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 The Party Rewards

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TheDiddler
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PostSubject: The Party Rewards    Thu Sep 01, 2016 1:10 am

INDEX OF TREASURE 
(Updated 4 Apr 2017)
(Updated up to Game 16) 
 
 
All of the items in the list below are collected in later posts in this forum. I have collected some of them together for easier read. However, I suggest CTRL+F to locate anything specific. 
 
 
GM NOTE: 
Where the Treasure is Located
It is my assumption that anything listed as unclaimed is secured somewhere safely within the walls of Salvana's Oasis, likely in the Adventurer's Guildhall. The same with any wealth. 
 
 
Split
It is also my assumption that the gold listed is divided evenly between all players (Logan, Jason, Nicholas, Kyle Smith, Camille, Charlie) 6 ways at this time. However, as long as expenditures are taken into account, I'm ok with however you want to spend the wealth. 
 
 
Buying/Selling/Trading
If you want to sell any of the magic items listed below I have a cheat sheet I've located and modified and am willing to give fair price. I assume that between the various Charismatic people, knowledge skills, and Doake's sheer manipulation and audacity, that anything sold during downtime would get at least 75% of the prices I have listed with no rolls. 
 
 
If you want to trade or buy, instead, that could be arranged, but it will be on a severely limited basis. I'm assuming, likely, no more than the value of a single very rare item (or combination of others). Please note that I'm not posting this hoping that everyone will start buying and selling and trading items. I'm just listing it in case you had something real specific in mind that you want and want to trade some of the stuff below for it. 
 
Some ways to spend any wealth you may wish to part with are buildings, hirelings, and nearly anything you can imagine on your own. 
 
 
 
Unclaimed Party Treasure
 
Potions
Potion of Bottled Breath
4x Elixirs of Giant Growth
Potion of invulnerability
Oil of Sharpness
Potion of Vitality
Potion of Poison Resistance
3x Potion of Healing (Common)
Potion of Healing (Uncommon)
Potion of Resistance
Potion of Heroism (DMG p188)
Potion of Longevity (DMG p188)
Potion of Speed (DMG p188)
 

 
Wondrous, Weapons, Armor, and Other
 
+1 Javelin; glows green when humans around within 30' (taken from the dead ape warriors)
Ioun Stone of Greater Absorption (Legendary, absorbed 11/50)
Orb of Devastation Fire (29 hours remaining)
The Bottomless Shell (The Blackguard’s Armor)
Devastation Orb (Water) and Fire Case taken from the Cultists of Olhydra
 
 
PLAYER CHARACTER CLAIMED
 
 
Agrykos
Potion of Bottled Breath
2x Potion of Healing (Common)
Alchemy Jug
Renwick's Phylactery
Armoire of Vurnwood
The Blooded Tome
The Annal of the War in the Far North Annal of Leadership and Influence
The Night Diamond
 
Doake
“Glasstaff” Albrek’s Spellbook:
(Cantrips): Fire Bolt, Light, Mage Hand, Prestidigitation,
(1st): Detect Magic (R), Mage Armor, Magic Missile, Shield, Unseen Servant (R)
(2nd): Misty Step, Suggestion
(3rd): Counterspell, Fireball, Fly
(4th): Greater Invisibility, Ice Storm
(5th): Cone of Cold
Glasstaff (Staff of Defense with a special, unknown property)
Spellbook of Orieth:
Cantrips: chill touch, minor illusion, prestidigitation, shocking grasp
1st: false life, magic armor, magic missile, ray of sickness
2nd: crown of madness, misty step
3rd: animate dead, vampiric touch
Scroll of Misty Step
Scroll of Lightning Bolt
Thardun Stoneseer’s Boots - Boots of Striding and Springing
Spell Gem- 3rd level (Counterspell)
Map that leads to the Deep Gnomes, the Kisheh’en of Lankadon
Vanifer's Spellbook: All Fire Spells from the DMG up to 5th level. Plus Investiture of Flame from the Princes of the Apocalpyse (p237).
Vanifer’s Spellbook
Cantrips: chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
1 - burning hands, chromatic orb, find familiar (R), hellish rebuke, shield
2 - darkness, detect thoughts, misty step, scorching ray
3 - counterspell, fireball, hypnotic pattern, leomund’s tiny hut (R)
4 - wall of fire
5 - dominate person, contact other plane (R)
 
Coryn
Wand of Magic Missiles
Scroll of Beast Bond
Scroll of Skywrite
Choker
The Story of Life and Death
 
Creegan
Driftglobe
Hew (+1 axe)
Balloon and flying suit
The Spire (+1 long sword)
Ruin, Curse of the Emerald King (+1 Maul)
Momex's Belt- Belt of Dwarvenkind
The Helm of Dwarven Lords (Gems Remaining: Diamonds: 9, Rubies: 17, Fire Opals: 22, Opals: 29)
Belt of Battle
 
Rianor
The Band of Tlalo-Ka
Instrument of the Bards: The Anstruth Harp
 
Orion
The Song of Leaves
Aurelia'Kae - currently a +1 rapier
+1 shield
Tonacatecuhtli’s Wrap, the Cloak of Death
Summer's Chain (Chain shirt)
 
Fioren
The Horn of Life-Stealing (Nine Lives-Stealer, 7 charges remaining)
 
Ghesh
The Face of Mik’tek’huatl, Mask of the Black Dragon


Radeghast (Vaughn)
Dwarven Plate
Sentinel Shield +1
Blood Spear +2* - Grants +2d10 Temporary HP on Kill
Ingot of the Skold Rune
3 Uncommon Potions

Dax 
+2 Plate
+3 Shield
Cloak of Protection 
Winged Boots

 
 
NPC CONTROLLED ITEMS
(Mayor of SO) Talon +1
(Guildhall) Ironbark
(SO Mansion) Weirwood
(Guildhall) Special Books (each grants proficiency with Ability checks when used for their area of expertise)
Engineering
Dwarven Architecture
Astronomy and the Planes
The Strategy of War
Fungi, Lichens, and Moss
The Whispered Words (Dweomercraft) (reduces cost to create Rare or Uncommon magic items by 25%)
(SO) The Roar of Fire - fire cannon
 
 
Total gold obtained
(including selling all non magic items of value):
75,506 gold total
-5,000 (what Coryn spent on Vineyard)
-5,000 (What Doake spent on Guildhall)
-1,000 (spell component for Heroes' Feast spell during Creegan trials)
_______
64,506 gold total after past expenses
 

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PostSubject: Re: The Party Rewards    Tue Apr 04, 2017 3:13 pm

ITEM LIST 


Start to Game 3 
Each PC has chosen to take an uncommon magic item as part of their starting equipment in lieu of 800gp. This means you will have next to no money upon your arrival in Atlantys, but who needs that crap anyway?

