The Treasury of Underkeep Contents Building / Landmark in Heroda | World Anvil
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The Treasury of Underkeep Contents

The First Level

    Within the first level of the vault lies a vast armory where dozens of masterwork weapons, armor and tools with hundreds of types are available.   Each weapon and Armor is +1 and any weapon or armor found in the players handbook can be found here.  

The Second Level

  This next room is less of an armory and more of a showroom, though weapons are still the most predominant items.   In thirty different display cases are a selection of +2 weapons and armor as well as additional more unique items. These items are all creations of exceptional make that have been selected as the Kings Due over the many years. These items get gifted out regularly and the collection is generally between 20 and 50 items.  

Polyhedrooze

Wondrous item, rare  
Within this sturdy, corrosion-resistant polyhedron is a phial of polyhedrooze ooze; a caustic substance with remarkable powers of biological alteration.   Caustic Calamity. As an action, you can press a button on the polyhedron, crushing the phial, and then toss the device up to 60 feet away. The resulting chemical reaction produces an explosion of acid in a 20-foot radius. Each creature in the area must make a DC 15 Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one. In addition, the reaction produces unpredictable biomantic effects on a failed saving throw. Roll a d10 and consult the table below to determine the effect. If a creature comes under an effect lasting 1 minute, it can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
           
d10 Effect
1 The acid stops regeneration and healing. The creature can’t regain hit points for 1 minute.
2 The acid coats creatures, dissolving them. The creature takes 2d6 acid damage at the start of each of its turns for 1 minute.
3 Parts of creatures’ bodies meld together. The creature has disadvantage on attack rolls for 1 minute.
4 The acid fuses feet and footwear to the ground. The creature is restrained until the end of your next turn.
5 The acid fuses the eyelids shut. The creature is blinded until the end of your next turn.
6 The acid causes creatures’ skin to become phosphorescent. The creature is under the effect of the faerie fire spell for 1 minute.
7 The acid causes growths to appear and disappear on creatures’ bodies, hindering their actions. The creature is under the effect of the bane spell for 1 minute.
8 The acid causes creatures to shrink. The creature is under the reduce effect of the enlarge/reduce spell for 1 minute.
9 The acid fuses mouths shut. The creature is under the effect of the zippit!* spell for 1 minute.
0 Roll twice on the table, rerolling any further 10s and duplicate results.
   

Tome of Honeyed Words

  This book gilt in gold and gems is a treatise on power by a reclusive Dwarven Philosopher, Kelga Stonequill. She gifted this book as the magnum opus of her work and considered it a "Treatise on Will". 
Wonderous Item, Very Rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's Contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.  

The Braiding Beads of Melgull Brighteye

  Melgull Brighteye was a renown dwarven pirate who was infamous throughout Greyharbor and is considered somewhat of a Folk Hero. How the King of Underkeep was able to get a hold of these relics of hers is a mystery...It was said that she was able to wear all 6 beads somehow and reap all their benefits. 
Wonderous Items, Very Rare
From time to time you may come across a Dwarf with beads braided through their beard or hair. Most of these beads are made of wood or stone, but some are made from rare minerals and carved with special Dwarven runes. These special beads are imbued with power and each bead grants +1 to an ability score. But beware, if more than one of these beads are present, they will nullify the power of each other. Roll on the following table to decide which runic bead you might find and the ability score they improve.
There are 6 beads on the table in velvet indents, each meant to increase a specific stat.
Rune
Abargor (Strength)
Coblend (Intelligence)
Nithenoril (Charisma)
Tisdor (Dexterity)
Klondil (Constitution)
Sagera (Wisdom)
                 

The Bound Pistol

  This pistol is a rare prototype of a dangerous technology that has not seen much advancement since. A violent fire spirit roils within the brass bound glass orb at its rear that leers and gestures at the user. This device was crafted by the engineers guild and selected by the King for unknown reasons.    Wonderous Item, Rare
This weapon uses a captured elemental to shoot elemental bolts. The weapon never needs to be reloaded and can be fired as often as the user can attack. Different orbs with bound elementals can be loaded. Loading and Unloading elemental spheres requires an action each, one for unloading and one for loading. 
This weapon with this orb loaded emits a Firebolt, attacking as a ranged weapon with the relevant stats for that and causes 2D6+3+DEX fire damage on hit.    

    Deep Magic   Broken Seal. As an extreme measure, the user can break the seal and free the Elemental within. The Elemental has no loyalty to its former captor and will attack a creature randomly when freed unless otherwise bound or imposed upon magically.                       

Amulet of Deep Memories

  This silver and blue amulet has the faint impression of moving shapes and faces in the gems embedded into its face.   Amulet, uncommon  
  Elves can live for hundreds of years, and these amulets are passed on to the first born child after death, so many of these neck pieces are thousands of years old. Each family has one so they're quite the common sight, but seeing someone with one lets you know they're the eldest sibling.   These metal discs are imbued with the wisdom of the family due to a magical property in the metal from which they're made. The amulet actually absorbs the memories of those who have passed on.   You gain advantage on wisdom saving throws and you may choose to succeed one wisdom skill check. You must finish a long rest before being able to do so again.   Quirk
Memories. If worn while sleeping, the wearer will often have dreams of the past memories from the amulet. Roll a d100, on a roll of 10 or lower the wearer has one point of exhaustion from terrible nightmares. On a roll of 90 or higher the wearers proficiency bonus is doubled for the next 24 hours.    

