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Loot and Magical Items

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Loot and Magical Items Empty Loot and Magical Items

Post by Dungeon Master Wed Oct 21, 2015 10:37 pm

6/12/16 Magical items found on drow in the underdark

330 gold in assorted Menzoberanzzan currency
31 gems each worth 10 gold

*Studded Leather Armor x0-7
*Scimitars x0-7
*Drow Cloaks x0-7

5 Potions of Fly
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27/9/16 Loot from pirates, demons and mages after trawling the harbour for hours and hours

1.200 gold worth of assorted loot (golden rings, teeth, peg-legs, parrot feathers and the like)
+1.000 to each player as a reward from the city of Farshore for defense against the pirates

  • Wand of Enlarged Fireballs
    Bronze wand inlaid with red gemstones covered in hieroglyphics of snakes. The wand contains 25 charges of enlarged fireballs with an extended reach. Each charge used will create an explosion of flame that detonates with a low roar and deals 8d6 points of fire damage to every creature within a 20ft. radius spread. Unattended objects also takes this damage. The explosion creates almost no pressure.
    The caster points the wand at the target and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the tip of the wand and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
    The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
    Range: 720 ft. CL: 8th. Reflex DC save: 14. wgt: 2 lbs.
  • Yuan-Ti Slaver Coat
    Studded leather armor +3. This black heavy leather coat is of a very high quality, and lined with enchanted snakeskin. This particular cloak has taken damage from divine fire and lost some of its properties. Repaired by the best craftsmen of Farshore, the cloak looks as prestine as if new. Embossed on the cloak are swirling motifs with snake eyes at the center. When worn by a chaotic creature, it confers a +2 enhancement to Charisma. Apart from it’s magical properties, the cloak gives equal protection to a reinforced leather armor.
    Yuan-Ti Slaver Coat: armor bonus 6, max dex bonus 5, armor check penalty -1, 10% arcane spell failure; wgt 25 lbs.
  • Hezrou Amulet of Hellish Vigor
    This heavy iron disc bears the image of a hezrou demon, smiling broadly. Although not evil in itself, the amulet would be considered a symbol of evil in most good aligned societies. The amulet grants any Outsider an enhancement bonus to constitution of +2.
  • Mithral Chain Shirt +3
    Clearly of Dwarven make, this Chain Shirt was forged in Mithril Hall and carries the seal of the Battlehammer clan. Not only is it made of Mithral, the finest metal in Faerun, it has been made with the greatest of care. This makes the chain shirt lighter and stronger than a normal piece of armor.
    Mithral Chain Shirt (Light Armor): armor bonus 7, max dex bonus 6, no armor check penalty, 10% arcane spell failure; wgt 12 lbs.
  • Hosttower Longsword +3
    This longsword carries the seal of the Hosttower of the Arcane. It is well made, but with none of the trimmings of other magical swords. Functionally it is strong, but it’s sharp edge has already dulled, and it seems like the magic is fading from it with every fight.
    Luskan Longsword (S): 1d8+3; 19-20/x2; wgt 4 lbs.
  • Hosttower Ring of Protection
    This simple iron band carries the seal of the Hosttower of the Arcane. It is well made, but the metal has no shine, and it seems like the magic is fading from the ring with every use. The ring still offers magical protection in the form of a +2 deflection bonus.
  • Unseen Boots of Speed
    These high thigh cut boots were created by Laslok the Unseen, an enchanter from the upper echelons of the Hosttower of the Arcane. Whilst relatively ordinary looking, these black sailors boots are of the best make. The quality of the magic imbued in the boots give of a very faint aura of magic, and is difficult to detect without continual magical scrutiny. Once a day, as a free action, the wearer can click his boot heels together, enabling him to act as though affected by a haste spell for 10 rounds.
    If the wearer is a sorceror, the boots allow the wearer to alter apperance as with a disguise self spell once per day as well. The only thing that cannot alter apperance as part of the spell, is the boots themselves.
    Boots of Speed: wgt 2 lb.
  • Dragon Sickle +2
    This sickle has been richly embroided with golden dragons, and the handle is draped in deep purple Tuigan suede leather of the finest quality. Even though the sickle is functional, it is more of an centerpiece or a ritual weapon than anything else. It seems a bit heavy and unwieldy, but in most larger cities it should sell for more than double value of a similar weapon. The sickle itself seems to have been used, and have dragon litanies inscribed on the blade, clearly marking it as a weapon that must have belonged to the Cult of the Dragon. The magic of the sickle is especially vile, seeking out vulnerability. This doubles the threath range of the weapon. This benefit doesn’ stack with any other effect that expands the threath range of a weapon (such as the keen edge spell or the Improved Critical effect).
    A sickle can be used to make trip attacks. If the wearer is tripped during his own trip attemt, he can drop the sickle to avoid being tripped.
    Keen Dragon Sickle (S): 1d6+2; 19-20/x2; wgt 4 lbs.
  • Nethereese Shock Dagger +1
    Simple, yet clearly of nethereese origin, this dagger is inlaid with clear gemstones. Upon command, the dagger is sheated in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. The dagger deals an extra 1d6 points of electricity damage on a succesful hit.  As long as no more than 6 such damaging attacks are delivered per day, the dagger will renew it’s magical energy within a 12 hours period.
    Nethereese Shock Dagger (P or S): 1d4+1; 19-20/x2; range 10 ft; wgt 1 lb