You may choose, as we go along in the adventure, to have your item (or other items in the game) become more prominent if you wish. Instead of gaining new wealth or magic, your “treasure” will be an increase in power in the item. We will work this out individually and decide how this power will arise. For example, Logan’s item, The Dryad’s Collar, might become more powerful after an encounter with a potent forest/jungle creature or powerful fey in Atlantys.


Logan - The Dryad’s Collar
After the last time your character was visited by the outside world, he had an unusual encounter. A young dryad came forth from her tree. She was too young to speak, too young to understand the world around her. She reached out with the untouched wood of her fingers and stroked your cheek. Then, she fell to the ground, old and shriveled and dead.

Your character prayed over her body and sought out some sign. The following day, her body was gone and in its place was the Dryad’s Collar. Your character knew beyond a shadow of a doubt that it was meant for him and its creation led you to decide to journey to Atlantys to further unlock its power.

Mechanics Notes:
The Dryad’s Collar functions mechanically as a pair of Boots of Elvenkind, DMG p155.
Wondrous Item, no attunement required (might change if becomes more powerful).
While you wear this item your steps make no sound regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. The Collar changes shape with your wild shape and functions in all forms.


Jason – Rod of the Pact Keeper +1
Discovered on your person on the day of your resurrection, this rod was once an item of your character’s history (you decide) transformed by your pact-maker as a physical symbol of your agreement. Its very existence holds deeply religious connotations and anyone else serving the same ancient fey being would likely desire it if they knew. You have discovered over time that the rod is unbreakable and it periodically and randomly alters its appearance in slight ways beyond your control.

Mechanical Notes:
DMG p197 (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity (+1). In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Nicholas – Slippers of Spider Climbing
This item was discovered by your character on a recent incursion into the depths of the Riven Wood. You were certain of their mystical nature, but did not trust their unusual design. The lightweight boots appeared to be made of huge leaves wrapped together and stitched with a webwork of vines scrawled across. On the night of your return, a druid of the Verdant Council examined them and told you that they are ancient and must belong to a lost race of elves. Furthermore, the webwork of vines appears to be writing that will only reveal its true nature under a blood moon in a faraway land.

Mechanical Notes:
DMG p200
Wondrous item (requires attunment)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface such as one covered by ice or oil.


Kyle – Cloak of Elvenkind
Upon your character’s decision to depart for Atlantys, a lady of the Keladr’rhem (People of the Wood; Wood elves) (You choose name and position) came forth and bestowed upon you this precious gift. It was made by her own hand over a year, crafted with the leaves of the Riven Wood. She gave it to remind you of your home and your tribe. Throughout your travels you have noted that in addition to its other properties the cloak is always clean, always gleaming, and always has a faint scent of your ancient woodland home.  

Mechanical Notes:
DMG p158
Wondrous item (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth) checks made to hid, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.


Charlie – The Witcher’s Blade
Upon completion of your training you were given a set of items to fulfill your purpose. One of them was this blade, a sword crafted from a rare ingot brought back by a Witcher legend from the island of Atlantys decades prior. The material is called orichalcum and is found only upon the island. It was the only thing this legendary hero was able to bring back with him and he died before he could explain its power.

When you draw this blade you feel a supernatural confidence and near-righteous power pulsating through your soul. It also serves as a beacon, reflecting the light of your soul. When drawn, as a bonus ation, you may cause the blade to shed bright light in a 10’ radius or dim the light around you in the same radius.

Mechanical Notes:
Weapon +1
DMG p213
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity (+1).

Rewards from Game 1

Magic, Wealth, and Other
7 smoothed pearls worth roughly 100gp each

Devastation Orb (Water) and Fire Case taken from the Cultists of Olhydra 

Stolen Dwarven Plate 
DMG p167
Armor (plate), very rare
While wearing this armor, you gain a +2 AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10’. 
DM Note: There is a history to this item that will show up later.

2x Potions of Bottled Breath
PotA p222
Potion, Uncommon
This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath. 

Random assorted gear and equipment. Swordfish blades, chain shirt, crab shell shields, and a net.





Rewards from Game 2


+1 Javelin; glows green when humans around within 30' (taken from the dead ape warriors)
4x Elixirs of Giant Growth on Vigga Rok's dead form



Rewards from Game 3

Iarno “Glasstaff” Albrek’s Spellbook: 
(Cantrips): Fire Bolt, Light, Mage Hand, Prestidigitation, 
(1st): Detect Magic (R), Mage Armor, Magic Missile, Shield, Unseen Servant (R)
(2nd): Misty Step, Suggestion
(3rd): Counterspell, Fireball, Fly
(4th): Greater Invisibility, Ice Storm
(5th): Cone of Cold

 
The Stolen Fortune - most of this wealth was stolen from the town of Salvana's Oasis with the exception of the magic items. What you do with it is up to you. 

