The Hoard of Verdanironax
Verdanironax has in his collection:
Gold and Gems
- Gold Coins: 20,000 gold pieces scattered in piles, mixed with the dust and debris of the tomb.
- Gemstones: A collection of 30 gemstones (worth 500 gp each), including emeralds, jade, sapphires, and a few deep green peridots that match the dragon's scales.
- Ancient Giant Coins: 50 platinum pieces the size of dinner plates, minted in an ancient giant civilization, each embossed with the face of a long-forgotten giant king. Each one is worth a thousand gold, if a buyer can be found.
Artifacts and Relics
- Giant’s Warhorn: A massive horn made from the tusk of a mammoth, once used to rally giant warriors. When blown, it can cast Fear (Wis save DC 16) once per day.
- Writings of the Giant King: A stone tablet inscribed with giant runes. Deciphering the runes reveals a powerful ritual that can be copied to a sheet of vellum to summon an earth elemental, usable once per long rest.
- Crown of the Cloud Giant: An ornate crown that grants the wearer control over weather within a mile, allowing them to cast Control Weather once per day.
- Tearuli, the ancient Elven sword of Myth Drannor. It is sentient, petulant, and vain. Any evil creature trying to attune to it gets 20 points of psychic damage instead (so basically, Callie and Maple are the only ones who might be able and willing to use it). But it will talk, readily and telepathically, to anyone it deems interesting enough to talk to.
Magical Items
- Dragon’s Bane Greatsword: A +2 greatsword forged by giants, glowing with runes that flare when in proximity to dragons. Deals an additional 3d6 damage against dragon-type creatures.
- Amulet of the Elements: A magical amulet that grants the wearer resistance to one of the following damage types: fire, cold, lightning, or acid. The resistance type can be changed during a short rest.
- Ring of Spell Turning: A ring that allows the wearer to reflect spells back at the caster. The ring has 3 charges, regaining 1d3 charges daily at dawn. Roll a D6 to determine the level of spell that can be reflected; if the dice roll is equal to or higher than the level of the spell being cast, the spell is reflected with the caster at the center of effect on an AoE.
- Mantle of Spell Resistance: This cloak grants the wearer advantage on saving throws against spells. It's particularly useful for a party that frequently faces spellcasters or magical traps.
- Staff of the Woodlands: This staff can be wielded as a magical quarterstaff, and it grants a +2 bonus to attack and damage rolls. It also has 10 charges that can be used to cast a variety of spells, including Wall of Thorns and Pass Without Trace. The staff can also be planted in the ground to become a healthy tree, which can be used as a retreat or a natural fortress.
- Winged Boots: These boots allow the wearer to fly at their walking speed for up to 4 hours, divided as the wearer wishes. The boots regain 2 hours of flying capability for every 12 hours they aren’t used.
Unique Treasures
- The Tome of Verdant Secrets: A thick ancient tome bound in green dragonhide. The tome contains druidic spells and secrets about controlling nature, including ancient spells from the days of the Giants Kingdoms that only the party can learn. It grants the user access to three unique nature-based spells that they can prepare daily in addition to their normal spell slots:
- Anti-life shell (Abjuration, level 4 spell, casting time 1 action): 10' radius spherical barrier centered on the caster that cannot be crossed by corporeal living creatures for up to 2 hours - including the caster, who is likewise trapped inside. Can be teleported around. No effect on undead, incorporeal, elemental or construct types. If a creature that would be unable to penetrate the barrier is in the area of its effect, the spell fails, but it can operate through solid material.
- Thorn Spray (Transmutation, level 4 spell, casting time 1 action): This spell allows the caster to animate and hurl 4 large thorns with significant force. The thorns may be launched from the caster's hand, or from nearby plants or bare ground up to 30' away, with a range of 20/60. Each dart does 2d4 magical piercing damage to the target on a successful attack roll, and causes uncomfortable stinging and disadvantage on attack rolls and ability checks if the target fails a Con save after being hit in a round (rolled once per turn). The hurled thorns can be flung at as many targets as the caster desires within range. For each spell slot above 4th, an additional dart can be thrown.
- Warp Wood (Transmutation, level 5 spell, casting time 1 action): The caster causes any nonmagical wood objects and/or creatures they can see within a 30' radius to bend and deform to the point of failure. Nonmagical arrows are ruined, wooden-hafted weapons bend into useless shapes, doors without metal bindings pop out of their frames, ships take on water, and trees less than 2' in diameter flop over like grass. The warping is permanent unless magical means such as mending or a second casting of warp wood is used to restore the item to its functional shape. Living creatures made of wood, such as Treants or wooden constructs, may make a CON save to resist the effects, but are bent and suffer 1d8 damage per level of the spell cast on a failure. Lesser Restoration or equivalent magic can restore the shape of a bent wooden creature, but must heal the damage per normal means.
- The Emerald Eye: A large emerald set in a golden circlet, once the eye of an ancient giant statue. The gem has absorbed the essence of the dragon, allowing the user to cast Legend Lore once per week and Scrying once per day when using the Emerald Eye as their spell focus.
Valuable Art Objects
- Giant’s Mural: A large tapestry depicting the history of a long-lost giant empire, woven with gold and silver threads. Worth 5,000 gp to the right collector.
- Statuette of Annam: A 4-foot tall statuette of Annam, the All-Father of giants, intricately carved from Lapis Lazuli and inlaid with precious metals in an ancient style. It radiates a faint magical aura of strong protection, potentially part of a larger group of giant artifacts in a matched set. Worth 10,000 gp but may have more significance in giant lore.
- Ancient Giant Sarcophagus: The dragon's lair includes a partially opened giant sarcophagus, revealing an exquisite silver-and-gold chain looped burial shroud worth 7,500 gp. Markings on the exterior identify the case as belonging to Corbantir's son, Falconire, who died in a chariot accident as a young man.
Miscellaneous Treasures
- Scroll of Giant Wisdom: A scroll containing ancient giant teachings, granting the reader advantage on Wisdom (Insight) checks for a month, but it first must be studied for 1d8+8 hours. At the end of this time the reader must make a Wisdom save DC16, or lose 2 points of Wisdom for a month instead.
- 2 x Potion of Storm Giant Strength: Two potions that grant the strength of a storm giant (Strength score of 29) for 1 hour.
- 5 x Elixir of Health: Five potions that remove any disease, curse, or poison, and heal 8d8+8 HP when consumed.
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