Nov 22, 2019 6:15 pm
OOC:
Group Loot• A cask of Silver Spirits (from the Silverback elder)
• 2,500gp worth of gems (from the hag coven battle)
• Safford Stampes' silver-inlaid chest (contains a velvet pouch containing 500gp worth of gems, a notebook filled with rude limericks and lewd drawings, a perfumed, silken handkerchief with one frayed corner)
Quest items
• A promise was made to Alcyestris, the dragon turtle, to bring the Trident of Fish Command to Kholnos, King of the Tritons, for destruction.
• A token that you are to show King Kholnos.
• The treasure maps on tattooed on the soles of Safford Stampes' feet.
Jineer
[ +- ] The Hand Gun of Remembered Glory
This +2 magic pistol is meant to replace a severed hand.
[ +- ] The Mighty Duck Dynasty
(Wondrous Item)
This wooden figurine of a duck wearing a crown is small enough to fit in a pocket. If you use an action to quack the correct duck call and throw the figurine to a point on the ground (or water's surface) within 60 feet of you, the figurine becomes a flock of 8 giant ducks for up to 6 hours. Each duck has the same stats as giant ravens, but add a Swim Speed of 20 ft. If the space where the ducks would appear is occupied by other creatures or objects, or if there isn't enough space for the them, the figurine doesn't become a flock of ducks. After 6 hours have passed, the flock reverts to figurine form. The flock reverts to a figurine early if it drops to 0 hit points or if you use an action to quack the command again while touching it. Once it has been used, it can't be used again until 5 days have passed.
The ducks are friendly to you and your companions. They can be used as mounts by Medium or smaller creatures to fly in V-formation. The ducks fight only to defend themselves. They understand your languages and obey your spoken commands. If you issue no commands, the ducks defend themselves but take no other actions.
This wooden figurine of a duck wearing a crown is small enough to fit in a pocket. If you use an action to quack the correct duck call and throw the figurine to a point on the ground (or water's surface) within 60 feet of you, the figurine becomes a flock of 8 giant ducks for up to 6 hours. Each duck has the same stats as giant ravens, but add a Swim Speed of 20 ft. If the space where the ducks would appear is occupied by other creatures or objects, or if there isn't enough space for the them, the figurine doesn't become a flock of ducks. After 6 hours have passed, the flock reverts to figurine form. The flock reverts to a figurine early if it drops to 0 hit points or if you use an action to quack the command again while touching it. Once it has been used, it can't be used again until 5 days have passed.
The ducks are friendly to you and your companions. They can be used as mounts by Medium or smaller creatures to fly in V-formation. The ducks fight only to defend themselves. They understand your languages and obey your spoken commands. If you issue no commands, the ducks defend themselves but take no other actions.
[ +- ] Folding Boat
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three Command words, each requiring you to use an action to speak it.
One Command Word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second Command Word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third Command Word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any Objects in the vessel that can't fit inside the box remain outside the box as it folds. Any Objects in the vessel that can fit inside the box do so.
One Command Word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second Command Word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third Command Word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any Objects in the vessel that can't fit inside the box remain outside the box as it folds. Any Objects in the vessel that can fit inside the box do so.
[ +- ] Purple Tentacle Whip
Rod, rare (requires attunement)
This rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute.
Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
[ +- ] The Tarantino Tarantula
While this bracelet in the shape of a spider is latched onto your arm with its fangs sunk in your wrist:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the bracelet can't be used again until the next dawn.
• All your successful attacks, even those that don't deal a lot of damage, are spectacularly bloody and gory. And Danny Trejo keeps showing up no matter where you go.
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the bracelet can't be used again until the next dawn.
• All your successful attacks, even those that don't deal a lot of damage, are spectacularly bloody and gory. And Danny Trejo keeps showing up no matter where you go.
[ +- ] Sending Stone" (on loan from Valrakas)

While you touch one stone, you can use an action to cast the Sending spell from it. The target is Captain Valrakas, the bears the other stone. Once sending is cast three times through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
[ +- ] Bag of Holding" (on loan from Valrakas)

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.
[ +- ] Trident of Fish Command (to be brought to the King of the Tritons)

melee weapon (trident, martial)
Damage: 1d6 Piercing
Item Rarity: Uncommon
Properties: Range, Thrown, Versatile 1d8
Range: 20/60
Weight: 4
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
In addition to beasts, this particular trident can be used to dominate dragon turtles.
[ +- ] The John Woo Cloak of Billowing
While wearing this cloak, you can use a free action to make it billow dramatically, and cause illusory doves to flutter about.
[ +- ] The Heart of the Ocean
This amulet floats on water or other liquids. While attuned, The bearer can breathe underwater, and gains a swimming speed equal to his walking speed. To attune, you must spend a Long Rest wearing this - wearing ONLY this.


