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Post by Derek Raines on Apr 2, 2019 21:25:28 GMT -5
Treasure Archive: Session 3
Mythos the Talking Shield Requires Attunement
This chatty shield was found in an old coffin. It may have once belonged to a famous adventurer, and on occasion, has been used as a serving tray.
* +1 Shield
* Conflict: Mythos loves to talk to anyone who will listen (even those who are no longer listening). The wielder gains Disadvantage on all stealth checks. Mythos may also blurt out secrets, sneeze or speak up at inopportune times. * Mirrored Surface: The wielder gains advantage on all saves against petrification spells and effects.
* Many Faces: Each dawn, the wielder selects a single expression for Mythos to favor throughout the day.
- Diplomatic: The wielder gains advantage on all Persuasion skill checks. - Stern: The wielder gains advantage on all Intimidation skill checks. - Shifty: The wielder gains advantage on all Deception checks.
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Post by Derek Raines on Apr 10, 2019 21:51:15 GMT -5
Treasure Archive: Session 4
Boots of False Tracks These enchanted boots were found, covered in cobwebs, in the mysterious portal room.
As a bonus action, the wearer can leave tracks like those of another type of humanoid of their size.
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Post by Derek Raines on Apr 10, 2019 21:55:49 GMT -5
Treasure Archive: Session 4
Horn of Silent Alarm
This sundered warhorn was repaired by a Mending spell and its enchantment restored.
This horn has 4 charges. When the wielder uses an action to blow it, one creature can hear the horn's blare, provided they are within 600 ft and not deafened. No other creature hears the sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
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Post by Derek Raines on Apr 10, 2019 21:59:05 GMT -5
Treasure Archive: Session 4
Thunderstone Arrows
A quiver of 20 curious arrows was found upon a table in the portal room.
These pack a wallop! A creature (up to size Large) hit by these +1 magical arrows must succeed on a DC 12 Strength saving throw or be knocked prone. A loud crack, like booming thunder, echos in response at each impact. Each enchanted ammunition is destroyed upon a single use.
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Post by Derek Raines on Apr 17, 2019 20:04:27 GMT -5
Treasure Archive: Session 5
Wand of Magic Missile
Found in the clutches of Della Norn.
This wand has 7 charges. While holding it, the wielder can use an action to expend 1 or more of its charges to cast the magic missile spell. For 1 charge, the wielder casts the 1st level version of the spell. The wielder can increase the spell slot level by one for each additional charge expended.
The wand regains 1D6+1 expended charges daily at dawn. If the wielder expends the wand's last charge, roll a D20. On a 1, the wand crumbles into ashes and is destroyed.
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