Realm:
Bazagon
Region:
The Gauntlet Sprawl (Bazagon City)
Gold:
11,514
DA:
1
Race:
vampire
Class:
monstrous hero
Completed:
14
Upcoming:
2
Most recent:
9 days ago
So you are an Anamori with the rank of Tel-mor - It mostly your social standing in Vouxel Dale. It means that you are the highest -lowest rank of Undead in the Vale. You can command other undead such as skeletons or zombies but you have very little power in Vouxal Dale, currently. You are given food once a week in the art of Anam-Lendil where you have met some of the other adventures. They are Cinderai currently with a social rank roughly equivalent to yours in Vouxel Dale.
Cloak of Displacement
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
| Item | Qty | Type | Sell Value |
|---|---|---|---|
Boots of Elvenkind Unique. Belonged to Bromwick | 1 | 100 Gold | |
Lunar Bangle Wondrous Item | Rare, Greater The dark silver of this bangle resonates with a quiet ripple, like the moon's pull on the tide. You gain a +1 bonus to attack and damage rolls made with your Natural Weapons, or a +2 bonus if it's between dusk and dawn. You can benefit from more than one bangle, but the maximum bonus you can benefit is +2 and requires Attunement for a pair. While wearing this bangle, you can use an action to teleport up to 60 feet to an unoccupied space that you can see. If another creature is within 5 feet of that space, you can immediately make a single attack against it using a Natural Weapon. If it's between dusk and dawn, you also become invisible immediately after you teleport in this way, and you remain invisible until the end of your next turn or until you make an attack or cast a spell. Once this property of the bangle has been used, it can't be used again until the next dusk. | 1 | 2500 Gold | |
Moonlit Aegisᵀᴳˢ Armor (shield) | Rare, Greater (requires attunement) This magic shield glows softly under moonlight. While you're attuned to it, you know the moonbeam spell, which doesn't count against the number of spells you know or have prepared. It has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the shield, you can expend 1 of its charges as a reaction when you're hit with a melee attack. When you do, the shield releases a flash of brilliant moonlight. If the attacker can see the shield, the triggering attack roll takes a −1d4 penalty, potentially causing it to miss. Hit or miss, each creature that can see the shield within 5 feet of you (other than you) must then make a DC 15 Constitution saving throw; a shapechanger makes this save with disadvantage. A creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. The radiant damage increases to 2d12 if it's between dusk and dawn. From The Griffon's Saddlebag | 1 | 2500 Gold | |
Moonstone Bracersᵀᴳˢ Wondrous Item | Rare (requires attunement) These leather bracers are adorned with moonstones and unique wolfen buckles made of silver. While wearing these bracers, you have immunity to damage from the moonbeam spell, and have resistance to nonmagical bludgeoning, piercing, and slashing damage from silvered weapons. While wearing the bracers in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a wolf. While you are in the form of the wolf, you retain your Intelligence, Wisdom, and Charisma scores. The bracers can't be used this way again until the next dusk. From The Griffon's Saddlebag | 1 | 2500 Gold | |
Soma of the Poppy Wondrous Item | Uncommon, Lesser This flask contains a sweet liquid, enough for one Large or smaller creature to drink. A living creature that drinks the soma feels warm and dreamy. If it wishes to resist the effect, the creature makes a DC 15 Constitution saving throw as though against poison. On a failed save, it experiences hallucinatory visions for 1d6 hours. During this time, it has disadvantage on Wisdom ability checks and saving throws, and its speed is halved. In addition, its pain is dulled. The next time it takes damage each hour during this time, it takes 2d6+2 less damage. A creature does not reduce any additional damage by drinking additional Soma. | 4 | Consumable | 100 Gold |
Wolf Door Guardian Wondrous Item | Uncommon, Lesser This silver grey door knocker is fashioned after a wolf's head. You can attach the knocker to an unlocked door by firmly pressing it against the door for 1 minute. The door then becomes locked, as if by the arcane lock spell. You choose the door's password when attaching the knocker to it. Speaking the correct password to enter the door causes the knocker to emit a rumbling growl. If the door doesn't have a handle, a grey handle in the design of a wolf's paw appears where one would normally go. The handle also has a physical lock, although there isn't a key made to fit it. If a creature attempts to pick the door's lock or break the door down, the knocker transforms into a Dire Wolf, including any handle it may have created. The wolf appears in the nearest unoccupied space before the door and attacks the creature and its allies. Unless the creatures know the nature of the door knocker, they are almost always surprised. The transformed wolf is made of pewter: it uses the Dire Wolf's statblock, except that it's a construct instead of a beast, it has immunity to poison damage and the poisoned condition, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The wolf returns to its normal form and reappears on the door after 1 minute. If the wolf is reduced to 0 hit points, it returns to its normal form on the ground at the foot of the door. Regardless, the wolf regains all its hit points when it returns to its normal form. | 1 | 100 Gold |