and the rune appears in grey on the chosen item, which gains a benefit based on its form:
     Belt: The belt is now a rare magic item that requires attunement. While you wear it, you can cast Stoneskin on yourself as an action requiring no material components and no concentration. Once you use this property, you can't use it again until you finish a long rest.
     Goggles: This pair of goggles is now a rare magic item that requires attunement. While you wear the goggles, you can use an action to force once creature that can see you to make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Once you use this property, you can't use it again until you finish a long rest.

   This item is currently unclaimed.

Branch of the Liv Rune (Very Rare wonderous item, that requires attunement) This curving birch branch is 2 feet long and 3 inches thick. Small buds make it seem as if leaves could spring out of the branch at any second. The Liv (life) rune is burned into the side of the branch. The branch has the following properties, which only work while it is on your person.
   Healing Grace: Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains 1 additional hit point per die rolled.
   Remove harmful condition: As an action, you touch one willing creature and immediately end any blinded, deafened, poisoned, paralyzed, or stunned condition afflicting it. You can also use this ability to remove one level of exhaustion from a creature. Once you use this property, you can't use it again until you finish a short or long rest.
   Spare the Dying: As an action, you can cast the spare the dying cantrip.
   Gift of Life: You can transfer the branch's magic to the corpse of a creature that has been dead for no more than 200 years, that didn't die of old age, and that isn't undead by tracing the liv run on it with your finger. The transfer takes 8 hours of work that requires the branch to be within 5ft of you. If the creature's soul is free and willing, the target returns to life with all its hit points. This process neutralizes all poisons, cures all diseases, and removes all curses afflicting the creature when it died. This process also closes all wounds and restores any missing body parts. At the end of the transfer, the branch is destroyed, and the creature has a black tattoo of the liv run appearing somewhere on its body.

   This Branch is claimed by Lucy. She used the Gift of Life to revive Queen Neri in Maelstrom Castle.

Horseshoe of the Ferd Rune (Rare Wondrous item that requires attunement)
This horseshoe is made from black steel and connected to a chain so it can be worn around the neck. The fred (journey) rune is emblazoned in green on the item. The horseshoe has the following properties, which only work while it is on your person.
   Bourn to Journey: You and up to six other creatures you choose who travel within 60ft of you can travel for 12 hours a day before having to make a Constitution saving throw against exhaustion.
   Fleet Feet: Your walking speed increases by 5ft.
   Safe Place: You can spend 1 hour creating a permanent teleportation circle on a firm surface without using any material components. Once this circle is created, you can spend another hour moving it to a new location on a firm surface of your choice. There can only be one permanent teleportation circle created by this item in existence at a time. When you attune to this item, the previous permanent teleportation circle created by a previously attuned creature disappears. (Note: This only happens if someone other than the previously attuned creature attunes to this item.)
   Gift of Travel: You can transfer the horseshoe's magic to a nonmagical item - a suit of barding for a mount or a pair of boots - by tracing the ferd rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the horseshoe is destroyed, and the rune appears in green on the chosen item, which gains a benefit based on its form:
      Barding: The barding is now an uncommon magical item. A mount wearing this barding can gallop for up to 8 hours before needing to slow down or be swapped out.
      Boots: The bots are now a rare magic item that requires attunement. You gain a climbing speed and a swimming speed equal to your walking speed while you wear them.

   This item is currently unclaimed.

Longstrider Boots (Uncommon item boot version of a wand of Longstrider does not require attunement but if removed any active effects immediately end, will have 3 charges and regain 1d3 charges at dawn, bonus action to activate and while active your speed increases by 10ft for an hour. Also the wearer can use a bonus action to move 5ft and ignores difficult terrain for this movement. If the wearer can already use a bonus action for some sort of movement, doing so increases the distance by 5ft and that movement ignores difficult terrain.

Gimble Turen's Spring-Spike Shields: (Rare rarity, no attunement) These +2 shields grant a wearer advantage and a +2 bonus on saving throws against the breath weapons of creatures that have the dragon type. Also, these shields provide the following reaction: (Reaction: 5/rest: When hit by a melee attack within 5ft the wearer of the shield can as a reaction, fire a shield spike at the attacker which deals 1d6 piercing damage and 1d6 acid damage.) - Lucy and Markus both have one of these shields.

