Currency:
Copper: 5
Silver: 0
Gold: 0
Platinum Pieces: 0
Crafting Tokens: 0
Weapons:
Shade Bow 13
Cleaner's Arms
Sniper's Sidearm ( Loaded. )
The Dark Jack
Silvered dagger
Dagger x6
Net
Quiver: /20
Arrows: 17
Silver Arrows: 3
Spare Quiver of Arrows: /20
Bolt Pouch: /20
Worn:
Call of the Night
Fine clothes
Tellen's Mistake
Necklace with a pendant of The Seven (Holy Symbol)
Poisoner's Gloves ( Left: Malice ) ( Right: Essence of Ether )
Masterwork Bandolier ( Loaded with: Supreme Healing Potion, Potion of Bottled Breath , Potions of Greater Healing, Invisibility potion )
Void Bandolier ( Loaded with: Superior Healing Potion, Invulnerability Potion , Essence of Ether, Scroll of Gentle Repose )
Misc:
The Black Hat ( Newsboy Cap style.)
( Never worn unless on a contract.)
Thieves’ tools
A horn with which to summon help
A set of manacles
Component Pouch
Pole of Collapsing
Messenger Bag: (Burglar’s pack)
A bag of 1,000 ball bearings
10 feet of string
A bell
5 candles
A crowbar
A hammer
10 pitons
A hooded lantern
2 flasks of oil
5 days rations
A tinderbox
Waterskin (Full)
The pack also has 50 feet of hempen rope strapped to the side of it. W/ Grappling hook
Second Messenger Bag: (Backpack)
Gordon Ramlake's Cook Utensils +1
Chalk
Spyglass
Caltrops (20)
Glowing Hempen Rope (50ft)
Calligrapher's Supplies
scroll of feather fall
4 Drow Poison
Wyvern Poison
4 Potions Of Greater Healing
1 Invisibility potions
Antitoxin
Wooden carving of Aymes from Skye Ventus
A set of black silken fine clothes and embroidered handkerchief ( A rose with the Initials A.B. ) from Freya
Drawings of Aymes, Mir'lok and Creek from Rese
Vehicles Owned:
Jail Wagon. ( Keys on person. )
Possessions not on person:
Expensive Wine (125gp) ( Frost has it)
Possession On Cart:
Chest ( locked )
Second Chest ( Also locked )
Masterwork longbow
Alchemist supplies
Bedroll
Blanket
A T-Shirt that says “I survived Dsangir and all i got was this lousy t-shirt”
a keg of alcohol
Shovel
Block and Tackle
3x Two Person Tents
A bag of 1,000 ball bearings
Caltrops (20)
Waterskin (Full)
A Tinderbox
A set of hardy traveling clothes
10x pairs of manacles
Bandolier
Item Descriptions:
Call of the Night - Crippling Attuned
Crafted by Aymes Bellerose
Studded Leather Armour - Legendary 10940gp - Crippling Attunement - Attuned - Send help
Upon attunement, the armour is magically attached to your shadow. Unattuning from this item permanently removes your shadow, dealing 3d6 necrotic damage, and you become vulnerable to radiant damage. You must have a shadow to attune to this item. A silver brooch remains on your person, and serves as a focus from which the armour can be summoned to fit you.
A wonderful silver brooch adorned with two little black raven wings, that, every so often, seem to fade from reality, but only for the blink of an eye. The user's shadow comes forth to protect them from harm, forming up around the brooch.
Your Dexterity score is increased by 4, to a maximum equal to your ability score cap.
As an item interaction, this armour can be sent into your shadow, leaving behind a silver brooch up to 3 inches in diameter, with an appropriate means of attaching to the wearer as they wish. It cannot be removed by a creature other than the wearer, unless forcefully unattuned. While in brooch form, you are not considered to be wearing the armour, thus not benefit from its AC bonus. You can use another item interaction to turn it back into its original shape, or make cosmetic changes to it, as your shadow gathers around the brooch to protect you.
