Gaiobros Item Catalog
Magic/Special Items of the Party
I’ve compiled an extensive list of the magical & special items that your party has collected during the campaign. And to make things even more player focused, I’ve decided to implement a new system for providing y’all with magic items. From now on, the players shall individually or collectively decide on magic or special items they’d like to find or craft in the game. Simply text or Discord message me those ideas and I’ll do my best to work them in as quest rewards or field loot! If what you seek is something that must be crafted, I will work crafting materials & necessary information into your loot. This system is intended to replace my former “spontaneous creation” system for magic items. I believe this will improve things on two fronts; not only can you guys personally craft your experience with magic items that suit you, but it allows me time to craft items without game-breaking loopholes or underwhelming/boring capabilities. That being said, unless I have a specific magic/special item for you pertaining to the story/gameplay, all other magic items you receive will be based on the requests you give me; all other loot will be nonmagical or existing magical items.Group Inventory: Free-standing or within Sack/Bag of Holding
- The Bonemobile (freestanding w/ 6 Force Cannons; commandeered by Gaelica's Fist for transportation)- This mystical war carriage can fit 7 passengers comfortably (1 in the cockpit manning the reigns, 6 in the cabin), has 6 portholes (three on each side of the vessel), and a storage compartment in the back (currently full of alcohol). Any ranged attacks made through these gains a range of 400/1,000 ft, regardless of the original range of the spell or weapon. The Bonemobile’s exterior is coated with scale-like armor, giving the carriage an AC of 22 and max HP of 286/300. The carriage currently has two known travel modes; land mode (standard wheel alignment) and aerial mode (wheel axles realign to form a set of perpendicular sails across the bottom of the carriage, while the wheels become magic propellers to keep the carriage afloat). Since Gaiobros Chapter 33, the war carriage has been retrofitted with a magitech workshop in the back, reducing its comfortable passenger space to 4-5. In addition, it also has 6 Force Cannons retrofitted to the portholes. The carriage has a speed of 50 ft when pulled by a Huge creature or at least two Large creatures. If all creatures pulling the carriage have a flying or swimming speed, the carriage applies its 50 ft speed to that form of movement. The carriage is currently pulled by the dragon steed of Gaelica's Fist, crafted from the various dragon parts taken from the Gaiobros)
- Santa's Sleigh (freestanding w/ 4 Force Cannons; converted into Gaelica's Sleigh) - a teleport-able sleigh with a trunk for the sack of holding, a four/five-seat carriage for Wizard Santa, and reins for 8-9 reigndeer to pull it for the initial space jumps. The sleigh has an AC of 20, 100 HP & constantly ripples with dark energy. It is currently retrofitted with 4 Force Cannons; 2 swivel cannons on the back, 2 static cannon on the front sides. The sleigh has a flying speed of 90 ft (with 8 reigndeer), 60 ft (with 6 reigndeer), 40 ft (wih 4 reigndeer), and cannot fly with less than 4 reigndeer. When making a spatial teleportation jump, the sleigh requires 8 reigndeer and for the crystal ball interface to be functioning. If less than 4 reigndeer are used to pull the speed, it has a ground movement speed of 40 ft.
- 10 Force Guns (6 affixed to the BoneMobile, 4 affixed to Gaelica's Sleigh) - experimental dark energy weapon. Ranged Weapon Attacks, two-handed or mountable, heavy, range 80/320 ft. The user must succeed on a DC 12 Strength/Athletics check for have disadvantage on attack rolls made with this weapon, unless it is mounted on something else. Only gunslingers & Artificers can add their proficiency bonus to these attack rolls. Deals 2d12 force damage + Dexterity modifier; opponent must succeed on a Strength saving throw against the damage dealt or be pushed back 10 ft. If the user rolls a natural 5 or lower on their attack roll with this weapon, the gun misfires and deals the damage in a 10 ft AoE centered on you, forcing you and any creatures in it to make the same saving throw with the same consequences.
