Adventurer's Guild Patented Items

World of Vallonde

Bloodhound™ Find'em Rod

Rod

Common

This rod has 3 small crystals upon it. As an action, the rod can be paired with a vial of Bloodhound™ Tracking Solution that it is touching. Once paired, if the tracking solution is activated, the rod will begin to track it.   The rod faintly vibrates when it is pointed in the direction of the activated solution, and the 3 crystals upon it indicate the estimated distance to the solution. If the bottom crystal is glowing, the solution is within within 10 miles. If the bottom two crystals are glowing, the solution is within 1 mile. If all three crystals are glowing, the solution is within 100 feet. If the solution is at a distance greater than 10 miles, the bottom crystal will glow progressively fainter, up to a distance of 100 miles, after which none of the crystals will glow, and the rod will not vibrate when pointing towards the solution.

Cost: 100 gp
Weight: 2 lb

World of Vallonde

Bloodhound™ Tracking Solution

Potion

Common

This solution can be applied to an incapacitated or grappled creature, or an object as a bonus action. A successful Sleight of Hand skill check (contested by the opponents passive Perception) can be made when when applying it to ensure the application isn't noticed.   The solution activates when violently smeared. A weapon or piece of ammunition can be gently immersed in the solution to coat it in the solution, causing the solution to only activate when that weapon/ammunition violently comes into contact with a creature or object. Once activated, the solution becomes invisible, and remains active for 24 hours after activation. The solution can be removed by an antimagic effect, or by 1 minute of vigorous scrubbing with soap. It is not removed by immersion in water. If the solution was paired with a Bloodhound™ Find'em Rod, the rod can be used to track the solution once it's active.

Cost: 30 gp
Weight: 2 lb

World of Vallonde

Bountylink™ Scroll

Adventuring Gear

Common

This large scroll offers access to the Mercenaries Guild database of international bounties. By pressing the wax signet upon the scroll and holding it within 1 ft. of another creatures face, the scroll will try to recognize the creatures face and compare it with the database of bounties.   If the face is found to match a known bounty, the details of the bounty will manifest upon the scroll. This information includes the crimes they committed, stipulations for the reward (dead or alive), and where they (or proof of their death) must be delivered to. Most cities have guild-friendly police forces who will accept these bounties, as they are reimbursed with a bonus by the guild to process and transport the bounty.   It is DM discretion whether creatures have a bounty, as well as the stipulations and rewards for that bounty. Characters that are more obviously criminals will be far more likely to have a bounty, and the stronger the creature, the higher the reward.   Creature CR x 1d100 gp is a good reward guideline to follow, with the reward being doubled if they must be delivered alive.

Cost: 50 gp
Weight: 0.1 lb

World of Vallonde

BreadCrumbz™ Neverlost Belt

Wondrous Item

Common

While worn, this belts buckle faintly glows silver when facing North, and will change the color of its glow to gold when sensing fresh air, which could aid in finding a route out of a dungeon.   This belt's buckle is a dial, which can be turned as a bonus action to activate belt. Once activated, the belt leaves an invisible magical trail behind the wearer as they move. At any time while activated, the wearer may firmly press upon the belt buckle, and the invisible magical trail becomes visible, allowing the bearer and their allies to retrace their steps. The magical trail can extend up to 10 miles, after which point the back end of the trail fades as the bearer continues moving. The dial can be turned again as a bonus action to deactivate it. Upon deactivation, the magical trail is dispersed.   Any disturbances to the trail (such as by other creatures or objects moving through the trail) cause the trail to turn red in color where it was disturbed.  

Cost: 150 gp

World of Vallonde

CarryMeToJustice™ Shackles

Wondrous Item

Common

These metal restraints can bind a Small or Medium creature. Escaping them requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of shackles comes with one key. Without the key, a creature proficient with thieves' tools can pick the shackles' lock with a successful DC 15 Dexterity check. Shackles have 15 hit points.   These shackles, when applied to a creature that is 300 lbs heavy (or less), cause the creature to levitate 1 ft. off of the ground. Any attempt to lift a levitating creature beyond 1 ft. is as difficult as lifting that creatures full weight. This levitation does not cushion any falls from a significant height, and is merely designed to ease transport of a prisoner.