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23/8/16 Item found in the Water druid's Laboratory

*Periapt of Wisdom +4 (description missing)

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12/7/16 Items found loged in the scales of the Aggressive Sick Dinobeast

Numerous broken arrows and spearheads. No money.

  • Rakasta Cold Forged Iron Kukri
    +2 Cold Forged Iron Kukri of throwing. Forged by Rakasta weaponsmiths, using ancient methods of cold forging the iron, this Kukri dates back to the days of the Nethereese empires. It is clearly marked with the stamp of a certain Rakasta tribe, and prominently displays the cat’s eye and the green gemstones so widely used by Rakasta craftsmen. It is perfectly balanced to such an extent that it can be thrown by most trained fighters with great accuracy. The cold forged iron makes the weapon specially effective against fey creatures and some types of demons.
    Rakasta Cold Forged Iron Kukri (s): dam 1d4+2; 18-20/X2; rng 10 ft; wgt 2 lb.

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5/7/16 Gifts from Zotzhilaha (Camazotz)

Rakasta wooden carving of a tiger with two small sapphires for eyes. Value 250 gp. <- Sarin

  • Pearl of Power <- Okrin
    This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of 4th level.
  • Ring of Invisibility <- Ik
    This ring is a simple gold band with no special markings. The wearer can activate the ring as a standard action that does not provoke an attack of opportunity. Activating the ring, will turn the wearer invisible, vanishing from sight, even from darkvision, including all gear. Items dropped, or put down by the wearer will turn visible; items picked up will disappear if tucked into clothing or pouches on the wearers person. Light, however, never becomes invisible, although a source of light can become so. Any part of an item that extends more than 10 feet from the wearer becomes visible.
    The wearer is not magically silenced, and certain other conditions can render the wearer detectable (such as stepping in a puddle). The effect ends if the wearer attacks any creature. For this purpose, an attack includes spells targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects do not break the effect. Causing harm indirectly is not an attack. Thus, the wearer can open doors while invisible, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open portcullis to release attack dogs, and so forth. If the wearer attacks directly, however, it immediately becomes visible along with all his gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
  • Mysterious thin long fang <- Ik
    Rolled up in a long leather strip, the long fang can be worn as a necklace. Wearing it imbues no magical properties as you can discern though. At first you almost missed the magical signature of the fang. During midday the power of it almost shrinks to nothing, while in the dark around midnight it is at the height of its power. The fang emanates a strong transmutation magic at a magnitude you have never before encountered. It is as if the magic imbued in this item is from another time. You speculate that the item was made with wild magic or magic stretching back to before the time Mystra bound all magic in the weave. It is a strange and ancient kind of magic, and you cannot determine the properties of the Fang, except that it is very powerful. You would benefit from further research or experimentation to find out what this Netherese artifact actually does.