The Glasstaff's Chest: 180 sp, 130 gp,Silk Pouch (five carnelians [10gp/ea]; two peridots [15gp/eac]; one pearl [100gp]), Scroll of Charm Person, Scroll of Fireball;The Glasstaff (Staff of Defense with a special, unknown property – see plot point above) 

From the Wizard's Workshop (11): See Manse writeup. 
Collected Wealth in the various rooms and on the Rusted Blades: 75cp,88sp, 22ep, 15gp, a gold earring with a tiny ruby (30gp); silk eyepatch with semiprecious stones (50gp); 30 dinosaur skins (2g/ea)

The Nothic's Chest: 160sp, 120gp, five malachite gems (15gp/ea); two Potions of Healing; Scroll of Augury; and Talon

Talon - Silver-chased scabbard containing a +1 longsword inscribed with the name Talon. The hilt is worked in the shape of a falcon with outspread wings. Locals inform you that it once belonged to the ranger Salvana and was left behind before his final foray into the Qezcahal

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PostSubject: Re: The Party Rewards    Tue Apr 04, 2017 3:16 pm

ITEM LIST 


Game 4 to Game 6


Rewards from Game 4
Alchemy Jug

The Flameskull creature


Rewards from Game 5


Sister Garaele’s Payment: the chaos elf gifted Coryn Iarno “Glasstaff” Albrek’s stolen wand of magic missiles (DMG p#; alteration: limited to 1 to 3 charges)
 
Zombie Treasure: 10gp of assorted coins from the ambushed parties
 
Orieth’s Treasure, the Lord of Lance Rock:
Spellbook of Orieth:
Cantrips: chill touch, minor illusion, prestidigitation, shocking grasp
1st: false life, magic armor, magic missile, ray of sickness
2nd: crown of madness, misty step
3rd: animate dead, vampiric touch

Driftglobe (see below)
Orieth’s Stolen Wealth: Pouch with 165 sp; 80gp; four polished onyx stones (250gp/each)
 
Tezzicteca’s Treasure
800sp, 350gp, four silver goblets set with emeralds and designs of the Duava’rhem (100gp each)
Scroll of Misty Step, Scroll of Lightning Bolt
Hew (Axe) (see below) 
The Band of Tlalo-Ka (see below) 
The Jewel-Encrusted Heart of Tezzicteca (Identify is incapable of determining the power of this item)

Hew, +1 Axe
Hew is a rusty old battleaxe of dwarven manufacture. Runes in Dwarvish on the head read "Hew," and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of the jungle. Whoever carries the axe feels uneasy whenever traveling through a forested region.

Driftglobe
Wonderous item, uncommon (DMG p166)
This small sphere of thick glass weighs 1lb. If you are within 60' of it, you can speak its command word ("corpselight") and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word ("obeisance") as an action to make the iluminated globe rise into the air and float no more than 5' off the ground. The globe hovers in this way until you or another creature gasps it. If you move more than 60' from the hovering globe, it follows you until it is within 60' of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive and its light winks out. 

The Band of Tlalo-Ka
Requires attunement 

A modified Ring of Mind Shielding (see below) with a captured portion of Tlalo-Ka’s soul bound within. It will grow in power as the game progresses. It provides an additional power that may wane or disappear entirely as the game goes on: it protects the wearer and its allies from all direct violent acts by Tlalo-Ka. Designed as a stone ring with tiny emeralds and designs of feathered serpents worked into the material. 
 
Ring of Mind Shielding (Uncommon, requires attunement) 
While wearing this ring you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. 
 
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. 

The ring is bound with the soul of the green dragon, Tezzicteca. She retains all of her personality and memory and can telepathically communicate with anyone wearing the ring unless they wish to stop the communication.





Rewards from Game 6



The Bound Knights: 4xhalf-plate and shields; 4xlongswords, 1 mace, an elven longbow, and 2xheavy crossbows. A potion of invulnerability hidden in Culver's palm. The Song of Leaves (see below).
 
The Song of Leaves 
(Usable only by Paladin) [Set Item*]

 
Thick jungle leaves curl themselves into the form of a slender quiver, empty save for the smell of summer rain. Woven in the veins of the leaves is a silver thread forming words in the ancient fey language of the Sylvar’rhem [Sylvan]. Twin names stand out, words of ancient power: the Knights of Summer and the Song Between the Leaves.
 
This quiver has 7 charges. Once attuned, with the quiver at your side, you may use an action to expend a charge. Each charge summons a silvered arrow within the quiver which remains until fired. These silvered arrows grant a +1 bonus to attack and damage and allow a paladin to use the smite ability at range.
While an arrow exists, the quiver’s maximum charges is reduced by one. The quiver regains 1d6+1 expended charges each day with the rising sun. If you expend the quiver’s last charge the seventh arrow created glows a vibrant gold. This arrow doubles ability and proficiency bonuses to attack and upon a hit is considered an automatic crit. Once this last arrow is fired, the quiver dries up and whispers away upon the wind.
 
*This item may grant further benefit if others of its kind are used in conjunction.
 
[Lost Faction] The Knights of Summer
Paladins of the Lady of Summer, the Queen of the Feywild and Seelie Court and a Benefactor of the Sylvar’rhem


Manticore Eggs (two) 



Balloon and Flying Suit 

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PostSubject: Re: The Party Rewards    Tue Apr 04, 2017 3:17 pm

ITEM LIST 


Game 7 to Game  9


Rewards from Game 7

Plot Point (Coryn): Pregnant Hippogriff (Yula) captured.


Loot from Feathergale Spire:

The Spire, +1 longsword with the ability to change elongate into a lance or great sword with a Bonus Action.

Thurl Merroska’s (Captain) Room:
Signet (250gp) with a sapphire inside
300gp in various coins
scroll of beast bond
scroll of skywrite
Letter from Aerisi Kalinoth, Prophet of Air

Knight’s Chests: 4x50gp each
Treasury Chamber: Stolen loot worth 1257gp in various coins and gems
Weapons Locker: four longswords, four scale mail, four shields, four longbows, four quivers of 20 arrows; four crossbows with 20 bolts each
 
The Letter
 
Merroska,
We are pleased to hear about the outcome of your altercation with the Black Earth cult, and we praise you for the capture of one of hteir prisoners. This noblewoman from Charm has an interesting tale to tell and we shall enjoy interrogating her further. Keep a close watch on the Sacred Stone Monastery. I want to know what our enemy plans next.
 
