Collected Company Inventory

Collected Company Inventory

Idol Of Drin
Wondrous Item, artifact
An astroglobe that spins entirely silent and powered by an ominous black crystal that is seated in its centre. It is built by dwarvern artifice in dedication to their Goddess of Emptiness, Drin. Due to its power, this artifact was brought to Forrent by the founding clans to keep it sealed away deep in a vault where it could be protected from those who sought to use it for evil and minimise its effects on others. It was never thought to be destroyed however, out of fear of slighting Drin and suffer the consequence. The idol was often used in prayers of respectful worship. 

The artifact currently has 7 charges.

Whenever a humanoid creature dies with 600ft of the astrolabe, the creature is robbed of its shadow and the astroglobe gains a charge. The crystal pulses to indicate the added charge. If you stop the astrolabe from its continual spinning, it expends all charges. The crystal within then begins to produce a foul black mist which then summons a Shadow in an available 5ft space surrounding you, equivalent to the charges expended. You do not decide where the shadows appear, just that they flood the available spaces randomly around you. The Shadows will all obey an attack directive command given by the idol's bearer, upon completing the command, the Shadows will then dissipate. When the astroglobe is free to spin, it will be able to collect new charges again.

If you are an evil aligned cleric or paladin, you can use the astroglobe as a holy symbol and you receive a +2 bonus to spell attack rolls made holding this artifact.

The idol's bearer no longer casts a shadow. It is not robbed of you however.

The only way to destroy the idol is to prevent it spinning for 3 days and then crush the black crystal within, whereby the astroglobe will then burst and collapse in on itself. Failing to do this will see the idol repair and reshape itself into pristine condition. 

Whirling Rod
Rod, very rare (requires attunement by a sorcerer, warlock, or wizard)
A scepter made of polished gold that twists down its length. At its head, the scepter houses a socketed shiny blue crystal. This rod was made to replicate the wrathful whirlpools that plague the eastern coastline outside the hill dwarf territory. It is believed that they are created by Balroh, God of Storms to serve as a constant reminder to the dwarvern people to stay in the earth and not the sea. 

The rod has 3 charges.

As an action, the holder can consume a charge to create a whirling windforce cylinder effect in a 15ftx15ft area for 1 minute within a 60ft range. No medium or smaller creature can move in or out of the wind cylinder. 
All medium or smaller sized creatures that are not in the eye of the cylinder are pushed 5ft outwards  by the buffeting wind.

Strength saving throw tied to larger creatures trying to move through the wind?

The rod regains all expended charges daily at dawn.

Wand of Rescuing 
Wand, rare (requires attunement by a wizard)

(under construction)

Has a type of drawing bodies from the grave ability. Useful to have during exploration, when the hill dwarves used to mine, accidental cave-ins and landslides were a looming threat. Dwarves needed a way to draw bodies from rubble and loose earth, so these wands, whilst no longer 

Apprentices and understudies often were granted access to these wands?
Reconnaissance troops often were granted access to these wands?

It has a diviners type sense to it that can locate 

Humanoid target?

60ft of the wand, control a body or the corpse of a medium humanoid and drag it through loose soil?

Warhammer Of Victory
Weapon (warhammer), rare (requires attunement by a dwarf)
A hefty gleaming steel hammer that always exudes a soft warmth. In the heat of battle, it ignites with the flames of a roaring forge. This hammer was usually awarded to accomplished dwarvern commanders in times past. Dwarvish inscriptions upon the head of the weapon detail an old war prayer to Wold, God of Victory: "May your flames in my forge bless my steel to bring me victory this day!"

You have a +2 bonus to attack and damage rolls made with this magic weapon, which deals fire damage instead of bludgeoning damage whilst activated.

To activate the weapon, the wielder must first speak aloud the war prayer engraved on the hammer's head. In doing so, the hammer's head then ignites with a burning fire for 1 hour. While alight, the hammer's flames burn bright light in a 10ft radius and an additional 5ft dim light. The hammer can only be activated once per day.

Ribbon
Weapon (rapier), rare (requires attunement to a male)
A cursed sentient black coloured rapier forged of impure steel on a cursed anvil. She manifests herself in the dreams of the one bonded to her as a beautiful temptress.

You have a +2 bonus to attack and damage rolls made with this magic weapon.  

This weapon has the light property.

When you make an opportunity attack against a creature using this weapon, on a successful hit, the creature must also succeed on a DC15 Strength saving throw or be restrained by magically tensile rose coloured ribbons that erupt from the blade to bind the target. The creature is not restrained if it is formless, huge or larger. A creature can use its action to make a DC15 Strength check, freeing itself or another creature within its reach on a success. 

Ribbon is a sentient chaotic evil weapon with an Intelligence of 10, a Wisdom of 10 and Charisma of 14. She has hearing and darkvision out to a range of 60ft. She communicates by transmitting emotions, sending a tingling sensation through her wielder's touch. She can communicate telepathically more explicit messages with her wielder while they sleep through dreams. In these dreams she presents as a beautiful temptress draped nakedly in ribbons with just enough to preserve her modesty. She knows telepathically of the wielder's desires and will present deliberately as a female of their race aligned to the wielder's idea of beauty.

Her only goal is to be with her wielder and be bathed in bloodshed, influencing her wielder however she can to preserve her attunement.

Ribbon is cursed and cannot be voluntarily unattuned from without first removing the curse. 

Rupture, Sword of Lesions
Weapon (longsword), artifact (requires attunement)
A legendary longsword, said to be one of the Seven Stars and capable of opening old wounds. It was famously wielded by Siberius Krast of the Protectors.

You have a +3 bonus to attack and damage rolls made with this magic weapon.  

This weapon has the finesse property.

Once attuned, the wielder magically gains proficiency with longswords. 

This weapon deals an additional 1d6 necrotic damage when the target taking damage is at full health and 2d6 necrotic damage when the target is bloodied.

Ring of Power
Ring, uncommon
Three small dense stones socketed into...
When the ring is activated, the stones levitate from their sockets and continue to orbit around the wrist of your hand wearing the ring. Strengthens unarmed strike by a currently undefined measure?

or

Ring of Power
Ring, rare
Three small dense stones socketed into...
You can use an action to activate one of the stones, it then crumbles away and you regain one expended spell slot. If the expended slot is of 4th level or higher, the new slot is 3rd level. 

Draconic Bone Armour(?)
Medium class

AC13+DEX
Better than leather by 1
Light armour?
 drain 1 hit die?
Every short rest you get 1d8 temp hp.


Recharge 1d6 charges everyday?

Key of Opening

x2 Pendant of Gurosh

x6 Twigblight Seeds

Planeshift Scroll-Type: Feywild

Mysterious Box

Orb of Observation

Horn of Zeal

x2 Boots of Striding and Springing

Lute of Playing 

Flute of Playing

Twin Crossbow

Helm of Minor Intelligence

x2 Wrist Blade








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