Money/Crafting Tokens
Gold: 749 Gold 5 Silver
73 Crafting Tokens
Mundane
Shortbow (20 Arrows) (3 lb w/ arrows+quiver)
Hand Crossbow (20 Silvered+ 20 Bolts) (6.5 lb w/ bolts+case)
Silvered Rapier
Silvered Longsword
Silvered Dagger
Shield
Dagger (1 lb)
Entertainer's Pack (34 lb)
Climbers Kit
Navigators Tools
Cartographers Tools
Hand Drum [Djembe]
Studded Leather Armour (13 lb)
Brewer's Supplies (9 lb)
Tinker's Tools (10 lb)
x2 Masterwork Bandolier (2 lb)
x1 Smokestick
x15 Empty Vials
Potions
x1 Potion of Heroism
x2 Potion of Healing (2d4+2)
x6 Potion of Greater Healing (4d4+4)
x2 Potion of Superior Healing (8d4+8)
x2 Potion of Invulnerability
x1 Holy Water (Improvised Weapon - 2d6 Radiant)
x1 Potion of Necrotic Resistance
x5 Potion of Fire Breath (DC 13 Dex - 4d6 Fire - Half on Save)
x2 Philter of Love
x1 Burnt Othur Flames
x5 Acid Vials
x1 Potion of Water Breathing
Scroll
x1 Scroll of Pyrotechnics
x1 Scroll of Locate Object
x1 Scroll of Lesser Restoration
x2 Scroll of Tongues
x3 Scroll of Dispel Magic
x2 Scroll of Healing Word
x2 Scroll of Enhance Ability
x1 Scroll of Sending
x1 Scroll of Dimension Door
x2 Scroll of Heroism
MISC
x1 T-shirt that reads “I survived Dsangir and all i got was this lousy t-shirt” (Stored in Faction Bank)
x1 Crate of Various Alcohols (Stored in Faction Bank)
x1 Varia'alet (Alcohol) (Stored in Faction Bank)
x10 pinches of Starlight Wisp "dust" (Stored in Faction Bank)
x1 "Mini Milk" T-Shirt (Stored in Faction Bank)
Blueprints
Alfonse's Lucky Coin
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Alfonse's Lucky Coin
Wondrous (Coin) - Major Uncommon - Attunement
A regular old coin blessed with unnatural luck and magical capability. This coin looks no different from any other piece of loose change, and can bestow upon those lucky enough with a heroic boon before battle.
My Lucky Day: If you flip this coin, it will always land on the side that you choose.
Your Lucky Day: As an action, you can choose a number of willing allies you can see equal to half of your charisma modifier, rounded up. These allies must choose between Heads (1) or Tails (2). After they have decided, roll 1d2. You cannot use My Lucky Day to effect the outcome of this roll. If the chosen allies correctly guessed which side the coin would land on, they receive 5 temporary hitpoints. These temporary hitpoints remain for one minute. You can use this ability once, with the usage refreshing on a short or long rest.
[Adornment, Enhancement, Enchantment, Spell Invocation (x1)]
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Qorra
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Qorra
Robes - Minor Uncommon (660gp)
Enchanted to help the wearer against the harsh desert, these robes offer comfort and a stylish twist on the usual majitalian attire with the inclusion of a hood.
While wearing these robes, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
[Base Material, Spell Invocation x2]
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Freemen Cloak
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Freemen Cloak - Cloak -
This cloak provides not only a convenient method to display one's own sigil; but it also is infused with the freedom of the sea.
You gain advantage on any saving throw that would impede your movement.
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Cantankerous Collective of Curious Coins (Attuned)
Cantankerous Collective of Curious Coins
Being crafted by Alfonse Finaforte
Pouch (Wondrous) - Major Rare (2700gp, 27 days) - Attunement: Bard
A pool of 20 coins await the booty beat, they wait patiently within the confines of a mundane looking pouch, which houses them and creates them whenever needed.
You gain an additional use of Bardic Inspiration.