Your beloved queen,
Aerisi Kalinoth
Prophet of Air
 
Yuacta
Renwicks' Phylactery (serves as an amulet of health as well)
Aurelia'Kae - currently a +1 rapier (more TBD)


Rewards from Game 8 and 9


See here for information on the Spell Forge and more detail on negotiations with Grissa Stoneseer:  Yuacta Information



Thardun Stoneseer’s Boots - Boots of Striding and Springing
Wondrous item, uncommon (requires attunement) DMG p156
While you wear these boots, your walking speed becomes 30’ unless your walking speed is higher. Your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
 
Assayer’s Room
6000 Copper (60 stacks of 100 each)
1800 sp (18 stacks of 100 each)
600gp (50 stacks of 12 each)
50 pp (5 stacks of 10 each)
Note: 50 coins = roughly 1lb
 
Izzukahl Encounter
Coryn’s Choker
After the touch of Limbo and the connection to the true power of Merata, Coryn’s choker grows in power and ability.
 
Fey or Foe: The Choker taps into the Wild Shape ability of the druid and opens him up to more options. By tapping into the natural Sylvan nature of Merata and the strange aberrant world of Limbo, the druid can increase his ability to shapeshift. For every four levels the druid possesses he may choose a single Fey creature or Aberration that otherwise meets the CR requirements of his Wild Shape ability. He may now Wild Shape into one of those creatures. Each creature choice remains permanent and is chosen at every 4 character levels and is subject to DM approval.
 
The Spell Forge
Coryn’s Choker
Size Matters: The Choker grants the ability, once each per long rest, for the bearer to cast Enlarge or Reduce on himself.

Orion bathed his shield in the light of the forge causing it to become a +1 shield.

Doake submerged the Glasstaff under the viridian light and increased its power to include an ability to cast counterspell for 3 charges.

Others TBD



Ruin, Curse of the Emerald King
(requires attunement*)
Ruin, the curse of the Emerald King, is a dwarven maul once wielded by the chieftain of the Vikubix himself. It is carved with dwarven runes all associated with the holy signs of the Emerald Dwarves. The library books in Wave Echo Cave tell a tale of woe about the hammer. It was used by the Emerald King against a horde of enemies, Kang and Hunapu, who were driven down into Wave Echo Cave in times past. The Emerald King went berserk and bathed the hammer in the flames of the Spellforge and his own hate. He went berserk, killing enemies at first, but then anyone who came near to him. In the end, he had slain every one of his clan who could still stand and fight. He died of his tremendous wounds.
 
Ruin is aggressive and fills the mind of its wielder with the war music of drums and destruction during the berserk state, blocking all sounds of allies who might calm him down.
 
Ruin is a dwarven maul (2H, Heavy; 2d6) that grants a +1 bonus to attack and damage rolls. In addition, while attuned, the wielder’s maximum hit points are increased by 1 for each level attained. Ruin also grants the wielder the ability to cast the spell shatter once per long rest with special modifications.
 
Shatter: A sudden loud ringing noise, painfully intense, erupts from the point of impact of the hammer. Each creature in a 15’ radius sphere centered on the point of impact must make a Constitution saving throw (DC 8+wielder proficiency + wielder Str modifier). A creature takes 3d8 thunder damage on a failed save or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Nonmagical equipment and objects not being worn or carried also takes the damage in the spell’s area. Finally, nonmagical equipment and objects on the target hit by the hammer takes this damage as well.
 
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the weapon. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
 

Momex’s Library
The information hidden within this library is all written in a coded ancient Dwarven ciphered by Momex himself. He could be persuaded to impart the knowledge upon a dwarven ally in the right circumstances. Most of the books are histories and tales of the Vikubix and their great works. Use of the library grants Proficiency with History checks related to the Vikubix. Hidden amid the books are a few works of magic, as well. Some are carefully locked away, taken from enemies of the clan. Others are works of power.
 
Spell Gem - 3rd Level (Counterspell) (Izzukahl)
 
Momex’s Belt
Belt of Dwarvenkind with the dwarven runes for Momex in giant carvings at the front (think WWE belt)
 
A metal rack that contains potions and oils:

  • Oil of Sharpness
  • Potion of Vitality 
  • Potion of Poison Resistance
  • 3x Potion of Healing (Common)
  • Potion of Healing (Uncommon)

 
Random Other Items

  • Map that leads to the Deep Gnomes, the Kisheh’en of Lankadon Ciphered (DC 15 Intelligence Check)


  • Three diamonds (300gp each)
  • five pearls (100gp each)
  • wooden pipe adorned with platinum filigree (150gp)
  • Mithral, Iron, and Silver Bars and ingots worth 7,200gp
  • Armoire of Vundwood - Red-brown, smells of cinnamon; resistance to fire; art object worth 4,700gp

 
Stockpiled materials

  • Ironbark (strong as metal, easy to craft) - enough to build a large house
  • Weirwood (will not burn in a normal fire) - enough to build a fortified tower 

 
Special Books (each grants proficiency with Ability checks when used for their area of expertise)

  • Engineering
  • Dwarven Architecture
  • Astronomy and the Planes
  • The Strategy of War
  • Fungi, Lichens, and Moss
  • The Whispered Words (Dweomercraft) (reduces cost to create Rare or Uncommon magic items by 25%)

 
Magic scrolls

  • Resistance; True Strike (cantrip) 
  • Meld Into Stone (3rd
  • Divination (4th
  • Guards and Wards (6th

 
The Blooded Tome
This book was taken by Momex from the Duava’rhem warlocks who worshiped the Queen of Air and Darkness. Upon reading this book, you gain the following Invocation, Blood Sacrifice (see below). Only one person may benefit from this power at a time. If a new user seeks to utilize it, they must kill the previous user.
Blood Sacrifice allows you to spend an action and sacrifice HP to refresh a Pact Magic slot. You must spend HP equal to the Pact Magic slot times 1d8. Once you use this ability you may not do so again until you complete a long rest.
 
The Story of Life and Death
This hardcover book is bound in the skin of some long dead jungle beast and features images embossed on its cover in a variety of jungle animals similar to that of a children’s book.  In order to use this book, you must have the ability to cast at least one spell. It adds the following to your list of prepared spells:
Ray of Sickness
Blindness/Deafness
Animate Dead
If you die while in possession of the book it explodes in a mass of dark tendrils and the following effects take place:
Creatures within 10’ must make a DC 14 Dex save or take 4d8 necrotic damage, half on a save.
You are revived with 1 HP, but are incapacitated.
Your max HP is reduced by 1/4 for 1 week.
Your hair turns white, the whites of your eyes turn black, and your irises turn red as you become permanently connected to some dark entity bound within the book.
You become vulnerable to radiant damage and have resistance to necrotic damage.
The spellbook is destroyed.
 
