Showing posts with label ITEMS. Show all posts
Showing posts with label ITEMS. Show all posts

CHITIN COAT


(EXOTIC ARMOUR)

This armoured scale coat is constructed with hardened chitin shell fragments collected from giant predatory isopods. The chitin is of similar durability and weight as steel, and the shell fragments have been dyed and crafted into a unique reinforced jack and scaled surcoat that functions similarly to a coat of plates or scale armor.
  • scaled coat - light armour -  AC14 +2 dex (max)
  • composed of organic chitin; suitable for Druids
  • no Stealth penalty

MOONCHARM WEAPONS


(enchanted weapons)

These three weapons were inscribed with Moon Charms by Farraldo the Blacksmith using old pagan smithing magic. Each one bears three very faintly discernible glyphs etched along the contact areas.


The PEARL OF OBSCURATION


(MAGIC ITEM)

The Pearl of Obscuration appears as a small orb the size of a marble, with a dark pearlescent surface. Close examination gives the impression of a roiling inner cloudiness as one turns it in their hand, which may be its inner mystic energy, or perhaps just a trick of the light. 

To one using Divination magic, it is inert, functionally nonexistent. Only when held up to the sun in the brightness of full daylght can one discern the tiny arcane inscriptions impregnated within the material itself. 

These stones were likely created by Bronzanti according to ancient artificer arts. A pair of Parhedros Stones permits a caster to share some of their magical power and vitality with another creature. 

Magic Properties
After retaining the Pearl on their person for the span of 8 hours, the  bearer becomes hidden from most forms of Divination magic. They cannot
 be targeted by spells from this school, or perceived through magical scrying sensors. 

This also conceals the signature of spells or illusions in active use by the bearer. This effect fades swiftly if the bearer is separated from the Pearl.  

Resale: ?  
Magic: YES
Owner: KORVUUS
Obtained: Chapter 6 - THE SEA OF BLACK TEARS
from Jonquiere de Gevaude

The PARHEDROS STONES


(magic item)

The Parhedros Stones appear as two polished bean-sized pebbles inscribed with arcane scripts in the classical schools of Necromancy and Divination. 

These stones were likely created by Bronzanti according to ancient artificer arts. A pair of Parhedros Stones permits a caster to share some of their magical power and vitality with another creature. 

HRETH

 
he's a crow.

H R E T H
------------------------------
Crow, Fae-Touched, magically enchanced

Hreth was a common crow befriended by the druid Korvuus. By sacrificing the enchanted dagger known as the Redeemer, Korvuus was able to cast a spell of Awakening on the bird, granting him enhanced sentience and the ability to speak human language. 

Since that time, Korvuus has shared more of his power and knowledge with Hreth, granting the crow access to new mystical abilities. 

PORPHYRIAN DAGGER of SACRIFICE


(magic tool)


(dagger: d4+2 dam)

  • slashing / magical / finesse 
  • enhanced Critical: 3d6 damage on Crit
  • on a Short Rest or Long Rest, convert a sacrifice into a bonus Spell Slot
  • requires Ritual Casting to perform the 10-minute sacrificial rites


This ancient ceremonial dagger is forged in electrum, with a bone handle and a black pearl set in the pommel. It is beaufifully decorated with stylized symbols and old Helicosian script. Its origin is likely Porphyrios, in Aesos, but its age is indeterminate. It culd date back to the Age of Heroes (predating the foundation of Cyrona).

There are no markings to tie it to any of the known Aesosian Titans, suggesting it may have been a gnostic tool instead, or perhaps linked to the worship of older Cthonic Daemons or Greater Spirits, 

It is clearly designed for ritual use, with its shape and materials ill-suited to combat. However, its extraordinarily well-preserved condition and sharpness is no doubt due to the enchantments bound into it. 

Arcane analysis identifies its energies as Necromantic in nature, but not in the fashion of the so-called Entropic Schools practiced by Diabolists, Unseelies, or the Undead. 

