OOC: Chapter 5 - Rebirth of a Star
One of the major things Toben has been able to accomplish during the down time was identifying a ton of stuff. Most of the items found in the mountain, with the exception of what Phin is carrying, has been identified. The stuff we figured out through trial and error was not included in the identifies... ie: scale boots, fang dagger, quiver, etc..
Based on knowing what they can do now, y'all might have a better idea of who wants what.
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* Spear of Elemental Damage. Has the ability once per round to shift elemental alignment as a free action. Adds +1 damage (not attack) and counts as a weapon of that element. Includes but does not seem to be limited to: fire/ice, water, earth, wind, lightning, sonic, poison (does not actually work like poison), holy, demonic, necromantic, spirit (can hit incorporeal creatures). Spear is made of some unknown black non-metal (not a magical property so can't identify through magic) that is about half the density of mithril and just as strong if not stronger. Klale might be able to help further.
* Sash of Elemental Immunity. Once per day, as a free action, the wearer can will the sash to make them immune to any single form of elemental damage (this does not grant immunity from normal damage from any kind of weapon). The immunity resets with the rising of the sun regardless of when the previous day's immunity was chosen.
* Skull (polished) - difficult to understand, though it has some capacity to communicate telepathically in certain locations. Telepathy is specific to a certain target which is unknown. Possibly finding the right location will reveal more.
* Shield of Arcane Dome - three times per day the bearer of this shield can summon a spell at caster level 20 that acts like a Shield Spell except it protects the bearer and everyone within a 10' circle behind the bearer. It blocks all non-magical arrows, magic missiles, and magical projectiles of up to 3rd level magic. There is also something about dragons, but the identify spell is hazy on that point.
* portable hole-like thing we got from the goblins - Modified Portable Hole. When open, allows passage through up to 15 feet of solid material or creates a 15 foot cave in the side of thicker objects. If closed, anything within remains stored there but does not weigh anything. There is more to the hole, but it seems you would have to explore those properties from inside the hole...when it is closed.
* fancy lute - on Phin.
* feathered hat - on Phin's person.
* 20 vials of liquid - see below
Potions:
5 divine magic (unidentifiable by a mage)
3 dwarven fire - burns hot enough to melt mithril, clings, only goes out when it runs out of fuel or addressed by magical cold. Lack of oxygen does nothing. Burns under water or vacuum.
2 potions of greater invisibility (duration 10 mins each)
1 poison (1d4 STR damage/ 1d4 days)
3 spider climb potions
1 potion of greater polymorph
1 potion of alter self
1 potion of transformation
2 potion of competence (allows a permanent +1 increase to 1 base stat chosen by drinker)
1 sparkling bright potion that is super powerful but unidentifiable. It's in a black container that seems to swallow light. Made whole barn glow when opened.