You gain advantage on stealth checks.
Wings of the Night. As an action, or as a reaction to falling 20 feet or more, you can cause the two small feathers of this item to increase in size, shadows coalescing into umbral wings from your back, with which you can take flight. If this ability is activated while in brooch form, it immediately turns into armour. For 1 minute, or until you fall unconscious, you gain the following benefits:
• You gain a fly speed of 30 feet.
• While you are flying, your AC is increased by 4 against ranged attacks targeting you.
• You can use the wings of this armour to make ranged weapon attacks against an enemy you can see within 30 feet, dealing 1d8 + your Dexterity modifier piercing damage on a hit. You can attack in this way with an action or as a bonus action.
You can use this ability three times per long rest.
Blessings of the Shadows. As a bonus action, you can use your shadow to summon an arrow of pure shadows. This arrow does 2d4 Necrotic Damage, and can be summoned back as an item interaction.
Step of Silent Shadows. As an action you and up to one willing creature within 5 feet of you can teleport to a space that you can see within 50 feet. You can do so three times, regaining spent uses when you complete a long rest.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation]
Shade Bow 13 - Attuned
+2 Shortbow - Major Very Rare [sell: 10,200gp] - Attunement
This finely formed bow of mithral is darkened with an ebon glow that seems to shroud the wielder in shadows.
While attuned to this shortbow, you gain access to the following abilities and features:
-Shadowmark: You gain a +2 bonus on Stealth checks while wielding this bow, and twice per long rest you can cast the Invisibility spell on yourself.
-Gloom Escape: Immediately after making an attack that breaks stealth, you can as a bonus action teleport up to 60 feet away to a place of dim light or darkness that you can see and immediately make another stealth check to hide, as long as this new location is suitable to hide in.
-This bow deals an additional 1d6 points of Cold damage.
Beauty in Enlightenment - Attuned
Beauty in Enlightenment
Wondrous Mask - Legendary - Worthy 2 Exclusive Attunement
A stunningly brilliant black and white eye-mask once worn by a forgotten religious leader which grants its wearer unearthly Charisma. Those who gaze upon its wearer are struck with awe by the divine presence instilled by this mask and inspired to see its bearer’s goals fulfilled at all costs, even beyond death.
You may not attune to any other item that boosts your Charisma Score while attuned to this item.
Your charisma score is increased by 4, up to a maximum equal to your score cap.
Divine Presence: At the start of your turn, you may choose one ability score. You gain a bonus to saves with that ability score equal to your Charisma Modifier until the start of your next turn.
The March of the Broken: When an ally you can see within 120 feet would be slain by either failing their last Death Saving Throw or from an Instant Death effect, as a reaction you may expend your own Hit Dice to temporarily grant them a second lease. For each hit dice you expend in this manner, the target individual is granted an additional round to live. During this duration, the target individual has a Max HP of 1, but cannot be slain through conventional means. Each time the resurrected individual would be defeated during this duration, they instead have the remaining duration of the effect reduced by one round. Once the duration expires, the affected creature immediately suffers six levels of exhaustion and is unable to be resurrected for 24 hours. Servants of the Enemy and extraordinarily powerful creatures may bypass or prevent this effect.
If you expend your last Hit Dice on this ability, you suffer six levels of exhaustion after one minute and cannot be resurrected for 24 hours.
The Faith of the Pious: Whenever you would expend a Bardic Inspiration Die, score a critical hit, or roll a Natural 20 on a saving throw in True Combat you gain one point of Fidelity, to a maximum of 6. All points of Fidelity fade after combat. Fidelity can be expended for powerful effects.
Inspire Heroics: As a reaction, whenever an ally you can see within 120 feet would benefit from either a source of Bless or Bardic Inspiration origination from you, you may expend one Fidelity to double the result.
Manifest Destiny: As a reaction, whenever an ally you can see within 120 feet would fail an attack roll, skill check, or saving throw, you may expend two Fidelity to grant them a reroll per the Lucky Feat.