[ +- ] From Dusk Til Dawn
Magic flintlock pistol (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls you make with it. The extra damage is radiant damage. It has a maximum of 5 charges and regains 1d4+1 charges each day at dusk. When you hit a creature with a ranged weapon attack using this weapon, you can spend 1 charge as a reaction to deal 1d8 radiant damage to a second creature within 10 feet of the original target.

This magic weapon grants a +1 bonus to attack and damage rolls you make with it. The extra damage is radiant damage. It has a maximum of 5 charges and regains 1d4+1 charges each day at dusk. When you hit a creature with a ranged weapon attack using this weapon, you can spend 1 charge as a reaction to deal 1d8 radiant damage to a second creature within 10 feet of the original target.

[ +- ] Footloose Blade
Magic cutlass (1d6 slashing; 3 lb.; finesse, light), (requires attunement)
Put on your red shoes and dance the blues. You can use a bonus action to toss this magic sword into the air and speak the command phrase, "Everybody, cut footloose!" When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
If you crit with this weapon, it casts Otto's Irresistible Dance on the target and another creature of your choice within 10ft of it.

Put on your red shoes and dance the blues. You can use a bonus action to toss this magic sword into the air and speak the command phrase, "Everybody, cut footloose!" When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
If you crit with this weapon, it casts Otto's Irresistible Dance on the target and another creature of your choice within 10ft of it.

[ +- ] Quicksilver Sword of Crashing Waves
Magic weapon (requires attunement)
The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes.
Once per short rest, when the wielder crits with this weapon, the target and all creatures within 5 feet of it (other than the bearer) must roll a DC 12 Constitution saving throw or be knocked prone by a wave of concussive force.
[ +- ] Jack's Medulla Oblongata
Magic weapon (requires attunement)
This gruesome magic flail beats down a creature's will to survive as bludgeons flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the medulla oblongata must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the wielder's next turn.

This gruesome magic flail beats down a creature's will to survive as bludgeons flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the medulla oblongata must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the wielder's next turn.

[ +- ] Eastwood Cigar
Makes you feel like a lucky punk. You have the Lucky feat while you smoke it. The cigar can be smoked a total of 1 hour (can be broken up into multiple short uses). It cannot be smoked underwater.


[ +- ] Jonah's Hex
Magic firearm (requires attunement)
Once per short rest, when you crit with this pistol, it casts Hex on the target. Roll a d6 to determine which of the target's abilities is weakened. You cannot transfer the curse to another creature.
If you crit again with this weapon before taking a short rest, in addition to casting Hex on the target, one of your abilities is also weakend (same ability as the target).
On the silver inlay is engraved a gun-toting man on a ship being swallowed whole by a whale.

Once per short rest, when you crit with this pistol, it casts Hex on the target. Roll a d6 to determine which of the target's abilities is weakened. You cannot transfer the curse to another creature.
If you crit again with this weapon before taking a short rest, in addition to casting Hex on the target, one of your abilities is also weakend (same ability as the target).
On the silver inlay is engraved a gun-toting man on a ship being swallowed whole by a whale.

[ +- ] Ole Dead-eye's Eyepatch
(requires attunement by person with 1 missing eye)
This leather eyepatch with a garish red eye painted on can only be attuned by a person who has one eye missing. While you wear and are attuned to this eyepatch, you gain a +1 bonus to attack and damage rolls with ranged weapons. While using firearms, however, you gain a +2 bonus to attack and damage rolls. Additionally, you have advantage on Intimidation checks.

This leather eyepatch with a garish red eye painted on can only be attuned by a person who has one eye missing. While you wear and are attuned to this eyepatch, you gain a +1 bonus to attack and damage rolls with ranged weapons. While using firearms, however, you gain a +2 bonus to attack and damage rolls. Additionally, you have advantage on Intimidation checks.

