Lenz The Inspector
Wondrous item, uncommon
Though the Bureau has many inspectors—magical magnifying glasses that help spot clues— Lenz is a unique creation. Usually the last inspector to be taken from the quartermaster’s stock, Lenz enjoys talking to new people. They rarely enjoy talking to him..
Investigation. While you look through this magnifying glass you have advantage on Intelligence (Investigation) checks made to find clues and hidden messages within writing.
Tracking. A creature that looks through this magnifying glass can see all the footprints of creatures that travelled through the area in the last 24 hours as glowing imprints, unless the creature’s passage was disguised by magic. A creature can use its action to make a Wisdom (Survival) check, identifying which footprints belong to which creature on a success. The GM decides the DC, where DC 5 is eminently obvious, and DC 30 is trying to spot a mundane shoe after a crowd has passed through.
Sentient. Lenz is a charismatic, slightly distracting sentient magic item with an Intelligence of 10, Wisdom of 13, and Charisma of 17. It has hearing and darkvision out to 60 feet and communicates in a chipper voice audible to all within 10 feet of it. Most of the time Lenz points out entirely obvious and irrelevant facts.
Helping Hand. While holding Lenz, you can ask it to help. You must make a DC 13 Charisma (Persuasion) check. On a success, its tips are helpful and grant advantage on any checks made to identify footprints for the next 10 minutes. On a failure, it gets distracted and starts telling a tale, such as the time he mistook duck’s footprint for that of a venomous dire platypus, giving you disadvantage on checks made to identify footprints for the next 10 minutes.
Very rare version, Time Peeper: This magnifying glass can see backwards in time, up to 72 hours. As an action you can activate the magnifying glass for the next 10 minutes with a small dial on its handle. When you do so, whenever you look through the magnifying glass you see the space where you are as if you were at the same space at a point in time up to 72 hours ago. Once the 10 minutes elapses, you can’t activate this property again until the next dawn.
Though the Bureau has many inspectors—magical magnifying glasses that help spot clues— Lenz is a unique creation. Usually the last inspector to be taken from the quartermaster’s stock, Lenz enjoys talking to new people. They rarely enjoy talking to him..
Investigation. While you look through this magnifying glass you have advantage on Intelligence (Investigation) checks made to find clues and hidden messages within writing.
Tracking. A creature that looks through this magnifying glass can see all the footprints of creatures that travelled through the area in the last 24 hours as glowing imprints, unless the creature’s passage was disguised by magic. A creature can use its action to make a Wisdom (Survival) check, identifying which footprints belong to which creature on a success. The GM decides the DC, where DC 5 is eminently obvious, and DC 30 is trying to spot a mundane shoe after a crowd has passed through.
Sentient. Lenz is a charismatic, slightly distracting sentient magic item with an Intelligence of 10, Wisdom of 13, and Charisma of 17. It has hearing and darkvision out to 60 feet and communicates in a chipper voice audible to all within 10 feet of it. Most of the time Lenz points out entirely obvious and irrelevant facts.
Helping Hand. While holding Lenz, you can ask it to help. You must make a DC 13 Charisma (Persuasion) check. On a success, its tips are helpful and grant advantage on any checks made to identify footprints for the next 10 minutes. On a failure, it gets distracted and starts telling a tale, such as the time he mistook duck’s footprint for that of a venomous dire platypus, giving you disadvantage on checks made to identify footprints for the next 10 minutes.
Very rare version, Time Peeper: This magnifying glass can see backwards in time, up to 72 hours. As an action you can activate the magnifying glass for the next 10 minutes with a small dial on its handle. When you do so, whenever you look through the magnifying glass you see the space where you are as if you were at the same space at a point in time up to 72 hours ago. Once the 10 minutes elapses, you can’t activate this property again until the next dawn.
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