Inspire Ferocity: As a reaction, whenever an ally you can see within 120 feet would critically hit an attack, you may expend three Fidelity to double all damage dice rolled as part of the critical hit.
Slots Used: Base, ???
Ring of Intuition
Ring of Intuition
Wondrous Ring - Uncommon
The wearer of this ring discoverers the truth they seek. Once per day, the wearer of this ring can gain advantage on a single Wisdom (Insight) check.
Slots used: Base Material
Light in the Dark
(Shortbow - Major Uncommon)
When you hit a creature with this weapon that is unaware of your presence or location, you deal an additional +1 damage.
While using this bow, you may extinguish non-magical fires in a size equivalent to a torch or small campfire by hitting the flame with an arrow.
As an action, you may create an arrow of radiance and fire it as normal. This arrow does no damage, but if it strikes an evil creature, they must succeed on a DC 12 Wisdom saving throw or lose any mundane low-light or darkvision they possess for 1d4 rounds. This ability may be used three times and refresh at dawn each day.
Slots Used: Base Material
Aviator’s Goggles
Aviator’s Goggles
Wondrous Goggles – Major Rare
These goggles were owned by a well connected skyknight in service to the Coin Lords, allowing him to take more clandestine operations. A failure lost him them, but thankfully not his life. Bound with comfortable leather and soft elastic they can be fitted on any humanoid sized helmet, or simply worn bear.
While wearing these goggles you have advantage on Wisdom (Perception) checks made in obscurement caused by bad weather conditions.
Nightvision: As a bonus action you can call upon the magic within these goggles, causing the glass to change from transparent to a pitch black. For the next minute looking through these goggles grants 60 feet of darkvision. If you already possess darkvision, its range is instead increased by 30 feet. You can do this twice, regaining spent uses at dawn.
[Slots Used: Base Material, Enchantment, Enhancement]
APPRENTICE'S WAND OF MAGIC DETECTION
APPRENTICE'S WAND OF MAGIC DETECTION
Wondrous Wand - Minor Uncommon
As per a Wand of Magic Detection but with 2 charges. The wand regains 1 expended charge daily at dawn.
[Slots Used: Base]
Iorik's Last Jest
Iorik's Last Jest
T3 Mission Reward
Wondrous (Stone) - Rare (2,200gp)
In an ironic twist of fate, the infamous gravedigger Iorik had his own grave robbed. In the process, his tombstone was chipped, causing this cracked piece of stonework to fall beside his grave. This fist-sized stone is mysteriously enchanted with it the peculiar intuition that kept the now-dead Iorik alive and uncaught for so many years.
The Dead of Night: Gravedigging ain't much, but it's dishonest work. Don't get caught! As an action, you can cast a modified Pass Without Trace on yourself. You can only perform this action during nighttime, and you may not target other creatures. You must concentrate on the spell to maintain its effect; additionally, the spell's effects instantly expire when in combat.
Grave Doubt: The last thing a gravedigger wants when prying open coffins is a spooky skeleton surprise. This chipped stone vibrates when an undead creature is within ten feet.
This item is Glorybound.
Sniper’s Sidearm
+1 Hand Crossbow – Very Rare (4500gp) – Attunement
A hand crossbow that was once used by a skyknight known for his keen eyes and ability to accurately hit at far greater distances than his weapon should have allowed. He made the unfortunate mistake of crossing the Emerald Marquis, and soon met his demise.
You can choose to deal nonlethal damage with bolts fired from this Hand Crossbow.
Sniper’s Sight: As a bonus action you can increase the range of this weapon from 30/120 feet to 80/320 feet for 1 minute. You can use this ability twice, regaining spent uses when you complete a long rest.
Quick Retreat: As a reaction to a creature that can see you making an attack against you, before the attack is rolled, you can move up to half your speed away from that creature. This movement does not provoke attacks of opportunity, and the attack roll that triggered this ability is made with disadvantage. You can use this ability twice, regaining spent uses when you complete a short or long rest.