BLUE CORAL EXTRACT


magical stimulant

Blue Coral Extract is a potent stimulant derived from a rare magical luminescent coral-like substance found only in deep Fae-touched subaquatic environments. 

The true nature of this substance is unknown, but it is likely  invasive, existing only in secret places where the Veil between worlds is thin. The wild Faerie magic contained within the Blue Coral has dangerous warping properties that can be unlocked through processing. 

MOON'S CHILL


magic rapier

A long rapier-like sword with an elaborate twining black hilt and a nigh-invisible faerie glass blade that ends in a very slight cruel curve...

Rapier (d8 +1/+1), magical, finesse

  • transparent blade gives Advantage on first strike

  • +d8 Cold damage on hit (times equal to Prof per LR)

  • chilling effect on objects and wielder's body

  • resistance to Cold-based damage / Exhaustion

  • AT NIGHT: x1 per LR can Paralyze a target (CON save)



Moon's Chill is more than just a magical weapon. It is the regalia of the Moonfae Noble House of Ithilring. In the hands of the Lord Ithilring, this Faerie weapon was a focus for his otherworldly Sidhe powers. In the hands of a mortal, enough power still remains to make it a formidable artifact. 

When this sword is first drawn, its clear, glass-like blade is initially difficult to see. Drawing the Moon's Chill on someone who has not yet seen grants Advantage on such first strikes. After the first round, the blade will begin to give off a faint cool glow with an icy misting which makes it easier to follow.

The touch of this blade imparts an eerie cold that wracks the target's body with chills, inflicting an additional +d8 Cold damage on a hit. You may use this ability a number of times equal to your proficiency bonus on each Long Rest 

Direct contact with the Moon's Chill blade can have a freezing effect on objects. A corpse of a creature slain by Moon's Chill will sometimes become frozen solid, and prolonged contact with the blade can have additional effects. With an Action, a campfire can be quenched, up to 5 liters of water can be turned to ice, or forge-hot metal objects can be cooled to the touch. 

The wielder of Moon's Chill is Resistant to Cold-based damage types, and may ignore Exhaustion checks caused by cold exposure. Notably, this effect does not warm the wielder in any way - cold simply ceases to bother them. As a side effect, the skin of the wielder becomes cold to the touch, and they no longer give off any significant body heat. The wielder must spend one Short Rest holding the blade to initiate these effects.

WHEN USED AFTER NIGHTFALL… 
Moon's Chill gains additional power by tapping into nocturnal energies. Once per Long Rest, a strike from Moon's Chill can freeze a target with numbing cold and coat them with frost. The target must make a CON save versus Paralysis. The DC for this save is DC13 or your Spell DC, whichever is higher. 

On a successful save, the target is not paralyzed but cannot take Reactions until the start of your next turn.  The target may save again at the end of its turn. The paralysis ends after 1 minute, on a successful save, or if the target takes damage. Creatures who are immune to cold ignore this effect.  


Resale: ?
Magic: YES
Owner: KIAN (active)
Obtained: Chapter 17 - THE TIDES OF VENGEANCE
from Lord Ithilring of the Moonfae



GEVAUD'S JOURNALS


A vile document...  
The battered leatherbound journals of Jonquiere de Gevaud (the famed Poisoner of Montcreux) are a harrowing read. This haphazard collection of log entries, diagrams, alchemical formulas, arcane theories, and letters-never-sent is equal parts medical notebook, pharmacological codex, magical tome, and diary of a serial killer.

Much of the content is esoteric in the extreme, and so specialized that even many versed in magic, alchemy, or medicine might find it challenging, obtuse, and blasphemous in equal measures. Throughout it all, the telltale signs of Gevaud’s madness and sadism bleed through the vellum in jarring ways. 

The AMULET of SEEMING


magic amulet

A talisman with a knotwork design, that hangs from a small leather necklace. It is inscribed on the reverse with discreet arcane symbols  pertaining to illusion and transformation. 