- Santa's Sack of Holding (sold to Count Volugard) - a bag of holding, with mild limitations due to Master Obu's drainage of dark energy from the bag for his own purposes. Specifically, the bag can hold 750 lbs of stuff (could have held 1,000 lbs without Obu's manipulations).
- Bag of Holding (sold to Count Volugard)- can hold up to 500 lbs
- 10 Necrocannons (was within Santa's Sack of Holding, built into Gaelica's War Diamond): experimental dark energy weapon. Ranged Weapon Attacks, two-handed or mountable, heavy, range 80/320 ft. The user must succeed on a DC 12 Strength/Athletics check for have disadvantage on attack rolls made with this weapon, unless it is mounted on something else. Only gunslingers & Artificers can add their proficiency bonus to these attack rolls. Deals 2d12 necrotic damage + Dexterity modifier; opponent must succeed on a Constitution saving throw against the damage dealt or have their max HP reduced by half the total damage until they complete a long rest. If the user rolls a natural 5 or lower on their attack roll with this weapon, the gun misfires and deals the damage in a 10 ft AoE centered on you, forcing you and any creatures in it to make the same saving throw with the same consequences.
- 10 Frost Cannons (was within Santa's Sack of Holding, built into Gaelica's War Diamond): experimental dark energy weapon. Ranged Weapon Attacks, two-handed or mountable, heavy, range 80/320 ft. The user must succeed on a DC 12 Strength/Athletics check for have disadvantage on attack rolls made with this weapon, unless it is mounted on something else. Only gunslingers & Artificers can add their proficiency bonus to these attack rolls. Deals 2d12 cold damage + Dexterity modifier; opponent must make a Constitution saving throw against the damage dealt or have speed reduced by 10 ft. They can make subsequent saving throws at the end of each turn to end this effect. If their speed is reduced to 0, they are frozen solid for 1 round and considered incapacitated during that time. If the user rolls a natural 5 or lower on their attack roll with this weapon, the gun misfires and deals the damage in a 10 ft AoE centered on you, forcing you and any creatures in it to make the same saving throw with the same consequences.
- 8 kegs of alcohol (was within the Bonemobile, sold to the Rowdy Wight)
- One keg of diseased alcohol, which is wearing a mammoth fur coozie (was within the Bonemobile, sold to the Rowdy Wight)
- 4 Soul Slurp potions (was within the Bag of Holding, sold to Argatha): an experimental energy drink developed in the Christmas R&D department, but not yet in present circulation. It contains essence of souls collected by Wizard Santa, whether from his naughty list or St. Knights hitlist. The idea was for kids to minimally consume soul fragments of naughty children, gaining life from their failures. This drink heals the user 3d8+4 per juice box or can recover 1 spell slot up to 1d8 level
- 6 Icy-hot potions (was within the Bag of Holding, sold to Argatha) - grant resistance to cold damage for 1 hour. It also grants advantage on saving throws against any cold-based effects that would reduce movement speed.
- 6 Necrosynol potions (was within the Bag of Holding, sold to Argatha) - grant resistance to necrotic damage for 1 hour. If the user is reduced to 0 HP by a necrotic attack that would later rise them as a zombie/skeleton, they can make a Constitution saving throw contested by any carryover damage from the attack (ex. if you have 20 HP and are hit by Negative Energy Flood for 30 necrotic damage, you would make a saving throw with a DC of 10). If you succeed, you regain 1 HP and the potion's effects end.
- 1 vial of Genie Ink (was within the Bag of Holding, sold to Count Volugard) - crafted with ichor from the four known genie types, this arcane alchemation can be used to enchant one instance of parchment or writing surface with a single cast of the Wish spell. The spell will operate within the same limitations as the spell indicates.
- 10 Gift Grenades (was within the Bag of Holding, given to Mechazar) - gift-box shaped projectiles, thrown range 20/60 ft, AoE 15 ft. 3d6 piercing damage to anyone failing a DC 15 Dexterity saving throw (half if they succeed).
- Scroll of Identify (was within the Bag of Holding, sold to Count Volugard) - can cast one usage of the spell Identify. Alternatively, a wizard could transcribe this spell into their spell book, requiring 2 hours & 50 gp for the special inks and paper used to do so. A Divination wizard can transcribe this spell using 1 hour & 25 gp.
