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Shayne Kuznetsov


Scroll of Cure Wounds
scroll (1st level), common
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This scroll allows you to cast the first level spell Cure Wounds. (1d8 +2)

Weight: --

Value: 60 GP

Scroll of Protection from Evil and Good
scroll (1st level), common
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This scroll allows you to cast the first level spell Protection from Evil and Good.

Weight: --

Value: 60 GP

(1) +1 Crossbow Bolt
ammunition, uncommon
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You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Weight: .05 Lbs.

Value: 25 GP

Durqua's Leather Armor
armor, common (masterwork)
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This armor protects the wearer from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Weight: .05 Lbs.

Value: 110 GP

Onyx and Silver Ring
jewelry, common

Weight: --

Value: 25 GP

Durqua's Cryptic Journal
journal, common 
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Read the Journal

Durqua’s cryptic journal looks to have contained a real depth of knowledge about the drow. Most of that now was burned away but from what is left toward the back of the journal one could read that the journal reveal a prophecy, the "rise of the drow" when the light of the world falls. If accurate, it explains that it all starts with the theft of the Moonshard during an eclipse. Alin was determined to stop this event from happening.

 

It seems that Alin Durqua was on his way to Rybalka for some purpose that the now burned pages do not make clear other than it was very important and he needed to hide something here; but he soon was set upon by what he called a tribe of vampire Vikmordere, which then attempted to turn him into a vampire spawn -- he notes that he resisted with all his heart, and the effect never fully took place.

 

The last entry is from about 125 years ago, the penmanship is shaky at best... it seems the vampires had seers that knew that a non-Vikmordere holy place would eventually be built here in the future and decided to bury him here, hoping that time would weaken and destroy his mind and his resolve and that he might one day turn.

 

In an earlier section, the journal also mentions a legendary gem.....

 

Long ago, the avatar of a sly and greedy demigod snuck into the realm of a greater deity as it slumbered. From the deity’s library the demigod stole a rare folio: an atlas of planar dimensions. But the entity’s proxies spotted the demigod and gave chase. The slinking thief managed to kill one of the librarians with his foul breath before fleeing through beautiful gardens surrounding the building. There it spotted a portal hidden within a fountain, and dove in to escape. The demigod appeared on the Material Plane, a place it hadn’t visited before. Once there, the avatar sought to hide the book, but knew the great entity would soon awaken and begin tracking its missing property. Luck was with the demigod in that the cave in which the avatar materialized was home to a rare and powerful sliver of gemstone which had plummeted from the sun to the planet’s surface many years prior.

 

The demigod recognized his luck instantly. It read the book’s opening instructions as it transferred some of its own deific essence, and imbued the atlas’s magic into the sliver. It glowed brightly, and it was obvious that great power was now hidden within. The demigod knew he had to hide the sliver, so channeled the majority of its remaining power to shape it into a large, carved gem, and then spread the energy throughout. Now it seemed rare and expensive gem, devoid of magic.

 

Suddenly the avatar felt a wash of the great divine; it had been discovered. The avatar hid the gem in a corner of the cave and used the last sense of its power to blast his way out, fleeing onto the grassy plains above.

 

By chance the explosion drew the attention of a young adventurer, Alin Durqua. Alin happened upon the cave entrance and felt compelled to explore. To his absolute amazement, he stumbled upon the fist-sized gem which would come to change his entire life and the world itself.

Weight: 5 Lbs.

Value: unknown

Pearl of Power
wondrous, uncommon (requires attunement by a spellcaster)
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While this pearl is on your person, you can use an Action to speak its Command word and regain one expended spell slot. If the expended slot is of 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until the next dawn.

Weight: --

Value: 6,000 GP

Potion of Healing
potion, common
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You regain 2d4+2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.

Weight: --

Value: 50 GP 
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Evedriel Bregeneth


Scroll of Daylight
scroll (3rd level), uncommon
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This scroll allows you to cast the third level spell Daylight.

