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13:43, 19th April 2024 (GMT+0)

Visions of Lives Past: Rewards.

Posted by DungeonmasterFor group archive 1
Dungeonmaster
GM, 166 posts
Sun 26 Apr 2020
at 21:44
  • msg #1

Visions of Lives Past: Rewards

COIN:

0 gp (All)

EXPERIENCE:

630 XP

TREASURE:

Drake Plate Armor - GRIGOL
Armor (plate), uncommon
Description: Forged from overlapping layers of scales from a great drake, and soaked in the sap of the mepis tree, drake plate is more flexible, weighs less and is less restrictive than metal-based plate armors. It is a favorite of Ss'ressen generals and warlords. This particular suit of Drake Plate is comprised of deep reddish-brown scales. Although designed for a large creature it may be customized for a normal-sized humanoid for the cost of 500 Gp.

Abilities/Effects: Unlike regular plate armor Drake Plate Armor only weights 40 lbs. and only requires a strength of 13 to use effectively. Unless it has been customized for a medium-sized creature the most you can sell this suit of armor for is 500 Gp.

Obsidian Celt - NOTANYA

Description: Similar to the katar, a celt is comprised of a hand-held axe blade. The grip attached to the celt positions the blade along the outside edge of the wielder’s closed fist. The wielder’s forearm replaces a normal axe handle, providing all the leverage needed. This particular celt seems to be made of obsidian stone and has been crafted to have a serrated blade.

Properties: A celt is a martial melee weapon that deals 1d6 slashing damage. It has the light and special properties; the special rule is that you gain advantage on any Charisma (Intimidate) checks when you wield this weapon.

Ring of Reptilian Regeneration - OPHIUCHUS
Ring, uncommon
Description: This small gold ring is made to resemble a tiny viper with emerald eyes that coils around your finger.

Abilities/Effects: This ring has 6 charges. While you are wearing this ring you use an action to goad the small viper on the ring to bite your finger, injecting its regenerative venom into your body, healing you 4d4 + 4 hit points of damage. If you expend the last charge, the ring loses all magical properties.

This ring regains 1d3 charges daily at dawn.

Armlet of Vigilance
Wondrous Item, uncommon (requires attunement)
Description: Originally designed by the Clergy of Kassegore for those residing at the highest level of their society, these arm bands remain highly coveted in Ssethregore. Crafted from jade and carved to appear as a holy symbol of Kassegore (a serpent devouring its own tail), this armlet will increase or decrease in size to fit any wearer's bicep.

Abilities/Effects: While wearing this amulet you have a +5 bonus to your passive Perception and advantage on Wisdom (Perception) checks.

If you are surprised while wearing this amulet, you can call upon its power to act normally during your first turn. Once used, this ability cannot be used again until the next dawn.

Spell Scroll of Steam Blast - KAMRUSEPAS
Scroll, uncommon
Abilities/Effects: This ancient scroll contains the steam blast spell. It may be used normally, or a practitioner of the Elder tradition who is able to read Ssethric may learn this spell or add it to their spell book.

Steam Blast
1st level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
You are able to expel a cone of roiling steam from your mouth. Each creature in a 15-foot cone must make successful a Constitution saving throw or take 3d6 fire damage and be blinded the end of their next turn. Creatures that succeed on the saving throw are not blinded and suffer only half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Staff of the Scaled Defender - KAMRUSEPAS
Staff, uncommon (requires attunement by an Ssethric or Elder Caster)
Description: This staff is ornately carved green wood and is topped by the image of a hooded cobra complete with ivory fangs.

Abilities/Effects: You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake or a swarm of vipers under your control which act on their own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake(s).

On your turn, you can mentally command the snake(s) if it is within 60 feet of you and you are not incapacitated. You decide what action the snake(s) takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake(s) are reduced to 0 hit points, they die and reverts to its staff form. The staff then shatters and is destroyed. If the snake(s) reverts to staff form before losing all its hit points, it regains all of them.

MISCELLANEOUS:

None

FAME:

Emerald Society: +1 (All)
This message was last edited by the GM at 15:20, Fri 25 Dec 2020.
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