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7/6/16 Rat End's Pirates - tilranet af ranepræsten

2 Potions of Cure Moderate Wounds
2 flasks of alchemist fire
Pink Crystal frog worth 350 gold
Golden Death's Head Amulet worth 150 gold
Jewellery worth 1.000 gold
Platinum hoop earring worth 350 gold
35 gold pieces

  • Noseslicer+2 Keen Rapier. A strong blade for a rapier, ending in an sphereformed handguard of solid gold. The handguard is unadorned except for the many dents, cuts and scrapes it has received over time. The pommel of the sword once held five gemstones, but they are all gone now. Noseslicer doubles the threat range for a critical strike. This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the improved critical feat). Noseslicer, rapier (p): dam 1d6+2; 15-20/X2; wgt 2 lb.
  • Pirate Captains Armor
    Studded Leather Armor +2. This studded leather armor has been fitted with a multitude of ropes, all tied into different knots. The knots themselves have no benefit on the armor, and can easily be removed by an armorsmith. The armor has not been very well kept, and has many areas of dried in blood, cuts, and tears.
    Studded Leather Armor: armor bonus 5, max dex bonus +5, armor check penalty -1, 15% arcane spell failure, no speed reduction; wgt 20 lbs.

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31/5/16 Offerfadets skatte

  • Nethereese Ring of Protection +2
    Ring of protection +2. A simple gold band inlaid with red stones forming a pattern corresponding to an ancient celestial pattern. The ring offers continual magical protection in the form of a +2 deflection bonus to AC.

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17/5/16 Items from Fogmire Temple
2.000 gold, 3.000 silver
Potion of Haste

  • The Keepers
    +1 Warhammer of spell storing. Shaped like a two-headed hooded ghost draped over a slender silver and steel rod, this warhammer looks indistinct at a distance. When polished, it is a masterpiece up close. Covered in Nethereese litanies, it describes the lineage of an accomplished merchant family. Although the warhammer does not say his name, it is made in the image of the Keeper, the god of the afterlife, oaths and ledgers, Jergall.
    The Keepers allows a spellcaster (either divine or arcane) to store a single targeted spell of up to 3rd level in the weapon (the spell must have a casting time of 1 standard action). Any time the Keepers strike a creature and the creature takes damage from the warhammer, the Keepers can immediately cast the spell on that creature as a free action if the wielder desires. Once the spell has been cast from the Keepers, a spellcaster can cast any other targeted spell of up to 3rd level into it. The user of the Keepers will know what kind of spell is stored in the warhammer, even if he did not himself cast the spell into the weapon.
    The Keepers, warhammer (B): dam 1d8+1; 20/X3; wgt 5 lb.
  • Disc of Camazotz
    +1 Buckler of improved silent moves. This alabaster disc can be strapped to the forearm, without impeding the user from using a bow or crossbow. It is a simple design, with but a single divine mark, that of the Nethereese bat god Camazotz.
    Someone wearing the buckler can also use his shield arm to wield a weapon (whether he is using an off-hand weapon or using his off hand to help wield a two-handed weapon), but he takes a -1 penalty on attack rolls while doing so. This penalty stack with those that may apply for fighting with an off hand or two weapons. In any case, if the wearer is using a weapon in his off hand, he doesn’t get the bucklers AC bonus for the rest of that round.
    The divine blessing of the disc dampens sound around it. It provides a +10 competence bonus on it’s wearers Move Silently checks (normal armor penalties apply).
    Disc of Camazotz (Buckler): armor bonus +2, no max dex bonus, armor check penalty -1, 5% arcane spell failure; wgt 5 lbs.
  • Lesser silent metamagic rod. Clearly of eastern origin, this rod is stamped with the mark of the Jade Court. Touching the rod allows the owner to cast up to three spells of 3rd level or lower, per day without verbal components as though using the Silent Spell feat.
  • Shield of Camazotz
    Wand of Aid (14 charges). Made of white stone, the top of the wand is a bat curled in on itself, it’s wings protectively wrapped around the haft of the wand. Casting the spell from the wand is a standard action that doesn’t provoke attacks of opportunity. To activate the wand, the user must hold it in a hand, and touch a living creature with the wand.
    Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus 1d8+10 temporary hit points for ten minutes.
    Shield of Camazots (CL 10); wgt 2 lbs.