- 2 Sending Transponders (was within the Bag of Holding, sold to Count Volugard): allow the party to communicate with each other through unlimited uses of the Sending spell, utilizing the natural dark energy transmission lines throughout the world. However, anyone capable of manipulating said lines effectively could tamper and listen in with high enough rolls. The transponders are currently split between the Bonemobile & Santa's Sleigh.
- Various notes from Wizard Santa's necromancy lab & mage tower (within the Bag of Holding, taken into Lady Gaelica's personal workshop)
- Any information from the Gaiobros Library that sn't specifically claimed by another player's inventory (was within the Sack of Holding, everything except the Blood Magic book was donated to the Opulent Conservatory)
- 2 of every nonmagical weapon & armor from the St. Knights armory (was within the Sack of Holding, stowed in the Roving Shadows weapons cache): search Weapons/Armor 5e and you'll find tables and such
- Magic Gnome Lamp (was within the Bag of Holding, sold to Count Volugard): can cast unlimited usages of the spell Light. The Light spell can last indefinitely when cast this way, but the gnome becomes animated and performs various dances/jigs for the spell's duration.
- Fork's Dragon Horn (was within the Bag of Holding, used to create the BoneMobile's dragon steed): Takes from Gothicca's skull; too big to fit in personal inventory and probably too big for the Bag of Holding
- Rope of Entanglement (was within the Bag of Holding, sold to Count Volugard)
- Goggles of Night (was within the Bag of Holding, sold to Count Volugard)
- Mage's Bark Mail (was within the Bag of Holding, sold to Count Volugard): Requires attunement. AC of 15 (disadvantage on Stealth), but wearable by mages without impacting their spellcasting abilities.
- 3 doses of Ivory Crack (was within the Bag of Holding, sold to Count Volugard): sometimes called the Northmen’s Coke, this gives the user +10 to movement speed & advantage on Strength, Dexterity & Constitution checks/saving throws (including attacks) for 1 minute.
- 2 doses L.S. Tree (was within the Bag of Holding, sold to Argatha): LSD equivalent. An experimental hallucinagen, made from plant roots with spiritual connection to each plane of the multiverse. For 3 hours, the user has advantage on Wisdom & Intelligence checks/attacks/saving throws and disadavantage on Charisma checks/attacks/saving throws. In addition, the user can use their hallucinating mind to see into other realms of existence. To view various realms at random, the user sacrifices 5 ft of movement that turn, but will see random images and information from the other planes. To choose a specific realm to view, the user rolls a Insight, Arcana, Nature, Religion, or Perception check. Upon success, they project their consciousness into the coordinate-equivalent of their current location on their chosen plane, and can either utilize their regular Actions, Bonus Actions & movement in this chosen plane, or revert back to the mortal plane to do so, sacrificing 5 ft of movement for the latter option.
- 6 gp of Fool's Gold (was within the Bag of Holding, sold to Count Volugard): When spending 1 gp of Fool's Gold, the spender can cast an illusion that this amount of gold covers the entire cost of the purchase. Illusion can be combated by the merchant with an Intelligence saving throw (DC equal to the spender's spellsave DC, or 8+proficency bonus+Charisma modifier if they aren't a spellcaster). All characters on the merchant's side of the transaction pass or fail based on the roll of the lead merchant. Illusion wears off after a day.
- Frostfire Boomeraxe (was within the Bag of Holding, sold to Count Volugard): deals 1d12 slashing plus 2d6 cold or fire damage (player choice), has a throwing range of 30/80 ft and will return to your hand as a bonus action. It has the same amount of movement to get back to you as it flew when thrown. Anyone in its flight path during the return must make a Dex save against Balcazar’s spellsave DC or take 1d12 slashing.
- 1/2 Oz of Candy Cane Kush (was within the Bag of Holding, sold to Argatha): dankest weed in Cyregnor, seems to be made from arctic plants that feed off dark energy.