 
Spell Gem
Wondrous item, rarity varies (requires attunement by a Spellcaster)

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components and doesn't require attunement. The spell then disappears from the gem.

If the spell is of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the gem with no other effect.

Each spell gem has a maximum level for the spell it can store. The spell level determines the gem's rarity and the stored spell's saving throw DC and attack bonus, as shown in the spell gem table.
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can't be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.
 
Level, rarity, save DC, Attack bonus
Cantrip: uncommon, 13, +5
1st: uncommon, 13, +5
2nd: rare, 13, +5
3rd: rare, 15, +7
4th: very rare, 15, +9
5th: very rare, 17, +9
6th: very rare, 17, +10
7th:legendary, 18, +10
8th: legendary, 18, +10
9th: legendary, 19, +11

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PostSubject: Re: The Party Rewards    Tue Apr 04, 2017 3:17 pm

ITEM LIST 


Game 10 to Game 12


Rewards from Games 10,11, and 12 - The Siege of Salvana's Oasis


Rewards from Game 10 - Realizing the Trap
Potion of resistance
Efreeti Wish - Nine people gain permanent resistance to Fire; Agrykos gains Immunity to Fire. 
Agrykos, Audun, Creegan, Orion, Doake, Coryn, Varik, Fioren, Halia, Captain

Fire Cannon

The Roar of Fire
Large Canon (3,200lbs; DMG p255)
Armor Class: 19
Hit Points: 75
Damage Immunities: poison, psychic
Uses arcane fireballs (10) cast through the air at destructive speeds. Requires Arcana DC 20 roll to use.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400’, one target. Hit: 44 (8d10) bludgeoning and fire damage


Rewards from Vanifer
Ioun of Greater Absorption (Legendary)
DMG p177, Wondrous item, requires attunement

While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.
Absorbed 11/50

The Horn of Life-Stealing
(Nine Lives-Stealer)
Weapon (dagger), very rare (requires attunement)
DMG p183
You gain +2 bonus to attack and damage rolls made with this magic weapon. The dagger has 1d8+1 charges. If you roll a 19-20 against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The dagger loses 1 charge if the creature is slain. When the dagger has no charges remaining, it loses this property.
Charges Remaining: 7

Orb of Devastation of Fire (see Princes of the Apocalpyse
29 hours remain

Vanifer's Spellbook: All Fire Spells from the DMG up to 5th level. Plus Investiture of Flame from the Princes of the Apocalpyse (p237).

The Annal of the War in the Far North
Annal of Leadership and Influence
Wondrous item, very rare (DMG p208)

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Special: Proficiency bonus to all History checks relating to War and the Far North and all Insight checks relating to War, Strategy, and similar topics.

Special: Unlike a normal Tome, this book resets when a new Company Annalist or Wizard takes command of it in lieu of the century time frame. If used by anyone not actively in the Company, it resets in a century.


800 platinum
13,500 gold
24,000 silver
Art Objects:
-Gold Music box (2,500gp)
-Obsidian statuette of Vanifer (750gp)
-Jeweled (rubies) gold crown in the shape of fire (7,000gp)
-Tapestry of Imix, Prince of Evil Fire (11,000gp)

Also, Orion's intelligent sword, Aurelia-Kae (Moonblade), gained a new power.


Vanifer’s Spellbook

Cantrips: chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
1 - burning hands, chromatic orb, find familiar (R), hellish rebuke, shield
2 - darkness, detect thoughts, misty step, scorching ray
3 - counterspell, fireball, hypnotic pattern, leomund’s tiny hut (R)
4 - wall of fire
5 - dominate person, contact other plane (R)

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PostSubject: Re: The Party Rewards    Tue Apr 04, 2017 3:18 pm

ITEM LIST 


Game 13 to 16 


Rewards from Games 13, 14, 15,  Interlude and 16 - Port Town


Rewards from Game 13 - A Tour of Port Town
Zilch



Rewards from Game 14 - Port Town, continued

From Gahstellan the Lawkeeper
The Bottomless Shell
The Blackguard’s Armor

Full Plate +2
Resistance to Radiant damage
Repulsive p143



Rewards from Game 15 - Port Town, continued

Tonacatecuhtli’s Wrap, the Cloak of Death
Wondrous Item, legendary (requires attunement)
This cloak appears to melt into the shadows when worn. When you wear this cloak you have proficiency with and advantage on Stealth checks. As an action, you can cast finger of death (save DC 17). You must take a long rest to cast it again.

Tonacatecuhtli, Lord of Flesh and Food, is the 5th of the Five.


Blessing of the Ancestors [The Loktheuptu Ancestors]
+2 Constitution permanently to Creegan
+1 Constitution to all other players




Rewards from Game 16 - Port Town, continued

THE DRAGON MASKS
These masks were created centuries, perhaps millennia ago, by Tlalo-Ka and her followers. Each was gifted to a mortal champion favored by Tlalo-Ka.

Dragon Mask Properties (All)
Each is a legendary wondrous item that reshapes to fit the face and head of a wearer when attuned to it. While you are wearing any dragon mask and attuned, you gain the following benefits:

Damage Absorption. You have Resistance against the mask’s damage type. If you already have resistance to that type from another source, you instead gain immunity. If you already have immunity when you are subjected to that damage type, you instead regain hit points equal to half the damage dealt.

Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your AC.

Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains Recharge 6 (roll a d6 each round and it recharges on a 6).

Dragon Tongue. You can speak and understand Draconic. You have advantage on any Charisma checks you make against dragons that share the mask’s color.

Legendary Resistance (1/Day). If you fail a saving throw, you can choose instead to succeed.