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19/4/2016 Items from the Gargoyle Boss
10 gold rings, each etched with Nethereese writing. Although not magical in themselves, they might be usable as materials in golem or gargoyle crafting for a wizard or priest. Value 50 gold per ring.

  • Nethereese Gargoyle Crown. The wizards of ancient Nehteril crafted these crowns as rewards for gargoyle minions who served them well. Over ther centuries, most of the gargoyle crowns have been destroyed or lost, but a few remain here and there, often in possession of the descendants of those original favored gargoyle minions.
    Crafted from single sheets of magically treated adamantium, the metal has a dark black sheen. The crown is fashioned with three sharp points to the front, with a series of smaller points ringing the rest of the wearers head.
    The crown has two primary powers. Once per day, as a free action, the crown can be activated to give the wearer DR 5/adamantine for 10 minutes, giving his skin the appearance of alabasterwhite rock. The crown also gives the wearer a special smite attack usable once a day against creatures touching natural stone or earth. The wearer gains a +4 bonus on attack and damage rolls when using this special strike. The wearer must declare he is using this ability before making the attack. This item takes up the hat body slot when worn. Wgt 4 lbs.
  • Adamantine Manacled Bracers of Armor +2. These bracers are shaped to look like manacles of magically treated adamantine, making the metal look almost black. They surround the wearer with an invisible but tangible field of force, granting an armor bonus of +2, just as if the person was wearing armor. Both bracers must be worn for the magic to be effective. Wgt 1 lb.

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29/3/2016 Items from the Netherese Mountain Waystation
Gold triangular necklace worth 500 gold

  • +1 Netherese Blastspear. Relatively thick for a longspear, blastspears were common in the Netheril Empire. Clearly marked with Netherese script and runes, anyone with knowledge of the ancient empire can easily determine it’s abilities. The spear function as a +1 longspear, with 40 charges (as a staff). To activate a spell, an arcane caster simply has to hold the staff and will it to activate. Activating a spell stored in the spear is a standard action that doesn’t provoke an attack of opportunity. The blastspear contains lightning bolt (8d6 dam, cost 3 charges, reflex DC 13+casters int bonus for half damage, CL 8, range 120 ft. line), and shocking grasp (4d6 dam, cost 1 charge, no save, CL 4). The latter can be delivered as an attack with the spear (not part of the activation process), or as a touch attack, both which have a +3 bonus to hit if the opponent is wearing metal armor. The user may use his own caster level, in which case spells cast will function at the level of the user. Thus the blastspear will be far more potent in the hands of a powerful spellcaster.
    Netherese Blastspear (P): 1d8+1; 20/x3; reach 10 ft.; wgt 10 lbs. Requires 2 hands.