- Shroud of Shadows (was within the Bag of Holding, sold to Count Volugard): makes you appear undead to any divination/divine abilities or other perceptiosn, and gives advantage on Stealth checks in the dark/shadows.
- Ring of Invisibility (was within the Bag of Holding, sold to Count Volugard): Requires attunement. While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
- Wand of War Mage (was within the Bag of Holding, sold to Count Volugard): Requires attunement. +2 bonus to spell attack rolls, and you ignore half cover
- 1 Potion of Healing (was within the Bag of Holding, sold to Argatha): 2d4+2 healing, can take as a Bonus Action or use on an incapacitated creature as an Action
- 1 Potion of Supreme Healing (was within the Bag of Holding, sold to Argatha): 10d4+20 healing, can take as a Bonus Action or use on an incapacitated creature as an Action
- 2 Potions of Superior Healing (was within the Bag of Holding, sold to Argatha): 8d4+8 healing, can take as a Bonus Action or use on an incapacitated creature as an Action
- 1 Anti-poison (was within the Bag of Holding, sold to Argatha): automatically heals any poisons or non-chronic, nonmagical illnesses. Can roll a DC 14 spell attack in conjunction with this potion to cure a target of magical ailments.
- A 2-leaf bulb of sleeping herbs (was within the Bag of Holding, sold to Argatha) - can be sprayed as a powder (thrown weapon, range 20/60 ft), eaten as a leaf, or drank as a potion (takes 2 minutes using 8 fl oz of water & your alchemist tools, can be ingested or applied to a weapon), target must make a DC 15 Constitution saving throw or be knocked unconscious for a max of 6 hours. A Huge creature has advantage on the saving throw, and Gargantuan creatures are immune. Targets that cannot be put to sleep by magic (such as those with the Fey Ancestry trait) are immune.
- A 3-leaf bulb of paralysis herbs (was within the Bag of Holding, sold to Argatha) - can be sprayed as a powder (thrown weapon, range 20/60 ft), eaten as a leaf, or drank as a potion (takes 2 minutes using 8 fl oz of water & your alchemist tools, can be ingested or applied to a weapon), 1 hour of paralysis. If used in combat, target must make a DC 15 Constitution saving throw at the start of each turn they are paralyzed, ending the effect upon success. A Huge creature has advantage on the saving throw, and Gargantuan creatures are immune. A paralyzed creature is incapacitated, can’t move or speak, and automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage, and any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature
- 5 Absolute Zero Grenades (was within the Bag of Holding, given to Mechazar): AoE 20 ft, 3d8 cold damage to creatures that fail a DC 15 Constitution saving throw (half damage to those that succeed). In addition, anyone that fails the saving throw is frozen solid for one round.
- 1 lb of Polar Bear & Reindeer jerkey (was within the Bag of Holding, sold to Mellok's Meats)
- 75 Poison Barkstars (was within the Bag of Holding, given to Spoonmaster) - Thrown (range 30/80 ft), 1d4 piercing + mod (0 minimum), plus 1d6 poison damage. Attacks & Damage use Strength or Dexterity modifier (Finesse property) and are easily concealed in clothing. Barkstars are expended after each use, but can be studied during downtime and recreated (with the proper ability checks & materials)
- Chargon’s Greatsword (was within the Bag of Holding, sold to Count Volugard) adds 1d6 fire damage to any melee attack. Three times a day, the sword can be swung in a horizontal motion to create a 15 ft long AoE wave that can travel 30 ft before dissipating. Deals 4d6 fire damage. This forces opponents to make a DC 15 Dexterity saving throw, taking half upon success
- Frostfire Glaive (was within the Bag of Holding, sold to Count Volugard) - heavy, two handed, reach 10 ft. Deals 1d10 slashing plus 2d6 cold or fire damage (player choice).
- Dark Energy Motor (was within the Bag of Holding, sold to Count Volugard) - a prototype magitech device found in Wizard Santa's fractal generator tower that could (theoretically) syphon dark energy from a source as powerful as the Daidrin Gaiostone and channel it more safely.
