Difference between revisions of "Independant Society of Antiquaries Group Loot"

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<big>'''Coinage'''</big><br>
 
<big>'''Coinage'''</big><br>
'''PP:''' 48<br>
+
'''PP:''' 1258<br>
'''GP:''' 5972<br>
+
'''GP:''' 13,448<br>
'''SP:''' 2314<br>
+
'''SP:''' 3901<br>
'''CP:''' 182<br>
+
'''CP:''' 298<br>
 
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¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br>
 
¹<small>Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP</small><br>
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small>
+
²<small>Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP</small><br><br>
 
+
<big>'''Gemstones'''</big><br>
 +
{|
 +
|valign="top" width="40%"|
 +
;Greater Quality Gems
 +
:1000 GP Value
 +
::Black Opal x2
 +
::Blue Sapphire x2
 +
::Emerald x3
 +
::Fire Opal x4
 +
::Opal x1
 +
::Star Ruby x1
 +
::Yellow Sapphire x1
 +
|valign="top" width="10%"|
 +
|valign="top" width="40%"|
 +
;Lesser Quality Gems
 +
:Azurite 9gp
 +
:Rose Quartz 20gp
 +
:Lapis Lazuli 11gp
 +
:Peridot 20gp
 +
|}
 
{|
 
{|
 
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===Potions and Scrolls===
 
===Potions and Scrolls===
 
;Potions
 
;Potions
 +
:Potion of Animal Friendship
 
:Potion of Climbing
 
:Potion of Climbing
:Potion of Healing x 2
+
:Potion of Haste x2 (1d4 rounds of Haste)
:<span style="color:Magenta">Potion of Greater Healing *Claimed by Hjollman</span>
+
:Potion of Healing x 9
:Potion of Greater Healing
+
:Potion of Greater Healing x 6
:Vial of Antivenom x 2
+
:Potion of Growth x2
:Potion of Water Breathing x 6, 1 hour
+
:Potion of Levitation x 3
 +
:Potion of Superior Healing x 3
 +
:Potion of Water Breathing x 11, 1 hour
 +
:Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)
 
:Burn Ointment
 
:Burn Ointment
:6 Levitation potions
+
:4 Levitation potions
:Potion of Invisibility
 
:<span style="color:Magenta">Potion of Improved Invisibility *Claimed by Hjollman</span>
 
  
 
;Scrolls
 
;Scrolls
:<span style="color:Magenta">2 Scrolls of Mirror Image *Claimed by Hjollman</span>
+
:1 Scroll of Witch Bolt
:3 Scrolls of Mirror Image
+
:1 Scroll of Nystul's Magic Aura
 
+
:1 Scroll of Resurrection
;<span style="color:DarkGoldenrod">Grenades *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">3x grenades *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">2x smoke bombs *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">2x sleep-bombs *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">2x PitFiend (illegal) *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">1x stinking-cloud grenade *Claimed by Xenophon</span>
 
  
 
===Tools===
 
===Tools===
 
:Alchemist Kit
 
:Alchemist Kit
:<span style="color:DarkGoldenrod">Masterwork Tinkering Tools (double proficiency bonus if proficient) *Claimed by Xenophon</span>
 
  
 
===Crafting Materials===
 
===Crafting Materials===
:<span style="color:Magenta">Bars of iron, copper, silver, gold, platinum, various alloys, smaller amounts of mithril, arjale, starmetal - worth approximately 2800 gp *Claimed by Hjollman </span>
 
:<span style="color:Magenta">4,205 total value in metals and components from the spiders *Claimed by Hjollman </span>
 
:Lots of weird alchemy odds and ends/reagents
 
  
 
===Crafting Schema===
 
===Crafting Schema===
:<span style="color:Magenta">Ring of Mind Shielding *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Hat of Vermin *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Immovable Rod *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Necklace of Fireballs *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Portable Hole *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Bag of Holding *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Cube of Force *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Cubic Gate *Claimed by Hjollman </span>
 
:<span style="color:Magenta">Incomplete "Isolated Hagen-Coil Mana Inversion Bomb" *Claimed by Hjollman </span>
 
  
 
===Favors, Information, etc.===
 
===Favors, Information, etc.===
Line 79: Line 81:
  
 
===Not Quite Magic Items===
 
===Not Quite Magic Items===
;Silver Wands x8
+
;Silver Wands x5
;<span style="color:DarkGoldenrod">Grenade Launcher attachment for a firearm *Claimed by Xenophon</span>
+
 