[Base Material, Enhancement, Enchantment]
Frozen Pendant
Wondrous - Minor Rare 1300gp - Attunement
A magic pendent once hosting a powerful flame, now cold as ice. When placed into water it will begin chilling it frozen or heating it to a boil. Maximum two pints at a time.
You gain resistance to cold and fire damage both
[Base Material, Enhancement, Enchantment ]
Green Conjuration Cube
Cube (Wondrous) - Minor Uncommon (250gp)
This is a hollow green 1 foot cubed cube tied to the arcane school Conjuration.
Small objects can meld through the surface of this cube to be held inside. It takes an action to remove them. As an action, you can cause this cube to teleport in any direction up to 30 feet away.
When this cube is near at least 4 other cubes tied to the arcane schools, an action can be used to turn the user into a green hue for 8 hours.
[Base Material]
Cleaner's Arms
(+1 Longbow) - Major Rare (2400gp) - Attunement - Attuned
This blackened bow drips with scorn and violence.
While attuned to this weapon, attacks made with it cannot suffer disadvantage as a result of the target taking the Dodge action. Additionally, if poison is applied to an arrow fired from this bow, the DC to overcome the poison is increased by 1.
You can cast the Hunter’s Mark spell as a 1st-level spell from this bow. Once you do so, you cannot do so again until you finish a long rest.
Biyo
Ring - Common (160gp)
A simple wooden ring, with a tiny quartz on top, that has saved more than one weary traveller. The quartz can store up to 1 pint of nonmagical liquid. The ring weighs almost nothing, regardless of its contents.
Void Bandolier
Wondrous (Masterwork Bandolier) – Rare 1,965gp – Attunement
This five pouch bandolier made of chimaera hide and snapped with bronze snaps has no interesting markers upon it; however, when you open one of the pouches, instead of seeing a pocket, you see an empty void of blackness with small flashing white lights spread throughout.
While attuned to this bandolier, you gain the following abilities and features:
-Shaper: This bandolier has five holsters which can hold any consumable item for quick access, retrieving the item as an item interaction.
-Call the Void: As a bonus action, the attuned can drink a potion or activate an item held in one of the five slots on this bandolier.
(Base Material, Enchantment, Special Crafter)
Black Hat:
Much like the once fear inducing inquisitors of old, these black hats provide not only a mark of membership but a few useful enchantments as well. While wearing this hat a character has advantage on insight checks, investigation checks, and perception checks, but only when used specifically to track a mark officially contracted by the Grasping Hand. (DM Discretion)
Poisoner's Gloves:
This pair of black gloves is equipped with a hidden compartment for a dose of poison. This can be applies in the follower ways:
Contact poison that can be applied on a handshake, hive five, or similar function of mutual contact.
Injury poison that can be applied through an unarmed strike or melee weapon.
Internal poison by being sprinkled through the glove into food or drink.
Applying this poison uses a bonus action and the poison's use can be concealed if the wearer makes a Dexterity (Sleight of Hand) check as part of this bonus action. Another creature must beat this check to detect the use of the glove. This does not mean they know what the glove was used for, only that material was used within the glove.
The Dark Jack
Blackjack [1d3 bludgeoning damage, cannot kill. Finesse.]
This blackjack grants advantage on attack rolls on the first round of combat and if it deals sneak attack damage on the first round, the victim must succeed on a DC 17 Constitution saving throw or be stunned for 1 round.
Caustic Ooze
This potent poison can be applied through injury. It causes 4d6 poison damage and causes an enemies movement to become 0. It is a DC 18 constitution save to avoid the movement reduction and reduce the damage by half. At the beginning of each mission, a grasping hand member has enough for 1 dose. This poison cannot be traded or hoarded.
Obscurity Spectacles (Gogggles)
Obscurity Spectacles (Gogggles)
Wondrous Dark Glasses - Major Uncommon
You ignore disadvantages caused by strong winds and heavy precipitation to your Wisdom (Perception) checks that rely on sight.
Slots Used: ???