New items acquired and to be distributed:

 40x Hooked Polearm. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the monk cannot use its polearm on another target. (5gp & 4lb each)
 8x Force Pike. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 40/100 ft., one creature. Hit: 7 (1d10 + 2) force damage. The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke or fog. (2d10 charges left for each energy cell, 1 energy cell per pike.) (variable price, could be passed off as an uncommon charged magical item with base price for full 20 charges & 4lb each)
 3 Pairs of Teleportation-Field Devices
One of the more impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were originally used to undertake repairs on the outside of the craft, handle dangerous substances at a distance, and so forth.
When a creature passes an arm or other appendage into one ring, that appendage appears to emerge from the other ring, no matter how far apart the devices are. The second device has a flying speed of 40 feet, and can be flown remotely under the creature’s control as part of its own movement. The remote device also grants the creature a sensory awareness of the area around it. This allows the appendage to be used normally, so that the creature can undertake any activity remotely that it could accomplish close up, including making physical ability checks and attacks.
Because they are linked to the planar craft, teleportation field devices function only in the monastery and in Daoine Gloine (where Kwalish has used the magical-mechanical technology of the craft to set up his new lab). If the characters manage to secure a pair of such devices, you can let the players come up with novel ways to make use of them in those locations. However, they are relatively useless outside of those two locations
.
‘The Grand Master’s magical-mechanical body with shards of a vorpal sword embedded in its claws.
 The Polymorph Blade and Blade of the Medusa. (Longswords that on a natural 20 force a DC 15 check (Wisdom for Polymorph blade to avoid being Polymorphed) and Constitution by Blade of the Medusa to avoid a flesh to stone spell) on a roll of a 1, the wielder must make the same save or suffer the effects of the appropriate spell.
 The Grand Master’s Crown (worth 500gp), and Grand Master’s Scepter (worth 750gp) both made of magical-mechanical components that have no power outside of the monastery and Daoine Gloine.
 The Studded Leather Golem Armor (Very Rare armor, Requires attunement)
Claimed by Jack, but won't be worn until the curse/defect can be removed.
   Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of studded leather armor. While wearing this armor, you gain a +2 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
• Immutable Form. You are immune to any spell or effect that would alter your form.
• Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
• Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
• Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you
attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with a preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.


 An ornate wooden case carved with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
• You can cast fog cloud as an action (1 charge).
• You can cast misty step as a bonus action (2 charges).
• You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.

 A suit of Heward’s Hireling Armor (Very Rare Studded Leather Armor, requires attunement) Claimed by Varis.
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Additionally, this armor allows the wearer to summon an Unseen Servant as an action. Summoning a new servant dismisses any existing one summoned by this armor. The armor also allows the wearer to cast Prestidigitation but only to light or snuff out a candle, torch, or small campfire, clean an object no larger than 1 cubic foot, or to chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 60 pounds of material, not exceeding a volume of 6 cubic feet. The armor always weighs 13 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a bag of holding, a Heward’s handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


 An Environmental Survival Suit (Very Rare Half-plate armor that requires attunement)
This is a +2 Mithral Half-Plate Armor, in which the plates are connected with a flexible yet form-fitting fabric of some sort. It also includes a helmet that can enclose the wearer's head. While worn, this armor allows the wearer to breathe normally in any environment (including a vacuum or deep underwater) and will cast Spare the Dying on the wearer once a minute (ten rounds) when the wearer is injured and below zero hit points. The wearer resists damage from splashed liquids, contact poisons, caustic substances, or flammable substances. The wearer also gains advantage on saves from diseases or harmful gases and other airborne contaminants as well as hazards that require skin contact. The materials of this suit will not rust and is immune to acid, fire, and cold damage, although it does not pass on such immunities to the wearer who instead receives resistance to fire and cold damage. It is self-repairing and keeps the wearer comfortable regardless of the temperature of the environment. It weighs 20 pounds and does not affect Stealth checks. Claimed by Markus.