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15/3/2016 Booty from the Brood Mothers Ship
1.200 gold, 462 platinum
4x fine scrimshaw carvings of the seasons, worth 250 gold
4x gold goblets each worth 100 gold
Silver candelabra worth 350 gold
A watertight bonescroll with 3 arcane scrolls: hold monster, waves of fatigue & permanency

  • +1 Animated Steel Towershield. “The Little Shark”. An enormous shield steel barnacle-covered shield depicting sharks devouring men. It is almost as tall as a man, and too unwieldy to use for shield-bashing, and the user has to dedicate a hand fulltime to holding it (preventing somatic spellcasting). Instead of using the shield as normal, the wearer can hunker down (giving up all attacks to do so), which will provide full cover (cannot be attacked by ranged or melee attacks from the front).
    Upon command, the shield will float within 2 feet of it’s user, protecting him as if he were using it himself, but freeing up both hands. The user still takes all penalties associated with using the shield as normal (see below).
    The Little Shark (Steel Toweshield): armor bonus 5, max dex +2, armor check penalty -9, 50% arcane spell failure, wgt 55 lbs.
    **** This shield seems intelligent and engages in a battle of wills on command. Maybe cursed ? But definitely not evilly aligned. If the user is of the right alignment, and worshipping the right god, maybe the shield can be permanently overcome to follow commands without having to engage it in a battle of wills every time. ****

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2/2/2016 Treasures Vault of Camazotz, the nethereese Bat God

  • Necklace of the Bat God. This ceremonial necklace is shaped like a gold bat, wings extended, head down in reverence. It was made for a nethereese highpriest of the god of bats, Camazotz, but can be worn and activated by anyone of a chaotic alignment. If worn, the wearer can cast bless 1/day. Also the wearer can activate a second ability 1/day to either cast cure serious wounds (3d8+5 hp), remove blindness/deafness, or remove disease. The owner can activate the necklace as a standard action without the need for any verbal or somatic gestures, as long as the necklace is in contact with his skin. All abilities function at caster level 5. Wgt 3 lbs.
  • Bat Idol. The Idol of Camazotz is solid gold, carved to resemble a huge bat, it’s wings folded protectively in front of it, it’s fanged mouth open in a subsonic screech. Its eyes are rubies the size of coins, and it’s teeth and claws are inlaid mother of pearl. Anyone with magical atunement can feel the idol softly humming if they concentrate long enough. It radiates faint transmutation magic, and seems to be some sort of planar key. Wgt 8 lbs.

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!Updated! 19/1/2016 Treasures from the bone well of the Gibbering Mass of Flesh

6 turquise gems each worth 50 gold
A wand that turned out to be an Ivory fan instead, worth 310 gold
A Platinum bracelet worth 230 gold
[????? - something was deleted here - what ?]
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!Updated! 8/12/2015 Findings from the bullywug boss and saving Lady Lavinia

Each hero is rewarded 500 gold by Lady Lavinia (her remainder fortune) as she is ever grateful for her life.
En potion of cure moderate wounds

  • +1 Petrified Great Club. “The Tree King”. This petrified piece of Chult junglewood has been carved with destructive shamanic runes. The length of the club is pockmarked with holes, to which several leather strings holding small lizard and bird skulls are attached. The Tree King (B): dam 1d10+1; 20/X2; wgt 16 lb.

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1/12/2015 Score from the Pirate Attack on the Vanderborens

From the bullywugs and pirates you’ve defeated, you collect the following:

An enormous fortune of 17 gold.
A Potion of Sanctuary labelled “Big Boss Protective Water”