The Ring of Records

Ring, Rare

This ring is made of gold that is strangely pliable, allowing the attuned to flip the pages to see different writings. The Ring always maintains is coherent shape and the flipped pages curl back around the fingers regardless of what the user does.
Requires Attunement   This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time.   Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.   While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.     Quirk
Records. The ring was created to help a professor keep track of various subjects and students. On an Arcana, Religion or History check the wearer can roll a d100, on the roll of 25% or lower the attuned user either has advantage on the roll or doubles their proficiency.        

Thief-Catchers Companion

  This ball of coiled iron bands has lacquered yellow lettering that says "Do not Cross" in a dozen different languages.   Wonderous Item, Rare   This rusty iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an Action to speak the Command word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands.   Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your Proficiency bonus. On a hit, the target is Restrained until you take a bonus Action to speak the Command word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more.   A creature, including the one Restrained, can use an Action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.   Once the bands are used, they can’t be used again until the next dawn.
  Quirk
Police Lines. Whenever deployed, a low voice calls out in several languages "Please stay back" and repeats this phrase until broken or removed. The Command Word "Silence" spoken by the same creature that threw the ball will shut the voice off.    

The Branchwraith Lute

  An lute made of seemingly unrefined wood, with bark still upon it and several branches sprouting from it with still green and living leaves. Its strings are made of spiderweb and will often gather dew even when not outside.   Wondrous item, Uncommon
  This Lute is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.   You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Spells
Fly
Invisibility
Faerie Fire
Protection from Evil and Good
Barkskin
Protection from Energy (Fire)
Entangle
Quirk
Song of the Forest. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
 

Tears of Goldvein

Wonderous Item, Rarity Varies   Requires Attunement   Requires Attunement   An Tears of Goldvein are named after Greyal Goldvein, a god of knowledge, dreams. Many types of tears exist, each type a distinct combination of shape and color. The stones below are currently slowly orbiting a blank bust of a dwarf.   When you use an Action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an Action to grasp or net the stone to separate it from you, either by making a successful Attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an Action to seize and stow the stone, Ending its Effect.   A stone has AC 24, 10 Hit Points, and Resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Stone Effect
Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red Sphere orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue Sphere orbits your head.
Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue Sphere orbits your head.
Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green Sphere orbits your head.
Mastery (Legendary). Your Proficiency bonus increases by 1 while this pale green prism orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head.
   

Bag of Holding

This beautifully made bag is a deep, shimmering blue with whales, seaweed and other sea-life embroidered upon it in silver and green thread.
Wonderous Item, Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.   Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.  

The Third Level

  The last level of the vault is the smallest, though still large. Behind each locked door lies a relic.
   

Shattered Heart

  This pendant is in the shape of a realistic human heart, jaggedly broken in half and seems to be wet with blood.   Requires Attunement   You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.   Quirk   Comfort. If this Pendant is touching the skin, you automatically succeed any saving throws against any affect that would be countered by the spell Calm Emotions. This effect can only happen once per long rest.   Deep Magic   Lovers United. If the other half Shattered Heart is found and united, the heart is mended and whole as though it was never broken. When it is whole like this it grants the attuned a single use of the Wish spell before fading away into drifting embers. The heart slowly beats as it gets closer to its mate.  

Gentle

  This staff is of clear dwarfish make with a smooth geometric design that more resembles the head of a mace than that of a staff. When held and Attuned it emits a soft blue glow around it. Carved into each of the brackets holding the spherical sapphire   Staff, Rare   Requires Attunement by a Bard, Cleric, or Druid   This staff has 10 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier: Cure Wounds (1 charge per Spell Level, up to 4th), Lesser Restoration (2 charges). or mass Cure Wounds (5 charges).   The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.    

  Quirk   Safe Harbor. As a reaction, the attuned can expend one charge to cast the spell Sanctuary on a creature.   Deep Magic   Healing Surge. As a bonus action, the attuned can expend all remaining charges to cast the spell Heal at 6th level. This triggers the roll for expending the last charge on the weapon.    

Void

  Rod, Very Rare   This jet black rod has an overt twist over its main body that tricks the eye and subverts the touch, it feels and looks as though it has no discernable end even when considering the unravelled decorations on either end. The rod is cool to the touch when first grasped but slowly begins to grow warmer as it absorbs more spellpower.   Requires Attunement  
  While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell's Effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no Effect on that spell.   When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.   If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.   Quirk   Tangled Trap. The Rod can be pointed at an extra-planar creature, or summoned creature and when the command word is spoken the creature must make a Charisma Save with a DC that is set to the amount of spell levels that Void has currently absorbed. Said creature adds an amount of spell levels to Void equal to its CR divided by two, rounded down.   Deep Magic   Burst. The rod, once full of the maximum amount of spell energy it can possibly hold, become inert and unable to gather more. However if the situation calls for it, the attuned user can use an action to speak the command word "Sacrifice" in primordial and snap the rod over their knee. This causes the latent energy to pour forth, causing 50d10 force, radiant and necrotic damage in an explosion with a 30 foot radius. between 30 and 60 feet the damage is 25d10 and between 60 and 120 feet the damage is 10d10.   Any creature or object within 30 feet does not get a saving throw of any kind against this damage. Creatures and Objects outside of 30 feet can make a dexterity save for half damage and those outside 60 feet can save for no damage. The DC of this save is 20.
Type
Bank / Treasury
Parent Location

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