:<span style="color:DarkGoldenrod">Requires tinkering or artificer to attach *Claimed by Xenophon</span>
+
===Magic Items that will be traded===
:<span style="color:DarkGoldenrod">Doubles range of grenades, bombs and even flasks loaded into the contraption *Claimed by Xenophon</span>
+
 
;<span style="color:Magenta">Crystal rod housed within a rune etched stone cylinder  x2
+
===Not Ours to Keep===
:<span style="color:Magenta">Spells and Schema are copied into the mind of the user, erasing them from the rod. The spells can then be transcribed to a scroll or spellbook, or just cast outright. The schema can be transcribed into usable schema.
+
;Artifact - Bloodstone of Fistandantalus
:<span style="color:Magenta">Rod 1
+
;Carashiel crystal
::<span style="color:Magenta">Spells - Faerie Fire, Fireball
+
 
::<span style="color:Magenta">Schema - Necklace of Fireballs
+
 
:<span style="color:Magenta">Rod 2
 
::<span style="color:Magenta">Spells - Sleep, Ray of Sickness
 
::<span style="color:Magenta">Schema - Wand of Sleep *Claimed by Hjollman </span>
 
;Memory Crystals x48
 
;Genie Mind
 
;<span style="color:DarkGoldenrod">Mountain Dew (20 oz.) x5 *Claimed by Xenophon</span>
 
;<span style="color:DarkGoldenrod">Big Bag of Cheetos x2 *Claimed by Xenophon</span>
 
 
|valign="top" width="5%"|
 
|valign="top" width="5%"|
 
|valign="top" width="45%"|
 
|valign="top" width="45%"|
  
 
===Magic Items===
 
===Magic Items===
;Censer of Commanding Smoke Elementals
 
:''Wondrous item, rare''
 
:While incense is burning in this censer, you can use an action to speak the censer’s command word and summon a smoke elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
 
;Spell Focus, shaped as a scroll. Doubles abjuration range
 
;Seraphim, Mythril half-plate +1 (16 AC, Max Dex +2)
 
;Seraphim, +1 Longbow +1D6 as long as there is sunlight
 
;<span style="color:Magenta">Living Spellbook (Requires attunement)
 
:<span style="color:Magenta">This small spell folio contains a number of cantrips scribed upon its pages.  Anyone attuned to the spellbook gains access to the cantrips within.  The spellbook can hover and will bob and twirl in the air when used and casts the spells for the user per their command.  The spellbook also affects a permanent Unseen Servant spell within 60’ of its location.  The book has the intelligence and mannerisms akin to that of a loyal dog.
 
:<span style="color:Magenta">For spell casting purposes, it has a casting bonus of +6 and a spell DC of 14.
 
:<span style="color:Magenta">Cantrips: Dancing Lights, Light, Mage Hand, Mending, Message, Prestidigitation, Amanuensis & Create Item. *Claimed by Hjollman </span>
 
;<span style="color:DarkGoldenrod">Peephole Ring *Claimed by Xenophon</span>
 
:<span style="color:DarkGoldenrod">The "Peephole Ring" looks like an ordinary ring with the symbol of an eye engraved in it.  When the ring is placed against any solid surface it acts as a peephole. Peephole can be used to see through up to 3ft of solid matter. Note there is no actual hole in the surface the ring only allows you to see through it as if there was a peephole at the location of the ring. Also note the ring doesn't provide any light, so if it is dark on the other side, all you will see is darkness. *Claimed by Xenophon</span>
 
;Boots of Speed
 
:''Big heavy gold & iron stompy boots''
 
:''Wondrous item, rare (requires attunement)''
 
:While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
 
:When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
 
 
;Immovable Rods (2 total)
 
;Immovable Rods (2 total)
 
:''Rod, uncommon''
 
:''Rod, uncommon''
 
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
 
:This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
;Wand of Binding
+
;Dust of Sneezing and Choking
:''Wand, rare (requires attunement by a spellcaster)''
+
:''Wondrous item, uncommon''
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
+
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.
:<b><i>Spells.</i></b> While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
+
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
:<b><i>Assisted Escape.</i></b> While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
+
;Rod of Security
;<span style="color:Magenta">Wand of Magic Missiles
+
:''Rod, very rare''
:<span style="color:Magenta">''Wand, uncommon''
+
:While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
:<span style="color:Magenta">This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
+
:For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
:<span style="color:Magenta">The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. *Claimed by Hjollman </span>
+
:When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
;Wand of Magic Missiles
+
;Bag of Tricks - Rust
:''Wand, uncommon''
+
:''Wondrous item, uncommon''
:This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
+
:This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
+
:You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
;Wand of Conjuration
+
:The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
:This wand has 7 charges. Made of walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells:
 
:Stinking cloud (1 charge +1 for each spell level higher cast)
 
:Unseen servant (1 charge)
 
:Summon Swarm (Charges pending GM note delving) (you summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.)
 