As an action on your turn, you can activate this item, speaking its command word (default is ‘Bienvenue’), and its effect lasting until initiative ends. 1d8 + your Charisma modifier (minimum of 1) coins begin to float around you. At the start of your subsequent turns, you can make a Charisma (Performance) check with a DC equal to the number of coins floating around you, to a maximum of 20. On a success, you gain an additional coin. On a failure, you lose a coin. While this effect is active, you can not have less than 1 coin floating around you.
You can use the coins for the following abilities:
Adieu. As an action, you can launch a total of three coins at up to three creatures you can see within 30 feet of you. Make a ranged spell attack for each coin using your Charisma modifier, and each coin that hits deals 1 bludgeoning and 1 lightning damage. If the number of coins floating around you is at least 12, each coin deals an additional 1 thunder damage. The coins return to you after the attacks.
Bonjour. As an action, you can launch up to three coins to an ally within 30 feet of you that you can see. They float around them, acting as a ward until the start of your next turn. The next attack roll against them has its damaged reduced by 1 per coin sent, to a maximum of 3. The coins return to you afterward.
The coins return to their pouch at the end of initiative. You can use this effect twice per long rest.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1]
Amulet of Mithridatism
Amulet of Mithridatism
Wondrous (Necklace) – Minor Very Rare (2600gp)
This amulet is colored a pale green, held aloft by a cord of ivy and hempen rope. Wearing the amulet makes one feel nauseous for some time, though the feeling fades most often by the second hour. The back of the amulet contains a small vial full of a toxic green liquid, that is believed to be an amalgamation of poisons.
You gain advantage on saving throws made against the Poisoned condition.
Immunity from Dosage: As an action you call upon the myriad of poisons within the amulet. For the next minute you reduce all Poison damage that you take by 3. You can do this once, regaining the ability to do so at dawn.
[Base Material, Adornment, Special Method]
Pipe of Inspiration
Pipe of Inspiration
T2 Mission Reward
Wondrous (Pipe) - Minor Rare (1000 gp)
This is an ornate smoking pipe with a wooden chamber and an amber stem wrapped in an embroidered handhold, carved on one side of the chamber is the face of a horse implying it’s from Daborak. Chiseled into the amber is a quote in common “There is nothing like the first drag of the day”.
Puff, Puff, Pass: As an action, you can take a drag from this pipe, which summons in you a spark of lucidity. The next skill check you perform within the next minute gets a +2 bonus. This bonus cannot be gained or used in combat. While this ability has two charges, a given player can only benefit from it once per day. The charges and usability are refreshed at dawn.
This item is Glorybound.
Calamitous Card Case of the Charisma King (Attuned)
Calamitous Card Case of the Charisma King
Being crafted by Alfonse Finaforté
Shield - (5520gp 69 days) - Major Very Rare
Attunement - College of Glamour Bard
A strange shield which houses a magical card; encased within the middle of the gauntlet-like structure of the shield. The contraption looks mysteriously like it was made for an elaborate card game. The card can be drawn to summon a spectral guardian: a manifestation of one’s being that will defend the user and their allies.
Your constitution is increased by 2, up to a maximum equal to your ability score cap.
Charisma King. As an action say the phrase “I summon thee Charisma King!” to summon a spectral spirit within 5 feet of you. The summon lasts for 1 minute. When you summon the Charisma King, you can choose between Attack mode or Defense Mode. You can use this ability twice per long rest. As a bonus action, you can switch between Attack or Defense.
Attack Mode. Once per turn when you deal damage, you can deal an additional 1d6 force damage to one damage roll.
Defense Mode. You gain an additional +3 to your AC.
Solemn Wishes. While the Charisma King is summoned, all temporary healing you give out is increased by your charisma modifier.
All out Attack. While the Charisma King is summoned and you use Mantle of Inspiration. Instead of using their reaction to move, they can choose to use their reaction to make one Attack of Opportunity. You can use this ability twice per activation of Charisma King.
Book of Moon. While the Charisma King is summoned, as an action you can command creatures of your choice within 15 feet to bow down. The targeted creatures must make a DC 16 Charisma save or take 4d8 psychic damage and be knocked prone. They take half damage and are not knocked prone on a success. You can use this ability twice per activation of Charisma King.
Due to the Freeman Forge, you can spend 80 gold per day on this item.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation, Special Crafter]
Carrying Capacity: 150 lb - 130 lb
Equipment