Sionaas' Stock

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D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 9
Characters
Ajasz, lizardfolk scout
Arkis "Elric", kobold paladin of Tiamat
Chimalli, tortle barbarian
Elora, elven bladesinger
Ayida Ginen, half-elf undying warlock
Sond, halfling barbarian
Yeoman Scribus, kenku bard
Party Gear
The Sea GhostThe Harridan
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCsGuests
Resources
House Rules

A list of Sionaas' current stock of magical items, typically found scattered around his laboratory or stocked into one of a variety of chests of different makes and covered in arcane symbols. These change from time to time as he trades or consumes some himself, burns them out in his study, or creates or gathers more.

Trinkets

  • A red feather that shines softly in the dark
  • A ball that engulfs itself in harmless blue fire when thrown
  • A bowl filled with dim continual flames that change color on command <Arkis>
  • A flute that, when played, forms illusory lines of fire which dance to the music around the player
  • A pouch of dust that when sprinkled onto a fire cause firework-like sparks and crackles
  • A pair of boots that leave scorched footprints
  • A bottle filled with morning light ember
  • A pyrography quill that leaves flaming script on the parchment
  • An old brass lamp in which an efreet once resided; his name is inscribed on the rim in Ignan script
  • A chalice that makes the drinker’s blood glow with an inner fire for a few minutes afterward
  • An ever-smoldering lump of coal

Minor Consumables

  • Goodbery Wine: Heals 1 hit point (has 5)
  • Savior's Bandage: Instantly stabilizes a creature the bandage is applied to. (has 10)
  • Flask of Acid Splash: You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. (Has 5)
  • Grand Firestarter: A firestarter cube that, when struck and tossed, fills a 5ft cube with fire and ignites anything combustible. (has 7)
  • Fortune Cookie: Small, somewhat bland cookie. If consumed, gain +1d4 on your next skill check within 1 minute. (has 12)
  • Perfect Thread: When used to bind up a tear in fabric, perfectly mends it (Mending) (has 4)

Minor Magic Items

  • A mithral key about six inches long. It fits almost any easy lock (DC 13).
  • A model bronze weapon rack with six detachable polearms. Each is three inches long and decorated with a red horse-hair tassel. When removed they transform to full size, if touched to the rack, they revert to 3-inch size.
  • A small, hollow metallic orb that vibrates when tapped. While vibrating it prevents anyone in close proximity (5 ft) from naturally sleeping. It stops vibrating when tapped again. (Also, provides an advantage against magical sleep while ringing)
  • Spurs of Quick Mounting: You may get on or off a mount at the cost of 5ft of movement. <Arkis>
  • Cloak of Blade Ward: Dramatically whirling the cloak activates the magic. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
  • Handling Glove: May be used to cast Mage Hand 1 per day.

Common Magic Items

Auril’s Kiss: This flask is filled with a white liquid that turns into a quickly growing block of ice. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 2d6 cold damage and becomes restrained by growing ice if the creature is Large or smaller. A creature can end this condition by using its action to make a DC 13 Strength check to break the ice. Any fire damage dealt to the ice ends the restrained condition immediately.

Book of Hidden Secrets: This unassuming book looks crisp and official. Its cover is plain white, aside from a question mark. Inside, its pages are blank until opened by an attuned creature. While open, details about your immediate surroundings begin appearing in neat handwriting. By using an action, you may consult this book to gain an advantage on perception checks. If this advantage causes you to pass a check you would otherwise have failed, you may not use this item again until after completing a short rest.

Book of Memory: (requires attunement by someone who can read and write)
This magical, 100-page book copies written or drawn information in the attuned user's handwriting and style. When you or another creature places a piece of paper or paper-like material in this book and closes it, any pages in contact with written or drawn information copy the information onto themselves, in the handwriting and drawing style of the attuned user. Copying new information onto a page that has already been used erases the previous information. While holding and attuned to this book, you can use a bonus action to think about a document that has been copied into the book, causing the book to fly open to the page it was copied onto. If the book becomes attuned to a new creature, or the book loses attunement to any creature, all pages become blank.

Boomerang Bandolier: Brown leather Bandolier belt with holster loops and black iron buckles. This bandolier can store throwing weapons in 4 loops, each loop can hold 1 weapon of 2lbs or less in weight. Weapons stowed in the Bandolier for 24 hours become Attuned to it, this attunement ends if the weapon breaks, or another weapon is put into that loop.
Returning: Any weapons attuned to the bandolier return to it at the end of the turn it left your hand.

Apprentice Ring of Distance: A simple silver ring etched with swirling patterns used by apprentice-level spellcasters. When worn, the ring adds 10ft the casting range of ranged, offensive cantrips you cast.

Lazy Shovel: When pushed into the ground, creates an effect equivalent to Mold Earth.