Foxfire Charm  Wondrous item, common
This ebony charm is decoratively shaped into a fox's head and is always slightly warm to the touch. It measures 4 inches across and weighs 1/2 pound. If the charm is placed in a sufficiently hot fire, such as in a campfire, forge, or oven that fills up to a 10-foot cube, the charm begins to glow red-hot and creates a harmless, but comfortably warm, fire elemental in an unoccupied space within 5 feet of the fire. The elemental is in the form of a fox and can't move farther than 100 feet from the fire in which its charm is kept. The elemental's singular goal is to supply this fire with fuel. If the fire begins to burn out, the elemental will search the surrounding area for fuel that isn't being worn or carried.
The fox uses the statistics for a cat, except that it's an elemental instead of a beast, is immune to fire and poison damage, and understands Common and Ignan but can’t speak. The elemental has advantage on ability checks to find fuel for its source fire and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It can carry fuel back to the fire as normal, provided that it's appropriate to the elemental's size. If the elemental drops to 0 hit points, touches fire, or its source fire goes out, it vanishes and the charm grows cold and dark again until it’s placed in a new fire.


Camper's Respite Rod, uncommon
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.
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.


Inferno Rope Wondrous item, uncommon
This 10-foot long rope smells of sulfur and crackles with embers when moved. As an action, you can lay the rope down in a line next to you on solid ground and speak its command word to magically set it ablaze. When you do, the rope becomes a 15-foot tall wall of fire along its length. The flames are visible, but not opaque, and are 1 inch thick. Creatures within 5 feet of the flames when it’s ignited must succeed on a DC 13 Dexterity saving throw or take 2d4 fire damage. A creature setting the rope ablaze automatically succeeds on this saving throw. The flames burn for 1 minute and cast bright light in a 15-foot radius and dim light for another 15 feet. A creature must make a DC 13 Dexterity saving throw when it crosses the line of fire for the first time on its turn or ends its turn there. On a failure, the creature takes 2d4 fire damage.
The rope rematerializes at the base of the flames after 1 minute. Once the rope has been lit, it can’t be used again in this way until the next dawn. The rope can only be cut by magical means and becomes a nonmagical length of rope once cut.



Singing Stein (Wondrous item, common)
While this pewter stein holds at least a sip’s worth of potable alcohol, the face adorning it comes alive to sing songs based on the kind of drink. The stein is not sentient, but does have a pleasant singing voice. If there are multiple steins in the same room, they can sing together in harmony if they have the same drinks within them.
The stein sings songs slightly out of key if the drink inside is poisoned, which can be heard following a successful Wisdom (Perception) check as determined by the GM. If there are multiple kinds of alcohol within it, the stein either alternates between song types or does its best to combine their various lyrics.
Example drink Type of song
Wine         Ballad
Rum         Sea Shanty
Ale         Drinking song


Set of Numat's Trick Tubes Wondrous item, uncommon
This drab pair of empty ceramic cylinders are magically linked. Each vessel is 3 inches in diameter and 1 foot tall. Placing an item inside one of the vessels and closing the lid will magically teleport it to the second tube, making a quiet whoosh sound when it does. A similarly quiet thud can be heard when receiving an item. A tube can’t send more than 2 pounds of material at a time and can’t be used to send a creature. Both vessels must be on the same plane of existence and have their lids closed in order for an item to be teleported between them.


Spire Seed Will copy in the lengthy ledger item description or a summary of it later. This seed was used to grow a spire tree in Estelyndaar, an elven city being rebuilt in Moonwood forest where Princess Halani Meliamne lives, also the party has gotten several other properties to help support that town.

Gloves of Healing Wondrous item, rare
These silken gloves enhance the rejuvenating power of healers and clerics. While wearing the gloves, whenever you cast a spell of 1st level or higher to restore hit points to one or more creatures, you can choose one target of the spell to regain additional hit points equal to your proficiency bonus.
Alternatively, a creature can regain these additional hit points if you use a healer's kit to stabilize or restore hit points to it. Once a creature regains extra hit points in this way, it can't do so again until it finishes a short or long rest.
Claimed by Lucy

Phoenix’s Arrow for Varis Phoenix Arrow Weapon (arrow or bolt), rare
This bolt or arrow is fletched with phoenix feathers and is magically bound to a small quiver. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once fired, the ammunition bursts into flames upon impact and deals fire damage instead of piercing. At the start of your next turn, the arrow leaves behind a small pile of ash and reappears in its quiver.
You can speak the ammunition’s command word as a bonus action before firing it to set it ablaze. If you fire it on that same turn, the arrow or bolt deals an extra 1d6 fire damage to any target it hits, but turns to ash before reaching its target if fired at a target more than 30 feet away. The arrow reappears in its quiver immediately after making this attack.
You can store up to 10 other arrows in the quiver but can only have 1 Phoenix Arrow bound to it at a time. If the arrow is ever destroyed, it reappears in the quiver after 24 hours. Firing the arrow or bolt into an antimagic field renders it nonmagical while within the field, allowing the ammunition to be permanently destroyed.
Claimed by Varis

Markus will get the Necklace of the Agile Dragon for Elric (Can breathe dragon’s breath as per the 2nd level spell once per short/long rest, gains +10ft to all types of movement and movement does not provoke opportunity attacks (like flyby but not just for flight. It is a Mithril necklace with a tiny dragon with gold inlays and diamonds for eyes.)