Cost: 150 gp
Weight: 5 lb

World of Vallonde

FactCheckMe™ Scroll

Scroll

Common

This small scroll is blank except for Eldritch runes that surround the edges of the parchment, creating the enchantment for the scroll.   A creature may use their action to write a scholarly question upon the scroll, no longer than a short paragraph of 5 sentences (100 words or less) and only concerning one subject. A contracted Logicmaster Acolyte at the Grand Library of Meridian (who is paid by Adventurer's Guild scholarship) will receive this message, and will briefly research the question at the library.   When ready, an answer will appear upon the page in magical script, written by the acolyte. Response times may vary, but are generally available within one hour. Once the response is given, the acolyte will place a magical hold upon the scroll, requiring a renewal of services with the payment of 10 gp. This payment can be made at any Adventurers Guild affiliated facility, such as most banks, guild headquarters, or vendors found in large markets. Once paid for, the magical hold will be lifted and the scroll can be used once more.

Cost: 25 gp
Weight: 0.1 lb

World of Vallonde

IsItAMatch™ Kit

Tool

Common

This kit contains two magically paired vials, each containing IsItAMatch™ Solution. The vials are magically linked by pairing runes. When genetic, organic material is placed the vial, the solution activates. When the solution in both vials is activated, the linked vials compare the organic material within the vials. If the genetic material in the vials is identical, the solution turns green in color. If the genetic material is not identical, the solution turns a red in color. If the materials are in some manner closely related (such as genetic family, or magically similar), the solution turns a mustard yellow color.   An assortment of test strips are available as part of the kit, with each strip associating with a different school of magic. By dipping the strips into the solution (while the object your are testing is in the solution), you can determine what schools of magic the object registers with, as the strips change color in the presence of their associated school of magic.   Once used, the solution in the vials must be replaced, though the enchanted vials can be reused. Replacing the solution costs 30 gp.

Cost: 100 gp
Weight: 0.2

World of Vallonde

IsThatACrimeHere™ Scroll

Scroll

Common

This scroll is enchanted with the latest collections of local, national, international, and guild laws. Members of the Adventurers Guild value this item due to their often changing environment, though it seems to be bought by criminals more often than not.   The scroll can be opened, and verbally asked whether a certain activity is illegal, specifying your geographic location, as well as what nation or organizations is the local authority.   The scroll will attempt to manifest an answer in magical script upon the page, and may even cite a specific law, as well as typical punishments for breaking that law.

Cost: 50 gp
Weight: 0.1 lb

World of Vallonde

Memorycorder™ Scroll

Wondrous Item

Uncommon Requires Attunement

When attuned to this scroll, its bearer can can create markings upon it from memory, morphing or changing the features upon the page as they conceptualize them within their mind. The markings are limited to dark colored shapes, similar to ink, though they can manifest as text or images. Using the scrolls capabilities, one could make a map on the go, tracking their exploration of a dungeon, or imprint the visage of someone's face for memories sake, or any number of creative uses.    Making an imprint upon the page happens instantly, though the more time and concentration spent, the higher the fidelity and detail of the imprint becomes. The fidelity of any image imprinted upon the scroll is also dictated by the users ability to conceptualize and visualize, and proficiency in artistic tools (such as Glassblower's Tools and Painter's Supplies).

Cost: 250 gp
Weight: 0.1 lb

World of Vallonde

PortaPotion™ Tablets

Potion

Uncommon

These small pills are tablet shaped, and come in magical pairings. One of the paired tablets is placed inside a potion vial, and the other is held between your gums. When the tablet between your gums is swallowed, it activates upon contacting stomach acid. When the tablet is activated and the paired tablet is within range, the paired tablet absorbs the liquid of the vial it was placed in, and magically transports the liquid to emit from the swallowed tablet.   During your turn, you may swallow a PortaPotion™ tablet that is stored between your gums, costing no action.   These tablets come in three varieties of strength, which determine the range at which the paired tablets can function:
  • Low Strength (50 gp): The tablet can only transport the contents of a potion up to 30 ft.
  • High Strength (250 gp): The tablet can transport the contents of a potion up to 10 miles.
  • Planar Strength (1,000 gp): The tablet can transport the contents of a potion any distance, though not across planes.

Cost: 50 gp, 250 gp, 1000 gp
Weight: 0.01 lb

World of Vallonde

WhatAmIFighting™ Wand

Wand

Common

This wand is enchanted with a database of commonly known beasts and monstrosities. As an action, the wand may be pointed at a creature within 120 ft. to attempt and identify it. If the creature is within the wands database, the wand magically speaks, providing the wielder and anyone nearby with general information about the targeted creature. This includes the creatures name, general behavior, overall strengths and weaknesses. After use the wands magic requires 24 hours to recharge.   The wand is unlikely to work on exotic, rare, unique, or otherwise foreign creatures. On such creatures, the wand may still be able to provide some useful information by comparing the creature to other similar creatures. It may be able to identify its type, whether it is a predator or herbivore, and what senses or modes of transport it might use.

Cost: 100 gp
Weight: 1 lb