Post by Doctor Atomic on Jun 26, 2020 22:08:46 GMT -8
Leoric's Crown (1000 gp)
Rincath's Rock of Retaliation: the rock (actually a small yellow crystal) floats around the user and fires a bolt of arcane energy at the first entity who attacks the owner each melee round (+4/1d4 at level 1, +5/1d6 at level 7, and +6/1d8 at level 14), range 80'. (Blacksmith)
321 gp
Potion of Hill Giant Strength (1), potion of invisibility (1)
Flying Dagger of Venom
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. This dagger can be thrown at normal ranges and will fly back to the throwers hand after it strikes or misses a target.
Amulet of Power: grants +d10 damage to any attack (melee, spells, etc.) at a cost of 5 HP, may be used up to level/2 per day (round up), blood crystal
Glyphs: these are small metal items that appear to be coins, but aren't. They are inscribed with runes that grant magical enhancements to weapons and armour after being attached during an occult ritual. Attaching one can be done during a short rest, removing on requires 8 hours and cannot be done during a long rest. Only one of a specific type of glyph can be attached to a weapon, piece of torso armour, or set of jewelry. The number of glyphs that can be used on an item is limited by character level, 1 per 3 levels (round down).
Glyph of enhancement: +1 weapon attack and damage (Blacksmith and Jaida)
Glyph of defense: +1 saving throw (ring) (Salieri)
Mage's Wand: grants a +1 bonus to hit with magic attacks vs. AC (Tobarial)
100 GP each reward for rescuing Taliskans.
Amulet of Desert Survival (bronze scarab beetle): grants the wearer advantage on survival rolls in the desert.
10 coldstrike arrows (Jaida)
gems worth 1200 gp
belt +2 CON (Blacksmith)
bank draft for 5000 gp, drawn on the Bank of Vincaln (written in draconic)
pouch of holding (200 lbs.)
350 gp in loose coin
potion of stoneskin (2 doses)
Ring of Arcane Weapons (as the spell spiritual weapon but inflicting arcane damage and using the highest of INT, WIS, or CHA as the ability used to hit, may be used once per day.
9 greater healing potions (from Unit #732)
Each party member: 1000 gp in misc. gems
potion of healing (x4)
potion of greater healing (x2)
potion of fire breath (x3)
ring: resist necrotic damage
bracer of vigour: +10 temporary HP 1x/day
glyph: special enemy damage (+d6 to undead)
glyph +1 AC (Blacksmith)
pulse matrix: hinder
48 platinum pieces (480 gp)
3514 in misc. gems
Rincath's Rock of Retaliation: the rock (actually a small yellow crystal) floats around the user and fires a bolt of arcane energy at the first entity who attacks the owner each melee round (+4/1d4 at level 1, +5/1d6 at level 7, and +6/1d8 at level 14), range 80'. (Blacksmith)
321 gp
Potion of Hill Giant Strength (1), potion of invisibility (1)
Flying Dagger of Venom
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. This dagger can be thrown at normal ranges and will fly back to the throwers hand after it strikes or misses a target.
Amulet of Power: grants +d10 damage to any attack (melee, spells, etc.) at a cost of 5 HP, may be used up to level/2 per day (round up), blood crystal
Glyphs: these are small metal items that appear to be coins, but aren't. They are inscribed with runes that grant magical enhancements to weapons and armour after being attached during an occult ritual. Attaching one can be done during a short rest, removing on requires 8 hours and cannot be done during a long rest. Only one of a specific type of glyph can be attached to a weapon, piece of torso armour, or set of jewelry. The number of glyphs that can be used on an item is limited by character level, 1 per 3 levels (round down).
Glyph of enhancement: +1 weapon attack and damage (Blacksmith and Jaida)
Glyph of defense: +1 saving throw (ring) (Salieri)
Glyph of defense: +1 AC (ring) (Fengor)
Mage's Wand: grants a +1 bonus to hit with magic attacks vs. AC (Tobarial)
100 GP each reward for rescuing Taliskans.
Amulet of Desert Survival (bronze scarab beetle): grants the wearer advantage on survival rolls in the desert.
10 coldstrike arrows (Jaida)
gems worth 1200 gp
belt +2 CON (Blacksmith)
bank draft for 5000 gp, drawn on the Bank of Vincaln (written in draconic)
pouch of holding (200 lbs.)
350 gp in loose coin
potion of stoneskin (2 doses)
Ring of Arcane Weapons (as the spell spiritual weapon but inflicting arcane damage and using the highest of INT, WIS, or CHA as the ability used to hit, may be used once per day.
9 greater healing potions (from Unit #732)
Each party member: 1000 gp in misc. gems
potion of healing (x4)
potion of greater healing (x2)
potion of fire breath (x3)
ring: resist necrotic damage
bracer of vigour: +10 temporary HP 1x/day
glyph: special enemy damage (+d6 to undead)
glyph +1 AC (Blacksmith)
pulse matrix: hinder
48 platinum pieces (480 gp)
3514 in misc. gems