A Portable Hole for Tark

Zerry's Cloak of Protection has been further enchanted to function as Wings of Flying.

Jack got a Homunculus Forging Dagger to be able to create a Homunculus that travels with the party.

King Morinn gave the party a Contingency Band preloaded with 3 Potions of Superior Healing 8d4+8hp. Claimed by Tark

Kwalish's Powered Armor (Legendary)
This armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings - only a broad glass-like transparent plate in the front with a second piece of the same glass-like material above it. Strange plates, tubing, and large metal bosses adorn the armor in a seemingly random fashion. On the back of the armor's left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal. While wearing this armor you gain a +3 bonus to AC and to all Strength skill checks, Strength ability checks, and Strength saving throws. This armor cannot rust and is immune to acid, fire, and cold damage, although the wearer only gains resistance to those three damage types. The wearer is also immune to critical hits due to Adamantine plates incorporated into the armor. The armor has an integrated energy cell recharger that can recharge energy cells with healing magic as each 5pts of health that would be healed restores a single charge. (Healing spells cast at the armor always treat each die roll as the maximum possible result for this effect.) On its own, the recharger will restore 6 charges for the integrated energy cell in the armor each day at dawn. A wearer can also sacrifice 5 hit points to restore a single charge as part of the action, or bonus action, to spend that charge. This armor also auto-stabilizes the wearer if they drop to zero hit points. The Adamantine gauntlets incorporated into the armor count as +3 magical weapons that inflict 1d6+3+str bonus bludgeoning damage with both the light and finesse properties. Any hit against an object with these gauntlets is an automatic critical hit that ignores any damage threshold, damage resistance, or damage immunity that object may have. This armor requires attunement can its energy cell can store up to 20 charges at once.
A charge, or five hit points, can be spent on each of the following as a bonus action:
• Emit a force field to gain 2d6 + 5 temporary hit points.
• Activate boosters to gain a flying speed of 15 feet for 1
minute.
• Fire arm-mounted laser: Ranged Weapon Attack: +11 to hit, range 120 feet, one target. Hit: 2d6+3 radiant damage.
• Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute.
• Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour.
• Gain darkvision to a range of 60 feet for up to 1 hour.

Kwalish has loaned this armor to Lucy who has attuned to this armor. (If she ever decides to want to use another armor instead, Kwalish would want the powered armor back in his laboratory.)

SHARD OF THE ISE RUNE Wondrous item, very rare (requires attunement) This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.
Winter's Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.
Gift of Frost. You can transfer the shard's magic to a nonmagical item-a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.

This item is unclaimed.

OPAL OF THE lLD RUNE Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire's Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal's magic to a nonmagical item-a weapon or a suit of armor-by tracing the old rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra ld6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

This item is unclaimed.

Eigeron's Breastplate This +2 Breastplate is inlaid with gold and resizes to fit its wearer. It is unclaimed and does not require attunement.

Ring of Lightning Resistance This ring requires attunement and provides resistance to lightning damage. It resizes to fit its wearer upon them attuning to the ring.
This item is unclaimed.

Animated Shield Armor (shield), very rare (requires atttinement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the
ground or into your hand if you have one free.

This item is claimed by Lucy.

Fragment of Elder Starlight Wondrous item, very rare (Does not require attunement)
This smooth, egg-shaped crystal is about 6 inches tall, weighs 3 pounds, and sheds bright light out to 20 feet and dim light for an additional 20 feet. The light is sunlight. You can touch the crystal and mentally control its brightness as a bonus action to enlarge, reduce, or snuff out the light’s reach up to its maximum range.
While holding the crystal, you can speak its command word as an action to cause it to release a wave of bright light. The wave of light washes over creatures not behind total cover within a 60-foot radius from the crystal. Undead creatures and fiends affected by the wave of bright light must make a DC 16 Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded until the end of your next turn. On a success, it takes half as much damage and is not blinded. Friendly living creatures of your choice within the wave of bright light regain 4d6 hit points.
Once this property of the crystal has been used, its light dims and can’t be used again until the next dawn. While its light is dimmed in this way, it sheds bright light out to a maximum of 10 feet and dim light for an additional 10 feet.