Bound to Tlalo-Ka. Tlalo-Ka and her dragon servants and allies gain Advantage against you on all attacks and against all of your abilities which allow for saves. You lose any immunity to attempts at divination or charm from Tlalo-Ka herself.

Attunement Specialty. If you already possess three attuned items, you may attune this mask as a fourth.

The Face of Mik’tek’huatl, Mask of the Black Dragon 
Mik’tek’huatl is known to the Cheowakahl and Hunapu as the Lady of the Dead, a consort to Tlalo-Ka. This horned mask of glossy ebony has a skull-like mien. While you wear the mask, you gain the following benefits in addition to those the Dragon Masks share.

Damage Type. This mask’s damage type is acid (see above.

Water Breathing. You can breathe underwater.



The Helm of Dwarven Lords
Helm of Brilliance DMG p173

Gifted to a long-dead Cheowakahl Champion, a king of his people who ruled many tribes. This helm served to tie the Vixubix, the Emerald Clan of Dwarves, to the Cheowakahl people. In exchange for its power, the Champion promised to defend the dwarven home. Centuries have passed, the dwarves a distant memory and the Cheowakahl king fallen out of legend.

Gems Remaining:
- Diamonds: 9
- Rubies: 17
- Fire Opals: 22
- Opals: 29

Note: The Helm does not require attunement is worn by a Vixubix Dwarf or Cheowakahl King.




Rewards from Interlude - Port Town, continued
All of the following is from the interlude with Coryn, Orion, and Audun.


Potion of Heroism (DMG p188)
Potion of Longevity (DMG p188)
Potion of Speed (DMG p188)

Belt of Battle
Wondrous Item, very rare (requires attunement)


This belt was stolen by the Three Grand Ladies from a Vixubix (Emerald Dwarves) ruin near the Godless Forest. Wearing the belt pushes one beyond the normal limits of combat and beyond. It grants the following abilities:
• Take the Initiative. While attuned and wearing the belt, you gain Advantage on Initiative rolls.
• Exertion. The belt has 3 charges and regains 1d4-1 expended charges daily at dawn. While attuned and wearing the belt, you can expend 1 or more charges for the following effects:
o 1 charge. You may take an additional bonus action this turn for any kind of movement.
o 2 charges. You may take an additional reaction this round that must be used before the start of your next turn.
o 3 charges. You may take an additional action of any type. If used as a spell attack, it must be a cantrip.

Instrument of the Bards: The Anstruth Harp
Wondrous item, very rare(requires attunement)
See DMG p176
Anstruth Harp


Summer’s Chain
Armor (chain shirt), very rare

You gain +2 bonus to AC while wearing this armor and are considered proficient even if you lack proficiency with medium armor. In addition, if combined with other Knight of Summer items, it grants a set bonus (see below).

Currently, Orion possesses multiple items which can be used for this effect.
• Aurelia’Kae (Sword)
• The Song of Leaves (Quiver)
• Tonacatecuhtli’s Wrap, the Cloak of Death (Cloak)
• Summer’s Chain (Armor)

Knight of Summer Set Bonuses: 
• 2 Items: Wearer is able to attune 4 items instead of 3.
• 3 Items: Any weapon the wielder possesses gains the defender quality
o Defender: The first time you attack with the weapon each turn you may transfer some or all of its bonus to your AC instead of using it for attacks that round. This adjustment remains in effect until the next time you attack. You must be holding the blade to gain this benefit
• 4 Items: Any weapon you possess gains an increase of +1 to its attack and damage. This increases any existing magic from the weapon.



The Night Diamond
(Requires Attunement)

A star-shaped diamond of pure obsidian, it glows brightly at the edges with a mysterious light. Filled with the darkness of the night sky to its core, if held up to pure starlight it reflects a weird version of the stars from a realm far away. 

The holy artifact of the Queen of Air and Darkness, it is believed by most to contain a portion of her power, perhaps even her soul. Many want it, many others belief it can control the Queen with the right rituals and grant the wielder her true power.

Over time, Agrykos begins to understand some of the more mundane powers of the artifact. Those he becomes aware of in the downtime are listed below.

Shapeshifting
The Night Diamond can be changed into nearly any object from Tiny to Huge in size. The wielder simply concentrates for an action and within a few short rounds the Diamond shifts into the new form. This can only be done once per Long Rest.

The Tree of Night
You may place the Night Diamond into any ground specially prepared with a ritual to accept it. The required actions take 10 rounds and during this tie the Diamond transforms into the Tree of Night. It grows rapidly into a tremendous stone tree the color of liquid night. Its leaves are razor-sharp obsidian and its branches twist and gnarl up into the night sky. The Tree of Night remains until the owner of the Night Diamond performs the ritual once more from outside and returns it to the Night Diamond form.

It is believed that the Tree of Night allows entry into the true sanctum of the Queen of Air and Darkness. It is over 20’ on a side and 30’ high with tiny formed windows on all sides and an egress at the top. It has a gnarled opening at its base and inside is divided into two floors. A carved ladder runs along one wall connecting the levels and opens up into the “roof” of the tree. The hole at the base remains closed unless you speak its command word (decided by the owner of the Diamond) as a bonus action. It is immune to knock and similar magic (such as a chime of opening).

The magic of the tree prevents it from being tipped over or uprooted. The outer structure, door, and leaves all have 100 hp and immunity to damage from nonomagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the tree and it retains damage no matter how often it is shifted back into the Night Diamond. Any casting of wish repairs 50 HP worth of damage to all areas.

Within the great tree is a hall and in that hall an empty chair made of pure night. Those who sit in it can feel the presence of the Queen of Air and Darkness. It is a place of power.

Any objects placed inside the Night Diamond when it is in the Blanket of the Stars form appears inside the Tree of Night. However, anything brought into the tree is spit out when it reverts to the Diamond form.


The Blanket of the Stars
The Night Diamond can be transformed into a pure black cloth called the Blanket of the Stars. This fine black cloth, soft as silk, can be folded up into the dimensions of a handkerchief. It unfolds into a circular sheet 6’ in diameter. You may use an action to unfold the cloth and place it on or against a solid surface, whereupon it creates an extra dimensional hole 10’ deep. The cylindrical space within exists in the Feydark, so cannot be used to create open passages. Any creature inside can exit by climbing out.