:Creation (3 charges)
 
:Cloudkill (3 charges +1 for each spell level higher cast)
 
:Monster Summoning (3 charges)
 
;<span style="color:DarkOrchid">Dean of Roses Rotary Phone *'''Not Being Sold''' this round.</span>
 
:<span style="color:DarkOrchid">Allows the use of Sending 3/day
 
:<span style="color:DarkOrchid">Allows the user to contact any communication device (technological, psionic or magical) in the possession of someone they know.
 
  
 +
::'''D8 Result'''
 +
::1 Rat
 +
::2 Owl
 +
::3 Mastiff
 +
::4 Goat
 +
::5 Giant goat
 +
::6 Giant boar
 +
::7 Lion
 +
::8 Brown bear
 
|}
 
|}
 +
===Recent Aquisitions===
 +
;Bottomless canister of Dust of Cleaning
 +
;Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses
 +
;Wand of Fear
 +
:''Wand, rare (requires attunement)''
 +
:This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
 +
:'''Command''' While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
 +
:'''Cone of Fear''' While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
 +
;Wand of Polymorph
 +
:''Wand, very rare (requires attunement by a Spellcaster)''
 +
:This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
 +
:The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
 +
;Wand of Viscid Globs
 +
:''Wand, rare (requires attunement)''
 +
:Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
 +
:Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
 +
:The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
 +
:A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
 +
;Studded Leather +2 - Thunder Resistance
 +
;--------Fight in the square with the colossus--------
 +
;Spore Hood -  Allows wearer to use gaseous form (but a cloud of spores) 1/day.
 +
;Slate that transmit to a secondary slate anything written on it
 +
;Figurine: Goose (it can act as a watch/alarm goose as well as a sneak-thief)

Latest revision as of 17:24, 13 May 2022

The Lost & The Found Group Loot

Resources

Coinage
PP: 1258
GP: 13,448
SP: 3901
CP: 298

Trade Bars¹
PTB: 0
GTB: 0
STB: 0
CTB: 0

Ingots²
PI: 0
GI: 0
SI: 0
CI: 0

¹Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP
²Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP

Gemstones

Greater Quality Gems
1000 GP Value
Black Opal x2
Blue Sapphire x2
Emerald x3
Fire Opal x4
Opal x1
Star Ruby x1
Yellow Sapphire x1
Lesser Quality Gems
Azurite 9gp
Rose Quartz 20gp
Lapis Lazuli 11gp
Peridot 20gp

Potions and Scrolls

Potions
Potion of Animal Friendship
Potion of Climbing
Potion of Haste x2 (1d4 rounds of Haste)
Potion of Healing x 9
Potion of Greater Healing x 6
Potion of Growth x2
Potion of Levitation x 3
Potion of Superior Healing x 3
Potion of Water Breathing x 11, 1 hour
Potion of Perfect Healing x1 (Revivify and/or Fully restore all HP)
Burn Ointment
4 Levitation potions
Scrolls
1 Scroll of Witch Bolt
1 Scroll of Nystul's Magic Aura
1 Scroll of Resurrection

Tools

Alchemist Kit

Crafting Materials

Crafting Schema

Favors, Information, etc.

As a group Alva will give us early knowledge of missions before posting for adventuring groups
Each member of the group has earned Alva's favor and can get an audience with her at any time.

Not Quite Magic Items

Silver Wands x5

Magic Items that will be traded

Not Ours to Keep

Artifact - Bloodstone of Fistandantalus
Carashiel crystal


Magic Items

Immovable Rods (2 total)
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Dust of Sneezing and Choking
Wondrous item, uncommon
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Rod of Security
Rod, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Bag of Tricks - Rust
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
D8 Result
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear

Recent Aquisitions

Bottomless canister of Dust of Cleaning
Canister of enchanted hot coaco (Grants 2 Hit dice of temp hit-points) - 10 doses
Wand of Fear
Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Wand of Polymorph
Wand, very rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Viscid Globs
Wand, rare (requires attunement)
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
Studded Leather +2 - Thunder Resistance
--------Fight in the square with the colossus--------
Spore Hood - Allows wearer to use gaseous form (but a cloud of spores) 1/day.
Slate that transmit to a secondary slate anything written on it
Figurine
Goose (it can act as a watch/alarm goose as well as a sneak-thief)