Borrowed Sight
Borrowed Sight
Wondrous Medallion – Major Uncommon
1lb: This medallion has been adorned with a Petal of Love, the small white petal nestled in its surface.
While holding this medallion you can use an action to concentrate on it and touch a willing creature. While you continue to concentrate and while the creature remains willing and in physical contact with you, you can see through the eyes of that creature. You benefit from any sight they might have, but you are blinded for the duration of this effect. The creature may also see through your eyes, so long as you are willing, maintain concentration on the medallion, and are in physical contact with them. Only one creature can benefit from this effect at any time.
Slots Used: Adornment
Special Crafting Methods
Darkfire Treatment
Darkfire Treatment
Type: Ritual
The black flames of Dolten burned within the Hallowed Ground. The sight of the red tree being scorched by such twisted flames bare heavy in one's mind.
Process
A ritual is done, drawing the necrotic energies forth from something that contains such an essence. Care must be taken to treat a piece of nature with such energies, drawing forth quite possibly a crime to nature itself as its form twists and churns into a new shape. Without caution, nature can wither and die before such energies.
This must be used in an item with both a material with the Nature effect and a separate material with the Necrotic effect, and both must be of Superior Quality or better.
Result
The item gains a 10% chance to fail, which only destroys the material used for the Nature effect.
Effect
One of the two effects are guaranteed to occur:
- Fire within a number of feet of this item turns black, no longer spreads, deals necrotic damage, and dissipates after 1 minute.
- Temporary Lifesense being granted.
Limit
Magnitude of the effects applied are limited to the rarity of the item as normal. This special method can only be used once per recipient.
Cold Forge
Cold Forge
Awarding DM: Retcon Reward
Mission: After the Freeze Comes the Thaw
Type: Ritual
Process
This ritual must be used on an weapon of at least Major Rare or higher.
Result
The weapon becomes wreathed in chilled smoke. If the weapon has a chance to become a Talven series item, the chance increases by 10%. Otherwise, it gains a flat 15% chance, which cannot be augmented in any way.
Effects
The item gains the following effect:
Freezer Burn. Once per round when you successfully hit a creature with this weapon, you can choose to convert all your damage into cold damage. This damage bypasses cold resistance.
Limit
This special method can only be used once.
Mounts / Vehicles
Jail Wagon - Arcane Locked
Fade Steel Autowagon (Spider)
Cargo Capacity - 2,000lbs
This wagon is like a normal wagon except the top is covered and the walls are reinforced with iron and the bars on the entrance work as a rather efficient jail. It functions like a normal wagon and may contain up to 5 prisoners.
This wagon is made of fadesteel and is powered by chromatic core, a dangerous piece of spire magic that can explode if tampered with, however this allows the driver of the contraption easy locomotion that requires 8 hours to recharge for every 24 hours of use. This vehicle does not require horses to move.
In addition the fadesteel legs of this version of the autowagon means it moves normal speed when not on a road.
The DC to break the bars is 28
The DC to pick the locks is 28
Lesser Daborakian Charger
Large Beast, True Neutral - Exotic 3
Armor Class 16 (chainmail)
Hit Points 37 (5d10+10)
Speed 60ft.
Str 18 (+4) Dex 12 (+1) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 8 (-1)
Skills Athletics +7, Insight +3, Perception +3
Saves Strength +7, Constitution +5
Senses Passive Perception 13
Languages Cantor, Understands Common
CR 3
Free Spirit. The horse gains advantage on any check that would stop its movement as well as on Initiative checks; in addition, any attack rolls that would reduce its movement to 0 are made at disadvantage.
Intercept. As a bonus action, the horse can take the dash action towards a hostile creature that it can see.
Ride-by Attack. The horse does not provoke attacks of opportunity when leaving a threatened area after making a hooves attack.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Actions
Multiattack. The horse can make two hooves attacks.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
EQUIPMENT
• Chainmail barding, saddlebags, bit and bridle, military saddle
Weight for items on person.
Equipment