You may use an action to close the hole by taking hold of the edges and folding it up. Any creatures or objects remain within the extra dimensional space. No matter what is inside, it weighs next to nothing.

If the hole is folded up, a creature within can use an action to make a DC 10 Strength check to force their way out. If they succeed, they appear within 5’ of the hole or the creature carrying it. Any breathing creature stuck inside can survive for up to 10 minutes, after which they begin to suffocate.

If the Blanket of the Stars is placed anywhere near another extra dimensional magic item, it instantly reverts to the Night Diamond form and cannot be transformed until a long rest.


Mav, Blade Between Stars
Believed to be the true weapon of the mercurial Queen of Air and Darkness, Mav is a long, wicked scythe etched with obsidian and runes of the Deep Speech Duava’rhem language. Always cold, the weapon causes the wielder to feel the freezing temperature of deep space making them susceptible to cold attacks and damage. Anyone who knows of the Queen of Air and Darkness will recognize the weapon as sacred and treat the wielder as always having advantage against them in social rolls.

The wielder gains +2 to attack and damage rolls and gains proficiency with Scythes if they are a worshiper of the Queen of Air and Darkness. They may use their Charisma or Intelligence modifier in lieu of Strength for attack and damage rolls. The blade deals force damage instead of slashing.

Additionally, Mav has 10 charges that may be used to cast witch bolt (1 charge), crown of madness (2 charges), fear (3 charges), or Evard’s black tentacles (4 charges). Mav regains 1d8+2 charges at moonrise.

Other
There are other powers of the Night Diamond as yet undiscovered.




[New]
The Band of Tlalo-Ka
(requires attunement)

Originally, a modified Ring of Mind Shielding bound with a portion of Tlalo-Ka's soul. It has grown in its time on the finger of the warlock Agrykos and in recent days acquired a terrible new curse. After absorbing the soul of Admiral Ferra and a portion of the Elemental Prince of Evil, Olhydra, Tlalo-Ka used her connection to the ring to twist it to dark purpose.

While wearing the Band of Tlalo-Ka you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use your action to cause the ring to become invisible until you use another action to render it visible once more, remove the ring, or die.

The ring was once bound with the soul of the green dragon, Tezzicteca, daughter of Tlalo-Ka. Recently, that soul was released into a magic idol and the ring absorbed the soul of Admiral Ferra along with a portinon of the evil Elemental Prince of Water, Olhydra.

The ring has also retained its natural protection against Tlalo-Ka. While worn, the wearer and their direct allies are protected from all direct violent acts by Tlalo-Ka herself.

***** 


The Curse of Tlalo-Ka

When Rinora slew Admiral Ferra wearing the ring, the soul-trapping magic grabbed a piece of the evil Elemental Prince of Water, Olhydra, and trapped it as well. This power, along with Tlalo-Ka's connection, has allowed her to enhance the ring and alter its functions as below.

Sentience. The Band of Tlalo-Ka now speaks with the triple-mind of Admiral Ferra, Olhydra, and rarely the dark whisper of Tlalo-Ka. Its alignment is ever-changing, but consistently evil. It possesses an Intelligence of 17, a Wisdom of 18, and a Charisma of 22. It has hearing and darkvision out to a range of 120'. The band can speak, read, and understand all languages, but prefers to speak in Aquan and Draconic specifically. Its voice varies based upon which mind is in control at the time, but is always imperious and demanding.

Power. The Band of Tlalo-Ka has acquired a new power. The wielder may, once per long rest, attempt to cast the 9th level spell power word: kill. This may only be cast on an enemy of Tlalo-Ka and/or Olhydra. Further, anyone killed in this fashion increases the sentience of the ring and its Charisma increases by 1. 

Personality and Purpose.The Band of Tlalo-Ka has three specific goals:
* Ensure the resurgence and dominance of the Cult of the Crushing Wave
* Return the evil Elemental Prince of Water, Olhydra, the Crushing Wave, the Great Tide
* Ensure the return of the Queen of Air and Darkness onto Merata

Seemingly at random, the Band of Tlalo-Ka will attempt to take control of the ring-bearer in an effort to effect the goals listed above. While in control it can temporarily suppress one or more of its abilities and/or take mental control of the wielder. This requires the wielder make a Charisma saving throw with a DC of 18. On a failed save, the wielder is charmed by the ring for 1d12 hours. While charmed, the wielder must try to follow the item's commands. 

Removal
The curse may be temporarily stymied by a remove curse spell. This allows the wearer to ignore the effects of the ring (all effects) for a period of 24 hours.

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PostSubject: Re: The Party Rewards    Sat Jun 03, 2017 7:01 pm

Game 18 to 21


Game 18


Rewards/Expenses
- 1,000 gp; Dax creates a Scrying Focus
- 3,500 gp; 30 Potions of Healing
- 50 gp; Healer Kits
- 50 gp; Herbalism Kits
- 35,000 gp; created wand of death ward
- 4,000 gp; created cloak of protection
- 2,500 gp; created +2 shield for Orion


Remaining Gold: 
13,650


Wand of Death Ward
(very rare, requires attunement by spellcaster)
35,000gp
7 Charges. Cast Death Ward.
1d6+1 charges regained daily at dawn. If use last charge, roll a 20, on a 1 it crumbles to dust.


From the Sarcophagus of Founder of the Fourth of Five

  • The Gold of Zo’laxtl (magic, unknown): 100 magic red-gold coins; each the size of a small plate; each worth 1,000gp and has some magic on them that Identify does not resolve 
  • A wrapped deck of cards (deck of many things)
  • Fine Cloth Cloak trimmed with Sable with the twin Swans(250 gp)
  • Bolt of Copper Cloth (5,000 gp)
  • Platinum Bell in the shape of a naked elven woman(250 gp)
  • Ioun Stone (strength) in the shape of a wooden Sylvar’rhem holding her knees to her chest


Books: 

  • Alchemist’s Notebook (teaches proficiency with Alchemist’s Tools to one person)
  • Almanac of the Duava’rhem (grants advantage on History rolls with Duava’rhem)
  • Almanac of the Sylvar’rhem (grants advantage on History rolls with Sylvar’rhem)
  • Text of Herbalism (teaches proficiency with Herbalism kit to one person)
  • Magic Scroll (9th level of your choice) [Used by Ghesh Later]
  • Travelogue of the Outer Planes (grants advantage on any rolls regarding the Outer Planes) 
  • Tome of Understanding
  • Manual of Gainful Exercise




Hlal and Maghdi, House Blades of the Fourth of Five 
Discovered in the sarcophagus and taken by Orion.


