Vice and 37 follow Mother Jahanah back to the hall and show her the entrance to the crypt. The Mother asks for the personal effects the group found, as she can use them for the final rites of the below.
As the two gather up the items, famul insists that the Lady’s Staff be kept for now. Also, at the behest of Armat’s letter and personal direction from the red knight, he holds on to the Elemental Command Ring.
Belaluur negotiates as shrewdly as ever and most surprisingly is fascinated by the mandolin. She offers nineteen hundred gold for the boots, one of the bracers, one of the amulets and Vistani Mandolin. The stringed instrument alone earned the group a thousand gold.
The Minotaur owner of the scrapyard is far less giving. The grumpy old man snorts at the gear and throws it into a pile in the corner of the large, chaotic yard. It seems to be filled with everything imaginable. If that imagination were forgotten and never cared for, then left to rust. Still, Bellerophon gives you five hundred for the lot.
OOC:
Wink wink, you should keep the ring and the staff for now.
The rest adds another 2400 gp to your pot on top of the gold and gems you already received.
The clothes, Book of Raven and Titaness journal hold no value for Bela or Ironhorn.
That leaves:
- for the group
[ +- ] Shortsword of Warning
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Properties: Magic, Finesse, Light
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
- for 37
[ +- ] Amulet of Darkness
Wondrous item, uncommon
HP 15
AC 13
Magical darkness spreads from amulet to fill a 15-foot-radius sphere . The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
The darkness emanates from the amulet and moves with it.
Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of the affected area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- for 37
[ +- ] Chain Dart Bracers
Chain Dart Bracer (requires attunement)
Melee Weapon, finesse, reach
Damage: 1d6+2
Damage type: Slashing
On a hit, the target is grappled (escape is DC 14) if the you are not already grappling a creature. Until this grapple ends, the target is restrained and takes (1d6) piercing damage at the start of each of its turns.
Range: reach 10 ft.
Weight: 2
- for 37
[ +- ] Tinker’s Tool
10 lb.
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.
A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
Components.
Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
History
You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation.
When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Repair.
You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
Activity
Temporarily repair a disabled device DC 10
Repair an item in half the time DC 15
Improvise a temporary item using scraps DC 20
- for 37
[ +- ] Ring of Fire Elemental Command
Ring, Legendary (requires attunement)
This ring is linked to the fire elemental plane. While wearing this ring, you have advantage on attack rolls against Fire Elementals, and they have disadvantage on attack rolls against you.
The Ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage and have advantage on checks to control vehicles powered by fire elementals. You can also speak and understand Ignan.
If you help slay a Fire Elemental while attuned to the Ring, you gain access to the following additional properties:
- You are immune to fire Damage.
- You can cast the following spells from the Ring, expending the necessary number of charges: Burning Hands (1 charge), fireball (2 charges), and Wall of Fire (3 charges).
- You have advantage on piloting elemental ships and airships
- unclaimed
Book of the Raven
Vistani Garments
The deck of Tarroka cards (I think Vice wanted these?)
The cauldron in the dark chamber - which seems immovable
Let me know if I missed something.