Saltmarsh Gear: Difference between revisions

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: The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
: The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
: Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
: Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
* Mug of Retention (wondrous item, rare) CLAIMED BY ARKIS
: When filled with a non-magical liquid, this oversized, lidded stein seems to contain an endless supply of it. In reality, it will produce up to 20 gallons of liquid in a single day. Stating its command phrase, "Fill 'er up", resets the liquid it can create.
* Scarf of Resolve (wondrous item, rare, requires attunement)
: This luxurious silk scarf allows the wearer to remain firm in the face of fearsome or intimidating foes whether in battle or bargain-making. It is also cozy.
: When attuned to the scarf, you are immune to the frightened condition and also gain advantage on Wisdom (Insight) or Charisma (Persuasion) checks related to haggling


== Equipment ==
== Equipment ==

Revision as of 22:31, 21 February 2021

D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 8
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
Party Gear
The Sea Ghost
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCs
Resources
House Rules

This lists the cumulative loot haul by the party. As items are sold, they will be crossed out and marked as SOLD. A few items are 'claimed' by certain characters, and this will be noted as well. If a character wishes to keep the item, it will come out of their share of the cash as items are liquidated.

Cash

  • 100 gp - deferred payment from Lord Elric for books
  • 2,195 gp, 8 sp - set aside for House Fund, currently stored at the manor
  • 10,000 gp deposited at the Temple of Waukeen, Waterdeep (accessible at any Temple of Waukeen)

After Chapter 5

  • Cash
    • 10,000 gp in coin and sellable gems/jewels/half-melted valuables
  • Recovered Loot
    • 100 ft of black velvet curtains - recovered for mansion
    • 5 bolts of rare silk worth 100 gp each
    • Dagger w/laminated whalebone and scabbard (worth 50 gp)
    • two vials of rare copper ink worth 25 gp each (good for scribing spells)
    • high quality studded leather armor
    • 5 spears
    • shortbow + quiver w/20 arrows
    • 2 shortswords
    • 3 daggers
    • 2 shields
    • chain mail, medium-sized
    • large holy symbol - 50 gp
    • gilded tome of dark ritual incantations written in Aquan and Infernal (25 gp)
  • Consumables
    • 4 healing potions in fancy crystal decanters (decanters worth 20gp each when empty)
    • spell scroll - command
    • spell scroll - hold person
    • spell scroll - light
    • spell scroll - bless
  • Permanent Items
    • bag of holding
    • medium mithral plate armor (Amber)
    • dagger of venom
    • ring of x-ray vision
    • ring of poison resistance

After Side Missions

  • 500 gp each to Ajasz, Ayinde, Chimali, Elora
  • 80 gp each to Ajasz, Arkis, Ayinde, Chimali, Elora
  • 7 gp to House Fund
  • mithral chain mail "store credit" to Captain Xendros

After Chapter 3

  • 450 gp to Arkis, Chimali, Elora
  • 100 gp each to Ned and Oceanus
  • 10,000 gp deposited at the Temple of Waukeen, Waterdeep

After Chapter 3

  • 187 gp to each character, 188 gp to House fund

After Chapter 2

  • Each party member received 603 gp prior to any share taken out early
  • 70 gp already taken out by Elora for her share in order to purchase armaments for the Sea Ghost ambush
  • 10 gp deduction for Elora and Chimalli for treasure kept
  • 5 gp deduction for Ajasz for coat kept

Books

Books to Keep

  • A naval almanac listing tide times for the area of coast around Saltmarsh (a total of one hundred miles of coastline is covered) (10 gp)
  • Grog Hovels, which describes taverns and inns along the coastline suitable for patronage by a pirate
  • Principles of Navigation by Da Korma (10 gp)

Spellbooks

These books cannot be conventionally sold as only wizards can effectively use them. Elora has claimed these, though anyone in the party with levels of wizard can eventually use them to learn new spells.

  • Sanbalet's Spellbook:
1st level: charm person, color spray, magic missile, shield, silent image
2nd level: magic mouth, scorching ray
  • Punketah's Spellbook:
1st level: disguise self, fog cloud, mage armor, witch bolt
2nd level: gust of wind, Melf’s acid arrow, misty step
  • Cultist Mage's Spellbook:
1st level: detect magic, feather fall, mage armor, magic missile, shield
2nd level: misty step, suggestion
3rd level: counterspell, fireball, fly
4th level: greater invisibility, ice storm
5th level: cone of cold

Treasure and Gear

Treasure and Gear to Keep

  • Two pieces of blue quartz (10 gp ea) - One for Elora, one of Chimalli
  • Fancy floor-length oilskin coat (5 gp) - CLAIMED BY AJASZ

Trade Goods

Trade Goods to Keep

  • 2 casks of brandy
  • 2 casks of fine wine

Magical Items

Consumable Items

Permanent Items

  • Pipe of Remembrance (wondrous item, common)
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
  • Bag of Holding (wondrous item, uncommon)
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
  • Heward's Handy Haversack (wondrous item, rare)
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
  • Mug of Retention (wondrous item, rare) CLAIMED BY ARKIS
When filled with a non-magical liquid, this oversized, lidded stein seems to contain an endless supply of it. In reality, it will produce up to 20 gallons of liquid in a single day. Stating its command phrase, "Fill 'er up", resets the liquid it can create.
  • Scarf of Resolve (wondrous item, rare, requires attunement)
This luxurious silk scarf allows the wearer to remain firm in the face of fearsome or intimidating foes whether in battle or bargain-making. It is also cozy.
When attuned to the scarf, you are immune to the frightened condition and also gain advantage on Wisdom (Insight) or Charisma (Persuasion) checks related to haggling

Equipment

Most of this is on the Sea Ghost after being donated by Lord Aubreck.

  • studded leather armor (given to Ned)
  • two light crossbows with twenty bolts each
  • three 50-foot coils of rope
  • ten torches
  • two healer’s kits
  • sacks

Animals

  • Sandrin, a mule purchased by the party to haul goods to/from the Haunted Mansion
  • Torin, a mule purchased by the party to haul a wagon
  • Cuppa the Parrot
When anyone enters a room with Cuppa, the parrot immediately wakes, squawks, repeats “Pieces of eight” several times, squawks again, and then falls quiet.

Vehicles

  • The Sea Ghost, a cog owned by Saltmarsh and loaned out to the party for a period of one year with crew paid for by the town
  • A jolly boat used at the Haunted Mansion
  • a wagon pulled by Sandrin and Torin

Property

  • Deed and title to the Haunted Mansion