These two blades are the House Weapons of House Zo’laxtl, Fourth of Five, the House of the Setting Sun. The founder wielded them in battle with remarkable effect, combining their power with his great magic. Unfortunately, before the Banishment, he cursed the Lady of Summer in open court for considering the rite that would cause the two elven groups to be banished from this world.

As part of his punishment, he was placed in a tomb with the spirits of House Yumi Cicil. The Shadow Fey led by Ixtapa, Mistress of Suicide, were at fault for drawing the eye of the Dying Star Xibalba in the first place. In addition to this degradation, the traditional protection placed upon the House Weapons of the Five faded. They can be used by anyone, regardless of race or creed, as long as they are attuned.

They are also cursed.

Each of these weapons are +2 Scimitars. They require attunement for any of their other abilities to be used, but both only require one slot in total.

Together, each of them can function as a dancing sword. Explanation. You can use a Bonus Action to toss either Magic sword into the air and speak the command phrase: WORDS (spoken in Sylvan). When you do so, the sword(s) begin to hover, fly up to 30’, and attack one creature of your choice within 5’ of it/them. The sword(s) use your Attack roll and ability score modifier to damage rolls.

While the sword(s) hover, you can use a Bonus Action to cause it/them to fly up to 30’ to another spot within 30’ of you. As part of the same Bonus Action you can use the sword(s) to attack one creature within 5’ of it.

After the hovering sword(s) attack for the 4th time, it/they fly up to 30’ and try to return to your hand. If you have no hand(s) free, it/they fall to the ground at your feet. If the sword has no unobstructed path to you, it moves as close as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30’ away.

The lightning power of Hlal grants the wielder the benefit an additional Bonus Action which may only be used to control the dancing blades. You may control both at the same time in this fashion.

The necromantic power of Magdhi grants the wielder the benefits of death. When either sword is used to kill an enemy, the wielder gains 12 temporary hit points.

Finally, each blade grants additional damage as follows:

Hlal (lawl)
One has a hilt of a pure white swan, the blade etched in lightning. Upon landing a hit, it does an additional 1d8 lightning damage.

Magdhi (mag-dee)
One has a hilt of a pure black swan, the blade etched in skulls. Upon landing a hit, it does an additional 1d8 necrotic damage.

Curse: The blades carrying baggage. The Founder of House Zo’laxtl is bound to them in spirit. His incorporeal ghost follows the wielder and actively seeks to share his fate with them, hoping to cause them ruin and damnation. This is worsened if the wielder is not an elf and becomes intolerable if the wielder is a Duava’rhem.  


Game 21

The Warlock's Last Word 
"I gift the blessing of my Champion Agrykos. Let this be his Last Word." 


Weapon (dagger), legendary (requires attunement by one pledged to the Queen of Air and Darkness)

The Queen of Air and Darkness reformed the Horn once wielded by Fioren, originally made from a piece of Agrykos's own horn. This dagger represents the warlock's last word, a final gift to his ward Fioren. A bright tourmaline rests int eh pommel of the reshaped horn. 

You gain a +3 bonus to attack and damage rolls made with this weapon. Though the size of a dagger, the shadowy form extends and it does d8 damage and is considered Finesse. While you hold the weapon, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage you deal with this special attack ignores immunity or resistance the target has. 

The Warlock's Last Word is also intelligent, after its fashion. Though it does not speak, its intelligence communicates through sensation and emotion. It shares a piece of its former soul, that of Agrykos, and is quite aggressive. It is metamorphic in property, periodically and randomly altering its appearance in slight ways. It glows faintly in the presence of fey creatures (within 30') and never gets dirty. 

Statistics 
Int 15, Wis 14, Cha 18
DC 16 to resist

Purpose: Glory Seeker (the new blade wants its own tale)

Senses: Hearing and Darkvision 120'; only communicates in emotion and sensation

Note: Anyone killed by the blade has its soul sent to the Feydark. This does not prevent resurrection, but if the target is not returned by magical means it will spend eternity in the court of the Feydark. 


The Onyx Mastiff 
Special (tattoo), very rare


This tattoo was gifted to Fioren at the final battle of the Tower of the Five. Though a tattoo, it could theoretically be gifted to another as a guardian. If you use an action to speak the command word and gesture to the ground within 60' of you, the tattoo becomes a living Onyx Mastiff (stats below). The creature is friendly to you and your companions. I understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself (and you), but takes no other action. The Onyx Mastiff exists for up to 6 hours over a 7 days. It may be present in 2 hour increments during this time. 

AC: 16
Hit Points: 55 (10d8+10)
Speed: 40'
Str: 16 (+3) Dex: 14 (+2) Con: 13 (+1) Int: 8 (-1) Wis: 12 (+1) Cha: 5 (-3)
Skills: Perception +5, Stealth +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
Senses: darkvision 60', passive Perception 13

Ethereal Awareness. The Onyx Mastiff can see ethereal creatures and objects. 


Keen Hearing and Smell. The Onyx Mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. 


Shadow Blend. While in dim light or darkness, the beast can use a bonus action to become invisible, along with anything it is wearing or carrying. This lasts until the beast uses a bonus action to end it or until the onyx mastiff attacks, is in bright light, or is incapacitated. 


Sunlight Weakness. While in bright light created by sunlight, the onyx mastiff has disadvantage on attack rolls, ability checks, and saving throws. 

Bite. Melee Weapon Attack: +8 to hit, reach 5', one target. Hit: 17 (4d6+3) piercing damage. if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

_________________
C Thomas Hand
GM/Storyteller/Swell Guy

The wisest words fit into pithy sayings.

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