- Staff of the Wild (was within the Bag of Holding, sold to Count Volugard) - when you make a successful attack with this weapon against an a creature, one beast companion of your choice gets an opportunity attack against the target you've jut hit. The chosen beast must be able to see the creature and have enough movement speed to reach them at that moment. If you use this on a beast who is indifferent to you, make a DC 15 Animal Handling check to see if they listen to you. If the beast is hostile towards you, you have disadvantage on the check.
- 2 Dark Lightning Quarterstaffs (was within the Bag of Holding, one sold to Count Volugard and one given to Spoonmaster) - deals an extra 1d6 lightning damage that affects undead creatures normally, regardless of any resistances or immunities to lightning damage they might have. The damage can be applied to spells that are cast using this staff as a spellcasting focus.
Balcazar
- Claw of Madrakor (requires attunement, embedded in Mechazar): Malleable Cursed bracelet/armband (attunement required for use). Can use a bonus action to attack opponents (range 30 ft, 2d6+4 damage, choice of piercing/bludgeoning/slashing/necrotic), shield attacks (+4 to AC, your spellcasting mod), fly around the battlefield (60 ft of total movement per turn), grapple an opponent with your spellsave DC against their Strength saving throw (can travel up to 60 ft total to retrieve a target and move them around. If it reaches Balcazar, he can make one melee weapon attack against them), or cast Madrakor's Curse. The user can cast Madrakor's Curse on a target once per short or long rest, against which the target must roll a saving throw. If the target succeeds, the curse rebounds and inflicts 2d6+4 on the user. If they fail, they take 2d6+4 necrotic damage and 2d6 necrotic damage per subsequent turn that they don't break the curse. Breaking the curse can only be attempted after taking its damage that turn. In addition, the Claw of Madrakor satisfies any material components for necromancy spells (except Revivif, Raise Dead, Resurrection & True Ressurection), gives +1 to attack rolls & spellsave DC when casting necromancy or draconic spells, and can regain HP equal to 0%/25%/50%/75% of the damage done by the Claw of Madrakor (or a necromancy spell cast through it) based on what they roll on 1d4 (1 gives 0%, 2 gives 25%, 3 gives 50%, 4 gives 75%)
- Vhashuun’s Mystical Innovations (donated to the Opulent Conservatory)- a Draconic book with magic-tech blueprints & Draconic infusions that an artificer would use, with one item appearing to be a Draconic wing suit for Medium-sized reptilian humanoids. Artificer magic is currently foreign to Balcazar, but with his lizard brain, the knowledge of his patron, and/or a little help from Master Obu, he could possibly figure out how to design these infused items.
- Blacksun Amulet (worked into the Lizardflight Mark I, embedded in Mechazar) - amplifies the power of spells dealing force, necrotic, and either force/fire/lightning (starts on force, but can change it once per Long Rest), ca damage when channeled through it. The amulet counts as your arcane focus when casting this way and gives +1 to spell attack rolls/damage rolls/spellsave DC for the affected damage types. If you make a spell attack roll and hit, or if a target fails the saving throw against your spell, 1d4 to see how the damage will be amplified; 4 get 2x total damage dealt from the spell, 3 gets 1.5x total damage dealt from the spell, 2 & 1 gets normal damage. If you miss an attack roll, you can use this item to reroll once, dealing normal damage if you hit but not amplifying it. If a target succeeds on their saving throw, they take half/no damage (based on the spell) as if it hadn't been amplified
- Lizardflight Mark I (requires attunement, embedded in Mechazar): Magitech combat suit. AC 17 & resistance to bludgeoning/piercing/slashing damage from nonmagical attacks. Secondary abilities activate with a Bonus Action. Once active, grants a 120 ft fly speed for 2 minutes. Must recharge for 1 minute in between uses. Can also channel Gaioforce spells directly through the armor, doubling their normal range (casting range, not the AoE that they can affect).
- Frostfire Glaive (Mechazar's melee weapon) - heavy, two handed, reach 10 ft. Deals 1d10 slashing plus 2d6 cold or fire damage (player choice).
