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Company Treasures

A collection of the items that are held in common trust by and for the members of the Company of Irregular Items      
Bracelet of Understanding (cursed) Twice per day this can be used to cast the Tongues spell, but with three targets rather than one and a duration of four hours rather than one. Ibun has identified a curse on the item. Curse: Each time the item is used, the wearer must make a DC 12 Constitution saving throw or be Cursed with mummy rot. The Cursed target can't regain Hit Points, and its hit point maximum decreases by 3d6 for every session that elapses. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust.
 
A pair of Speaking Stones, received from a fey hunter named Gaemon. When either is activated it transmits sound to the other. This is limited to about the distance you could walk in an hour, and on the same plane. Players have received communications from Gaemon via the stones, suggesting that he has a third connected stone.
A token from Gaemon - a small glass cube that glints orange when tumbling. There is faintly etched writing on each face, in sylvan. Faeora has translated the text - it has "Gaemon" written on one face, "Summer Court" on the opposite face, with the other four faces bearing the Sylvan words for the numbers 2-5.
 
A token from the celestial plane of Avandor. It's a necklace and the pendant is a bell. Once per day, as an action, it can be struck, giving a clear sharp ringing noise, audible for sixty feet, bringing joy and excitement to the hearts of all who hear it.
 
A Fool’s Scepter, retrieved from a Nilbog - a wooden staff with a carved goblin head, grinning and with eyes painted crazy, wearing a small pink cap with bells on top. Used as a melee weapon, it’s a “finesse” weapon with 1d6 bludgeoning damage. One target, 5’ reach. Requires attunement. Once per day, point it at an enemy within 30’ and jiggle it. Casts hideous laughter, no other components required. Spell save is 8 + your charisma bonus. If you are able to cast spells (caster class or feat) you can add your proficiency bonus as well.
         
A Riding Lizard known as Carth Jnr.
      Rule Details
Controlling a Lizard mount. When mounted,the lizard acts on your initiative. You can guide his movement as a free action (up to 40’). You can use your action to induce him to dash, bite or slam. Mounting and Dismounting Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed [you may leap off the lizard to retain full movement, this requires an acrobatics skill check, on failure you lose all your movement and are prone. DC is approximately 15 for a moving lizard, 10 for stationary]. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet of it.

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