Weight: --

Value: 200 GP

Scroll of Locate Object
scroll (2nd level), uncommon
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This scroll allows you to cast the second level spell Locate Object.

Weight: --

Value: 120 GP

Scroll of Silence
scroll (2nd level), uncommon
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This scroll allows you to cast the second level spell Silence.

Weight: --

Value: 120 GP

Scroll of Cure Wounds
scroll (1st level), common
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This scroll allows you to cast the first level spell Cure Wounds. (1d8+2)

Weight: --

Value: 60 GP

Scroll of Word of Recall
scroll (6tht level), very rare
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This scroll allows you to cast the sixth level spell Word of Recall. 

Weight: --

Value: 1,280 GP

(3) Vial of Drow Poison
poison (injury)
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This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

 

A dose of poison can coat one piercing or slashing weapon or 3 pieces of ammunition.

 

Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Weight: --

Value: 200 GP
(a vial contains a single dose)

Wand of Snares

wand, uncommon (Artificer, Druid, Ranger, Wizard)

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Description

This wand is made out of Hackberry Wood, which usually prefers those bound by honor and integrity. The handle is made out of Hornbeam Wood, which in turn often prefers the more mysterious owner. However, the combination of this strand of Hackberry Wood and Hornbeam Wood means the wand will seek out somebody mysterious.

 

A wand usually has 1 or 2 cores, but some have 3, this wand has 1 core. A core of demon tail hair which enhances the power of spells, but refuses to aid with destructive spells.

 

The wand measures 13 inches/33 cm and has a beautifully crafted look. The particular strand of Hackberry Wood used in this wand is very rare, and demon tail hair is very rare as well.


The wand has 3 Charges. While holding it. you can use an Action to expend 1 of its Charges to cast the 1st level spell snare. (DC 13) The wand regains 1d3 expended Charges daily at dawn.

Weight: --

Value: 1,000 GP

Potion of Healing
potion, common
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You regain 2d4+2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.

Weight: --

Value: 50 GP 
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Sabyne Kuznetsov


Scroll of Shield of Faith
scroll (1st level), uncommon
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This scroll allows you to cast the first level spell Shield of Faith.

Weight: --

Value: 60 GP

(2) Scroll of Spiritual Weapon
scroll (2nd level), uncommon
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This scroll allows you to cast the second level spell Spiritual Weapon.

Weight: --

Value: 120 GP

Scroll of Detect Poison and Disease
scroll (1st level), common
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This scroll allows you to cast the first level spell Detect Poison and Disease. (Spell Save DC 13)

Weight: --

Value: 60 GP

(3) Scroll of Sanctuary
scroll (1st level), common
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This scroll allows you to cast the first level spell Sanctuary.

Weight: --

Value: 60 GP

Scroll of Cure Wounds
scroll (1st level), common
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This scroll allows you to cast the first level spell Cure Wounds. (1d8+2)

Weight: --

Value: 60 GP

2 x Potion of Healing
potion, common
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You regain 2d4+2 hit points when you drink this potion.


The potion’s red liquid glimmers when agitated.

Weight: --

Value: 50 GP 

+1 Shield
shield, uncommon
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This shield adds a total of +3 to AC instead of the normal +2.

Weight: 6 lbs.

Value: 1,510 GP 

 

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Amber Pyresoul


Improved Potion of Greater Healing (only half remains)
potion, uncommon
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You regain 4d4+4 hit points when you drink this potion. Or you can take this potion in half doses to heal 2d4+2 hit points. The potion’s thick green liquid glimmers when agitated.

Weight: --

Value: 150 GP 

Pearl
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Weight: --

Value: 100 GP
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Zuma


Vial of Drow Poison
poison (injury)
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This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

 

A dose of poison can coat one piercing or slashing weapon or 3 pieces of ammunition.

 

Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Weight: --

Value: 200 GP
(a vial contains a single dose)

Ring of Protection +1
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Ring with black band with a crimson spiral going around it.

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

Weight: --

Value: 3,500

Potion of Healing
potion, common
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You regain 2d4+2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.

Weight: --

Value: 50 GP 
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