- Mammoth Pelt with tusk decorations (traded to Darkjaw along with Balcazar's severed tail): nonmagical
Draconius Moanius
- Queen Medusa's head (expended to construct the Underwitch)- necromancy could do some nutty things with enough creativity. The severed neck is "cauterized" in stone.
- 3 vials of Medusa blood (expended to construct the Underwitch)- unused, to my knowledge. Different blood types might have interesting effects when used to summon demons
- Soul Stick (in possession of the Underwitch): Versatile ( 1d8 with two hands, 1d6 with one). +1 to attack rolls/damage rolls/spellsave DC, considered magical and can be used as a spellcasting focus. Has a thrown range of 20/60 ft, can return to hand as a Bonus Action and spins at anyone in its straight path back. They make a DC 15 Dexterity saving throw or take 1d6 bludgeoning. In addition, once per turn after a successful hit, the creature must make a DC 15 Wisdom saving throw or have the mental capacity of any spirit passing through the Ethereal Plane until the start of the attacker's next turn. The player can roll a d4 to determine the type of spirit: 1 (at peace with death, AC reduced by 2), 2 (mournful spirit, -2 to Charisma & cannot cast spells), 3 (wrathful spirit, -2 to Intelligence & 50% chance of attacking an ally on their turn), 4 (ethereal traveler, -2 to Wisdom & 50% chance of using their movement to try fleeing the fight). If the target succeeds on their saving throw, they have advantage on all subsequent attempts until they fail one.
- Thugoran Callstone (in possession of Draconius Moanius as he serves Thalonius): allows Draconius to communicate with demons in the Thugoran Chaos. He can speak to Thalonius & Stonius through this stone as well. Also serves as Draconius' arcane focus.
- Magitech Mage Robes (in possession of the Underwitch): Requires attunement. AC of 11+spell ability modifier (just the ability score, not proficiency bonus), requires attunement. Used his connection to the Rouzhai Gaioforce to property enchant this. Activating with a Bonus Action, can grant resistance to a damage type for 1 minute at a time. The damage type is determined by player's choice or by rolling 1d6 , and can be either acid (1), cold (2), fire (3), lightning (4), radiant (5) or force (6). The wearer can use a Bonus Action to deactivate the current resistance, but would need to use a separate Bonus Action and roll 1d6 to choose another resistance (can reroll if same one as previous comes up).
- Hat of Disguise and a Boomerang Hat (sold to Count Volugard). The Hat of Disguise requires attunement and allows the wearer to cast Disguise Self at will, while the boomerang hat does 1d4 slashing damage when thrown (range 30/120 ft)
- Candy Cane Quarterstaff (given to Spoonmaster): releases a gust of arctic wind in a 15 ft wide arc that can travel up to 30 ft before dissipating. Anyone caught in the blast makes a Dexterity saving throw or suffers 4d6 cold damage, taking half upon success. Recharges with a 5 or 6 on a d6 roll, 1d6 . You make the recharge roll at the start of your turn.
Fork (items passed on to the afterlife as a piece of his ethereal essence)
- Tavern King Crown - while wearing, can make headbutts as a normal Martial Arts strike.
- Flask of the Half Pint - magically refills itself with the last alcohol that was in it. Does this until a new alcohol is poured into the flask
- Dragontooth necklace: oversized & awkward to wear; has a surprise effect
Tavern King's Buzzkiller
The only magical item Fork required. Quarterstaff, 1d6+4 when wielding with one hand, 1d8+4 if wielding with both. When you use the Attack action with an unarmed strike or monk weapon, you can make an unarmed strike as a bonus action. Also, this staff is infused with the Bond of the Drunk; for 2 hours, the user gains one feature of their choice from another class (based on the alcohol they drank the most of in the past 24 hours). They can only choose a feature that would be available to them at their current level. Any beverages he has can be drunk from his flask or his Ivory Drinking Horn The following alcohols provide him with access to the following classes:- Whiskey: Barbarian
- Ale: Fighter
- Rum: Rogue
- Wine: Paladin
- Tequila: Bard
- Other: If consuming an alcohol other than those listed, 1d4 to get a random spellcaster (4 gets Druid, 3 gets Cleric, 2 gets Sorcerer, 1 gets Warlock). No matter which you get, the alcohol in your veins prepares a number of spells equal to half their level (rounded down) + your Wisdom mod, choosing from the spell list available to that class. The amount of spell slots you gain is equivalent to the amount you would have at your level in that class.