The Amulet of Seeming allows the user to transform their features and appearance, allowing them to become a different person. 


LUCIFERO'S DAGGERS

 
a collection of sharp things


Lucifero di Carabassi was once one of the best professional assassins in Capracia. Since retiring, he has taken on more administrative duties within his clan, and lets others do the dirty work. Once the tools of his trade, his collection of exotic daggers had become simple souvenirs of his adventures - at least until they fell into the hands of Jack Tyrsson and company... 

The EYE of ARGUS

 
wondrous object


The Eye of Argus is a composite crystal lens of unbelievable complexity, like a most spectacularly cut diamond, but wrought whole from Faerie glass. 

Once, this functioned as a component of Amadeo Bronzanti's powerful biomechanical servant named “Argus the Beautiful." Using his fantastical eyes, Argus was capable of perceiving even the tiniest, briefest events happening in his vicinity, and parsing the myriad reflected images delivered to him from the Faerie glass mirror arrays installed throughout Castle Dreist.

BLACK NEEDLES (150)


unseelie weapons



(150) darts: magical / light / finesse / thrown 

  • may be fashioned into dart-like projectiles, inflicting 1D4 necrotic damage
  • embedded needles inflict l HP necrotic damage per needle, per turn (at the beginning of the user's turn)
  • embedded needles prevent normal healing, and reduce magical healing by 50%
  • removing a needle requires one Interaction and inflicts 1HP necrotic damage
  • these black needles may only be used once each


The HUSH


magic amulet

An amulet in the shape of a white face with black lips. The reverse side of the amulet has a glyph inscribed on it, and the amulet opens to reveal a reservoir for facepaint. 

The MARVELOUS SASH


wondrous item

mastercraft specialty item
light, finesse, blunt
  • grants +1 to all Grappling actions (but not to Escaping)
  • permits the wielder to make Grappling attacks at range (using DEX)
  • can be used to snare objects, architecture, people, etc...
  • used as a whip: D6 damage (finesse, DEX attribute only)
  • RANGE: 15ft for striking or snaring 
  • worn as clothing wrapped around the body: grants +1 AC 

GARMENT of the SNAKESKIN DEVIL


wondrous item

STAFF of the WIZENED


magic item


A gnarled wooden staff, six feet in length, carved in the elongated likeness of a bearded, robed man. 

Magical examination reveals that it is adorned with discreet arcane symbols in complex arrangements which seem to depict a wide array of magical schools, but most strongly invoking the spheres of Transmutation and Enchantment.



  • magical focus, usable for all casting classes
  • permits casting of a second spell as a Bonus action (x3/LR)
  • both spells may use Concentration
  • when harmed, caster must make a Conc check for each spell

BOTTLED TWILIGHT


magical substance


This lacquered black bottle is sealed with a coppery threaded stopper. The bottle has a pattern on it that resembles a setting sun and is lightweight, as if empty. 

Within the bottle is contained the essence of twilight. Opening the bottle for a few seconds allows this power to escape, forcing light to  fade within a 60ft radius. 

COCKATRICE VENOM EXTRACT


magical poison


This flask appears to be made of Faerie Glass, with a latched stopper crafted in a serpent motif. The liquid inside is a marbled grey -- five doses of a magical extract created from the venom of the feared Cockatrice.

The petrification power of the Cockatrice's bite is notorious but thankfully temporary. Even so, the effects of a concentrated solution such as this can be quite dramatic. 

BAG of FAERIE PATHSTONES


(MAGIC ITEMS) 


This decorative cloth pouch contains a hundred or so rather ordinary-looking pebbles, although close inspection shows that each has a tiny hole bored through it. There is a current of magic that weaves through the entire bag, linking each stone to the next. 

This allows these tiny charmed stones to lay a temporary path through even the densest terrain, or to mislead unwitting travelers into getting lost in the wilderness.