[ +- ] Big Mouth Billy Bass

[ +- ] The Shyamalan Sash
• While wearing this sash, you have advantage on Perception checks to detect undead.
• You can cast Magic Circle once per long rest, but it only works on undead.

[ +- ] The Fite Club
Magic greatclub (requires attunement)
• Treat as a +1 magic weapon when the wielder is raging.
• When the wielder reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
• The wielder may also spend one of their hit dice to deal additional damage equal to the hit die roll.
• Treat as a +1 magic weapon when the wielder is raging.
• When the wielder reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
• The wielder may also spend one of their hit dice to deal additional damage equal to the hit die roll.
[ +- ] Jar of mayonnaise
It's a self-refilling jar of mayonnaise.

[ +- ] The Black Pearl of Power
Wondrous Item (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next stroke of midnight.

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next stroke of midnight.

[ +- ] Dirt In Yer Eye
Rare Magic Item (requires Attunement)Created by Grog when he placed the Hag Eye in the jar of dirt that he found.
While attuned to this item and have it on your person, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
If speak the command word when you do not have the item on your person, you can see what the eye sees as long as you and it are on the same plane of existence.
Whenever you use the item again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

While attuned to this item and have it on your person, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
If speak the command word when you do not have the item on your person, you can see what the eye sees as long as you and it are on the same plane of existence.
Whenever you use the item again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
[ +- ] Megalodon Tooth Greataxe
Magic weapon (requires attunement)
The item floats on water or other liquids. Wielding it underwater des not impose disadvantage on the attack.

The item floats on water or other liquids. Wielding it underwater des not impose disadvantage on the attack.

[ +- ] Pistol-axes

These weapons are not magical. Each functions as both a flintlock pistol (1d8 piercing; 4 lb.; Ammunition; Loading; Range 30/90) and a non-throwable handaxe (1d6 slashing; 2 lb.; Light). With both of them in your hands while in combat, no matter what action you take, you can use your bonus action to make either two axe attacks, or two pistol shots.
[ +- ] Jade Master Crystal Fist Big Trouble IV
Magic hand wraps (requires attunement by a monk)
These hand wraps grant a +1 bonus to attack and damage rolls of your unarmed attacks and to the saving throw DCs of your Monk special abilities.
In addition, you can regain 1d4 ki points as an action while wearing these wraps. You can't use this property again until you finish a long rest.
None of this works unless you give each unarmed strike combo a cool-sounding name.

These hand wraps grant a +1 bonus to attack and damage rolls of your unarmed attacks and to the saving throw DCs of your Monk special abilities.
In addition, you can regain 1d4 ki points as an action while wearing these wraps. You can't use this property again until you finish a long rest.
None of this works unless you give each unarmed strike combo a cool-sounding name.

[ +- ] The Wachowski Matrix
Magical spectacles (requires attunement)
What if I told you this is all just make-believe - thought up by a bunch of nerds sitting at their computers?
If you use an action to speak the command word while wearing these spectacles, you gain the ability to see things as they actually are. For 1 hour, you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and notice secret doors hidden by magic all out to a range of 120 feet. Furthermore, you can see into the Ethereal Plane within the same range.
The item can't be used this way again until the next dawn.

What if I told you this is all just make-believe - thought up by a bunch of nerds sitting at their computers?
If you use an action to speak the command word while wearing these spectacles, you gain the ability to see things as they actually are. For 1 hour, you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and notice secret doors hidden by magic all out to a range of 120 feet. Furthermore, you can see into the Ethereal Plane within the same range.
The item can't be used this way again until the next dawn.

[ +- ] The EleMental Ring
Magic ring (Requires attunement)
While wearing this ring and touching water, you can use an action to summon a water elemental, as if you had cast the Conjure Elemental spell. The ring can't be used this way again until the next dawn.
You have a telepathic link to the elemental you summon. If the conjured elemental is slain, banished, or dispelled by anyone other than you, the mental backlash causes you to go crazy as if under the effects of the Confusion spell. This effects lasts for half as long as the elemental was in existence.

While wearing this ring and touching water, you can use an action to summon a water elemental, as if you had cast the Conjure Elemental spell. The ring can't be used this way again until the next dawn.
You have a telepathic link to the elemental you summon. If the conjured elemental is slain, banished, or dispelled by anyone other than you, the mental backlash causes you to go crazy as if under the effects of the Confusion spell. This effects lasts for half as long as the elemental was in existence.