- Vodka: Ranger (this version)
Chazzle
- Pentaphant's Wrath (in possession of Chazzlewight): Greataxe, +1 to attack & damage rolls, additional 2d6 fire damage per attack once per Long Rest, you can use the axe to activate Demonic Rage, which piggybacks on your existing barbarian rage (if you aren’t currently raging, you start raging and expend a use as normal). Demonic Rage gives you three attacks per attack action, doubles your rage damage bonus, and increases the fire damage to 3d6 per attack. However, roll 1d6 upon activation (reroll 1s & 2s your rage lasts for this many rounds, then you fall unconscious for the same amount of rounds (can only wake up if you take half or more of your current HP)
- Horn of Soiling (in possession of Chazzlewight): An ivory warhorn carved from the tusk of Gondruk the Ivory King, a feared half-giant mammodon warlord slain by Chazzle’s father. As a Bonus Action, Chazzle can make a DC 15 Intimidation check (disadvantage if he is charmed or frightened by the target or the target’s allies) to unleash a morale-shattering note from his hornflute. Anyone within 60 ft of Chazzle that is not an ally and can hear his note must make a Wisdom or Charisma saving throw (DC is the total from Chazzle’s check) or be frightened of Chazzle & his allies until the end of Chazzle’s next turn.
- Warchief's Mantle (in possession of Chazzlewight): A cape made of mammoth fur and adorned with the tusk-like teeth of its previous wearers. As a Bonus Action, Chazzle can make a DC 15 Intimidation check (disadvantage if he is charmed or frightened by the target or the target’s allies) to mark one creature that he can see, ordering his “troops” to attack. Anyone within 60 ft of Chazzle that can hear his command gets advantage on attacks against the target until the end of Chazzle’s next turn. Since GB Chapter 47: Phamily Reunion , the cape now contains a piece of Gothicca's tooth, symbolizing his conquest of an Ancient Forest Dracolich, as well as the tip of a dragon claw.
- 10 Candy Cane Javelins (in possession of Chazzlewight): targets make DC 15 Strength saving throws or are partially frozen in place by the candy cane. For one round, the creature is grappled. After hitting a creature, you can choose to detonate the javelin, dealing an additional 4d6 thunder damage in a 15 ft AoE to anyone that fails a DC 15 Constitution saving throw (half damage if they succeed), but destroying the javelin in a flurry of candy cane shards.
- Trident (stowed in the Roving Shadows weapons cache)
- Blowgun w/10 Arctic Darts (in possession of Chazzlewight): deals extra cold damage equal to the user's Dexterity modifier, can be used with his trunk as a Bonus Action.
