Dusken Glade Treasury

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Waterdhavian-coins.jpg

Dusken Group Loot

Coinage

Waterdhavian
Harbor Moons: 0
Suns: 24
Dragons: 469
Taols: 0
Shards: 1507
Nibs: 85

Other
xxx: 0
xxx: 0
xxx: 0
xxx: 0

Trade Bars
xxx: 0
xxx: 0
xxx: 0
xxx: 0

Gems and Art

Hand Axe with silver accents (Worth 45GP)

Potions and Scrolls

Potions

Potion of Healing x3 (2d4+2)
Potion of Growth
Potion of Knowledge (All four Elemental languages for 24 hours)

Scrolls

Cantrips
Challenger's Mark (Cleric/Sorcerer/Warlock/Wizard)
Quickling Step (Druid/Sorcerer/Warlock/Wizard)

1st Level
Thundering Armor (Bard/Cleric/Paladin/Warlock/Wizard)
Weightless Persuit (Paladin/Ranger/Sorcerer/Warlock/Wizard)

2nd Level
Animal Messenger Scroll (Bard/Druid/Ranger)
Beast Sense Scroll (Druid/Ranger)
Protection from Poison Scroll (Cleric/Druid/Paladin/Ranger)

Magic Items

Bag of Holding
Sickle of Warning (1d6 slashing, light)
  •This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Feather Token - Malachite Disc (Casts feather fall if bearer falls more than 10 ft, is destroyed in use)
  •Rare, not many wizards know how to craft them
Mechanical Shield
  •A small button on the handle when pressed unleashes the center point of the shield outwards, with a burst of steam, pushing any creature hit backwards.
  •While holding this shield you can use a bonus action to target a creature within 5 feet. The creature must make a DC 16 Strength saving throw. The creature takes 1d8 bludgeoning damage on a failed save and is pushed 10 feet directly away from you.
Robe of Useful Items
  •Wondrous, uncommon
  •This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
  •The robe has two of each of the following patches:
  • (2/2) Dagger
  • (2/2) Bullseye lantern (filled and lit)
  • (2/2) Steel mirror
  • (2/2) 10-foot pole
  • (2/2) Hempen rope (50 feet, coiled)
  • (2/2) Sack
  Additional Patches
  • (1/1) Spell scroll - Thunder Step (Xanathar's pg 168)
  • (1/1) Spell scroll - Comprehend Language
  • (1/1) Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
  • (1/1) Gem - 10 tourmalines (worth 100gp each)
  • (2/2) 2 Mastiff (see the Monster Manual for statistics)
  • (3/3) Rowboat (12 feet long)
  • (1/1) Iron Door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself

Equipment and Tools

Sickle (1d4 Slashing, light)
Component pouch
Holy Symbol of Bane
Quiver with 8 arrows, coated with Serpent venom (3d6 poison, Con DC 11)

Favors, Information, etc.