This item is claimed by Varis.

Staff of Power Very Rare, staff. Requires attunement by a Sorcerer, Warlock, or Wizard
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, your save DCs, and your spell Attack rolls.
The staff has 20 Charges for the following Properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regains 1d8+2 Charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike: You can use an Action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin — Damage:
10 ft. away or closer — 8 x the number of Charges in the staff
11 to 20 ft. away — 6 x the number of Charges in the staff
21 to 30 ft. away — 4 x the number of Charges in the staff

Claimed by and attuned to Markus.

Ring of the Split Mind Ring, very rare (requires attunement by a spellcaster)
This crimson ring is split into two half-circles that magically hover a hair's breadth apart. While wearing the ring and concentrating on only one spell, you have advantage on Constitution saving throws that you make to maintain your concentration on that spell when you take damage.
If you're concentrating on a spell of 3rd level or lower and wearing the ring, you can choose to cast another spell of 3rd level or lower that also requires concentration without losing concentration on the first one. While concentrating on two spells in this way, make a Constitution saving throw for each spell as normal whenever you take damage to maintain your concentration. When you do, roll the d20 for each spell's saving throw in the order in which you cast them. You are vulnerable to psychic damage while concentrating on two spells in this way. Once this property of the ring has been used, it can't be used again until the next dawn.

Claimed by Lucy.

Dragon Horn Pauldrons Wondrous item, very rare (requires attunement)
This single pauldron is made from the horn of a fallen bronze dragon. While wearing it, you gain a +1 bonus to AC and have resistance to one damage type, which is determined by the kind of dragon that provided the horn, as shown in the table below.
Dragon Resistance
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
In addition, when you are subjected to an effect that allows you to make a saving throw to take only half the damage of this resisted type, you can use your reaction to instead take no damage if you succeed on the saving throw.

Tark has claimed a Bronze Dragon Horn Pauldron that was found. THe group also has crafted 4 Blue Dragon Horn Pauldrons with one claimed by Zerry, Lucy, Varis, and Markus.

Clockwork Mend-A-Pillar Wondrous item, uncommon
This segmented mechanical caterpillar is 5 inches long, weighs 1 pound, and is made of copper. It has several tiny copper legs that give it a 5-foot walking speed. Within it are multiple containers filled with silk filaments, spools of thread, dyes, and an incredibly strong adhesive. Each of these materials is expelled through a tube in its mouth, and it is equipped with a transmutation lens in its head that allows it to change the adhesive to various kinds of wood, metal, stone, or crystal.
As an action, you can speak the caterpillar's command phrase to cause it to repair a broken or torn object or area that it's set upon. As long as the break or tear is no larger than 1 foot across in more than 1 dimension, the caterpillar can create the material to repair it. The caterpillar then begins crawling over and repairing the object or area, taking 10 minutes for every cubic foot it repairs (minimum of 1 minute). The caterpillar can physically repair a magic item or construct, but can't restore magic to such an object. After the caterpillar finishes repairing an object or area, it stops moving and makes a soft chirping sound audible out to 30 feet. Once the caterpillar repairs 10 cubic feet of material, it can't be used again until 24 hours have passed.
The caterpillar is considered a magical object and is not a creature. It has AC 10, 15 hit points, and has resistance to all damage types. If the mending spell is cast on the caterpillar while it has at least 1 hit point, it regains 2d6 hit points. If the caterpillar drops to 0 hit points, it can't be used again for 24 hours, at which point it regains all its hit points.

This item is claimed by Lucy. It does not require attunement.

Dominic’s Field Guide to Language Wondrous item, uncommon (does not require attunement)
This magical book is filled with strange, shifting writing. While holding the book, you can use an action to speak its command word followed by a language of your choice, causing the book's pages to become filled with translations between Common and the language you chose. This property can't be used again for 24 hours. When found, the book's pages are filled with translations for a random language.
You can read the book over the course of 1 hour, which can be done during a short rest. When you finish reading, you can magically speak, read, and write the chosen language for 24 hours. Only one creature can read from the book at a time.

This item is claimed by Lucy. It does not require attunement.