- Folding Saxophone (traded to Darkjaw as a trophy): With successful performance checks, it can be played hands-free in combat
- Dire Wolf meat (sold to Mellok's Meats): rations for 10 days
- Left-horn of a dragon (used to craft the BoneMobile's dragon steed): trophy from a dragon Chazzle killed
- A set of traveler's clothes (in possession of Chazzlewight)
- 5 Hunting Traps (in possession of Chazzlewight)
- Walking stick (traded to Darkjaw as a trophy)
- Piece of a dragon horn (used to craft the BoneMobile's dragon steed): can make a musical instrument
- Iron Flask (sold to Count Volugard): empty; formerly filled with T-Rex semen & Gothicca's eyes. Once opened, the extraplanar properties of the flask warp the contents into a horrifying Rexy/Gothicca hybrid, who will carry the dragon creature type and be hostile towards the party until calmed with 3 successful DC 20 Animal Handling checks
- 25 Forest Dragon Scales (used to craft the BoneMobile's dragon steed)
- 65 infernal Dragon Scales (used to craft the BoneMobile's dragon steed)
- 10 dragon claws, 20 dragon teeth & plant-based imitation Forest Dragon organs (used to craft the BoneMobile's dragon steed)
- Dragon claw (used to craft the BoneMobile's dragon steed): tip broken off and added to Warchief's Mantle
Destroyed/Defunct Items that can be combined into a functioning magic item
- Soul Sycthe (former Arcane Focus & Pact Weapon of Draconius Moanius, given to Darkjaw): Required attunement, no longer functioning after Draconius's final death. Heavy (4 lbs), two-handed, 3d4 slashing or cold damage (your choice) + Strength or Charisma mod. Could once use the Soul Reap ability once per short or long rest. When you use this ability, add 2d8 necrotic damage to any successful attack with the Soul Scythe (not expended if the attack misses). This weapon used to reap the soul of those it kills and trap it within the Soul Scythe. However, upon Draconius' death & Flamonius' soul being taken from the scythe, it no longer has this ability.
- Staff of the Darkvine (broken after Master Obu's death, but later combined with the Thugoran Callstone to be used as The Underwitch's spellcasting focus) - Requires attunement. Versatile ( 1d6 with one hand, 1d8 with two). +1 to weapon & spell attack rolls/damage rolls/spellsave DC, and is considered magical. The staff counts as your spellcasting focus when casting with it, and the staff amplifies the power of spells dealing necrotic, fire or lightning damage when channeled through it. If you make a spell attack roll and hit, or if a target fails the saving throw against your spell, 1d4 to see how the damage will be amplified; 4 get 3x of necrotic/fire/lighting damage dealt from the spell, 3 or 2 gets 2x damage, and 1 gets 1.5x damage. In addition, the staff has a thrown range of 20/60 ft, can return to hand as a Bonus Action and spins at anyone in its straight path back. They make a DC 15 Dexterity saving throw or take 1d6 bludgeoning. However, with the upgrades from Martel's Mech, there was one flaw in the enhancement. If the damage is amplified by 3x, the caster also rolls a d100. On a 90-100, the spell output detonates with an AoE/target centered on the caster. If you miss an attack roll, you can use this item to reroll once, dealing normal damage if you hit but not amplifying it. If a target succeeds on their saving throw, they take half/no damage (based on the spell) as if it hadn't been amplified The staff will need to be repaired with a DC 20 Arcana check before being used again, even as a spellcasting focus.
- 1 Dragontooth partially carved into a scythe (used to craft the BoneMobile's dragon steed)
Games
-Card Game: roll a d6 5 times, those number configurations become your hand. Five card draw rules, 5 gp buy in, 2 gp ante per round -Dregas Hold'em: roll a d6 two times (record your numbers), those number configurations become your hand. Texas Hold'em rules, normal betting. -WackJack: roll 2d10 each round, trying to get to 21. You can hit or stay to prevent yourself from going over. Person who gets to 21 or has the highest at the end wins, normal betting. -Dice Game: roll a d20 5 times, the total becomes your number under the cup. If your proficient in these games, you can add your proficiency bonus to the total. Each player is betting that their cup has the highest total, 10 gp buy-in, 2 gp ante per round. Simple betting rounds, raises prolong until called or raised again, which continues on the same -Cup Game: dealer has 4 cups, one of which contains a ball. Roll a d4 5 times and take the best of 5 as your cup guess. If it’s right, you win the biggest prize; a wish card. If it’s wrong, you suffer the worst punishment; a cattle brand for the vampiric food chain -Drinking Match: each competitor makes a Constitution check against their opponent. Alcoholics and those proficient in drinking have advantage on the roll. Whoever wins takes the drinking round, downing their beverage faster. Best of 11 rounds, but if either competitor scores below 10 on 3 rounds, they suffer from alcohol poisoning and lose. If they are immune to this effect, they instead make the rest of their roles in the game with disadvantage
Last updated: 1/15/2024
Type
Report, Manifest
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