And the following magical items

  • 2x +1 Hand Axe. “Flint Boss Axes”. These flint handaxes are of the finest quality, and will not chip like other flint weapons. Both are expert craftsmanship and adorned with beads and bird skulls which strangely enough helps with aiming them if thrown. They are in fact of such a good make, that they follow the rules for normal handaxes. Flint Boss Axe (S): dam 1d6+1; 20/x3; wgt 3 lb.
  • Belt of Ogre Power. “First Mate’s Sash”. This red silk sash has an inbuilt belt which doubles as a money belt. It can carry up to 100 coins, and 2 potions which will be very well concealed on the person. The red silk is of the finest Tuigan Make. The belt grant the wearer a +2 enhancement bonus to his Strength score. Wgt 2 lbs.
  • Wand of Cure Light Wounds. “Boss Powa Stick”. The wand is fashioned out of a quartet of fish jaws, fastened with bird skulls and other swamp baubles. The top is the petrified eye of a giant constrictor boa. The wand is activated by touching a creature with the petrified eye, while twisting the bottom of the wand clockwise (this can be done by a deft creature with Dexterity 15 or higher with one hand, otherwise it will require two hands to activate as a standard action). The wand can only be used to channel positive energy to a living creature, curing 1d8+3 points of damage per activation. Wgt. ½ lb. AC 7, 5 hp, hardness 5, break DC 16. Charges: 30 left.
  • +1 Scimitar. “Red Tusk Renderer”. At first glance this scimitar seems awkward and out of balance. It curves a bit too much at the end, and has a kopesh-like zig-zag near the handle. Hard to wield for a normal user, anyone trained in swordfight can easily figure out how to use the swords enhancement to his benefit. Red Tusk Renderer (S): dam 1d6+1; 18-20; wgt 4 lb.

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20/10/2015 Score from the Lotus Dragons Thieves Guild

After the heist, you make your way back to the Fat Troll, where Johan helps you out. The retired mercenary captain has no love for any thieves guild, and is quite possibly a friend to the Planewalkers. He lets you store your chests in his ale cellar.

During the daring escape, a few items were broken and rendered useless. Here is the score:

An alabaster statue of a succubus, worth 350 gp.
An onyx statue of a displacer beast, worth 100 gp. -sold
A broken statue of a unicorn, worthless.
A bunch of stuffed animals (stirges, cobras, monstrous spiders, a shrew the size of a cat) all worthless.
2 Jewellery boxes worth 150 gp each, containing pirate jewellery worth 800 gold – and Medo’s Red Herring Ring. -sold
Some scandalous pirates clothes, all worthless due to dog drool.
A box of exotic perfumes (24 in total) with 4 of them being planar scents. The whole box has a value of 1.000 gold for the right party.

3 Large chests, with broken locks
One was empty.
One held a huge amount of random valuables, which can be sold for around 5.000 gold
One held a series of bags, all with the Vanderboren crest, containing coins and gems worth 9.000 gold.

The magical Items needs identified. You could go to the Church of Torm who offers such services, or the adventurers guild. There is also a local alchemist that has taken over Scrimshaw’s after it was affiliated with an assassins guild, but Johan advice you to use one of his contacts instead. For a small fee of only 100 gold per item, he gets your items identified (you now owe the man 200 gold)

Magical Items:

  • Ring of Wild Shape “The Red Herring Ring”. This ring is a solid signet ring, with the signet being a fat, happy, red fish. The ring was commissioned by senior harper agent, Galean Earthwalker, when he finally sponsored a young druid for the Harper’s Gauntlet. Once a day, upon whistling a specific tune (as a free action for 3 rounds), the wearer can activate the druidic magic stored in the ring. The weare gains an additional Wild Shape supernatural ability which can only be used to turn the user into a small red fish. The ability must be used within 3 rounds, or it is lost again. This ring can only be activated by a druid who worships Silvanus the Oak Father.
  • +1 Rapier of Ghost Touch. “Ghost Blade”. The blade of the sword is covered in etchings of haunting spirits. The crossguard is ornate, gold and is shaped like bones. The rapier deals damage normally against incorporal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with this blade.) The weapon can also be picked up and wielded by an incorporeal creature. A manifesting ghost can wield this weapon against corporeal foes. Ghost Blade (P): dam 1d6+1; 18-20; wgt 3 lb.
  • +2 Collar of Protection. “Dragon Collar”. This black leather collar is branded with a dragon entwined a lotus, but is otherwise unadorned. It functions as a Ring of Protection +2, giving the wearer a +2 deflection bonus to AC2; wgt 1 lb.
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