Telaray and Her band of misfits Plot in Eotis | World Anvil
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Telaray and Her band of misfits

Bandolier of Elements (Requires Attunement) At dawn you choose one of the elements until the next dawn. This cross-chest bandolier has 6 magic daggers sheathed across it. When you take the Attack action while wearing this bandolier, you can use a bonus action to throw 1 of the daggers, making a ranged attack with it, provided you have a free hand. . The target takes an extra 1d6 damage of the type chosen, in addition to the weapon's damage, and the dagger disappears. On a miss, the dagger vanishes and reappears in the bandolier. A dagger vanishes if you don’t hurl it right away and immediately reappears in the bandolier. 1d6 missing daggers reappear in the bandolier's empty sheaths daily at dawn   Diviner's Dice (Requires Attunement) This set of three six-sided crystal dice is weakly connected to the tides of fate. You can roll these dice as an action and record the numbers rolled. Once rolled, you can't record any other numbers in this way until the next dawn. While you have the dice on your person, you can use a reaction when you or a creature you can see within 60 feet of you makes an attack roll or ability check to add or subtract one of the recorded numbers from the attack roll or ability check's total. You can wait to use this reaction until after the creature rolls the d20, but must decide before the GM says whether the roll succeeds or fails. Each recorded number can only be used once. You lose any unused recorded numbers daily at dawn.   Dagger of the Ogre Mage This blade was once used as a dagger by an ogre, but is nevertheless large enough to be a shortsword. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This blade’s hilt is hollow and can hold up to 3 cantrip spell scrolls. Cantrip scrolls left within the compartment for 1 minute activate one of the three clear gems adorning its grip. Once activated, you can cast these cantrips at will using your spellcasting modifier. If you don’t have a spellcasting modifier, use your Intelligence modifier instead. You have proficiency with these cantrips. Cantrips cast from the blade use the weapon as an arcane focus and allow you to perform any somatic components with the weapon instead of requiring a free hand. Scrolls contained within the sword are not destroyed after using them in this way. When you cast a cantrip using the sword that deals damage, the sword’s damage type changes to match the cantrip’s for 1 minute or until you end it early (no action required).   Hurricane Halberd - Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon. The lance has 4 charges and regains 1d4 expended charges each day at dawn. You can expend 1 charge as an action to surround yourself with a flurry of wind that lasts for 1 minute. While surrounded by this wind, you can take the Disengage action using a bonus action. You can expend a second charge of the weapon (no action required) while surrounded by the wind to extend the effect to any mount you’re currently riding. If you dismount or are forced off your mount, the effect fades from it. The effect ends early if you fall unconscious or are no longer wielding the lance. In addition, you can use the lance to cast the thunderwave spell at 3rd level (save DC 16). Once this property of the lance has been used, it can’t be used again until the following dawn.   Spellwriter's Brace - This writer's hand brace allows you to prepare four extra spells from your spellbook whenever you finish a long rest or learn 4 extra spells while attuned if you are a sorcerer. The spells can be no higher than 5th level and must be of a level for which you have spell slots. When you do, the prepared spells appear on the skin of your arm as abstract spell tattoos that represent them. As an action, you can touch a willing creature and speak the brace's command word to transfer one of your spell tattoos to it, causing the spell tattoo to disappear from your arm and appear on the creature instead. Once the spell is cast, its tattoo disappears. Any spell tattoos created by the brace disappear when you finish a long rest or remove the brace.   Minute and Hour These two magical weapons are bound by a powerful force. Despite there being two weapons, you only need to attune to one of them to use their properties. While holding one of the weapons, you can use an action to determine the distance and direction of the other paired weapon as long as you're on the same plane of existence. If you attune to one of the weapons while another creature is attuned to the other, you are each aware of the other creature's attunement and must make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The creature that wins the contest remains attuned to the item, and for the next 24 hours, its attunement cannot be broken by another creature attempting to attune to the other weapon. The creature that loses the contest is no longer attuned to the weapon. While holding both weapons in either hand, you gain several benefits: You gain a +1 bonus to attack and damage rolls made with these magic weapons. Your perception of time is slightly quickened: allowing you to dodge attacks that would have normally hit you. You gain a +1 bonus to AC. When you roll a 20 on an attack roll using Hour (the dagger) against a creature, that creature is under the effects of the slow spell until the end of your next turn. When you roll a 20 on an attack roll using Minute (the shortsword), you're under the effects of the haste spell until the start of your next turn. When the effect ends, you don't suffer the normal effects of the spell ending. In addition, you can use an action to lay the two weapons down on the ground. When you do, they magically point north before spinning around to align and tell the current time. When they do, 12:00 is always facing north.   You hear a metal bell begin to ring frantically, you hear from the top of the crows nest Rogue ship starboard! those with a passive perception of 16 are able to see a ship with blue painted wood, a mermaid at the bow with sails that seem to be adorned in blue scales. You hear a sharp ringing sound as it pierces across the sea.   You feel the thunder as it strikes even louder         Hinoda Port Kage - fairly large port city with a fair bit of trading merchants Magic Shops - The Rune Smith, The Horde, The Gold Sink Weapons shops - The Dancing Dagger, Foreign Singer Taverns - The Small Lily, The Dancing Lights, The Glowing Lizard The Bounties Help me I keep seeing shadows in the corner of my vision - Magistrate Yohan Irivic - Drow elf 1800 gp Anhkeg hive ruining crops right outside Kage - 1200 gp   Magistrate Yohan - Has not been able to sleep lately, feels like he's always being watched. Even when he goes to meetings. If the party could just help him get a goodnight's rest and figure out what has been happening he would be more than grateful. Man who made anti magic golems. - The Mage's Bane.           Assembly you have been very useful and have helped me achieve many things. Though for now I no longer need you. It was nice while it lasted. Thank you my little disassembler. From your old master, from your teacher, and from your father - Kingpin.

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