FFAM Party Resources

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This page shows all of the current Party Resources.

Gold

Gold values last updated 4/16/2019

Cart

0pp

0gp


Vault

Vault total: 33,810pp 26,425gp

Party

In vault: 16,850pp 10,925gp

In antechamber: 150pp 1000gp

Personal

Each character row should add up to 19,200gp, or equivalent if split into multiple currencies.

Items

Equipment

There is currently no party equipment.

Magic Items

For instructions on how to add a new magic item, see: Example Magic Item


Elven Chain

Current owner: Bilmop

Armor, Rare (chain shirt)

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.


Luck Blade

Current owner: Nala

Longsword, Legendary (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish. The sword has 0 charges. While holding it, you can use an action to expend 1 charge and cast Wish from it. The sword loses this property if it has no charges.

Mace of Disruption

Current owner: Gilbert

Mace, Rare (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your turn
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.


Rod of Chaos

Current owner: Bilmop

Rod, Legendary (requires attunement)

Individual Piece's Effects
  • Ruat: Heal 1/day
  • Caelum: Hold Monster 1/day
  • Fiat: True Seeing 1/day
  • Justitia: Gust of Wind 5/day
  • Ecce: Haste 1/day
  • Lex: Slow 1/day
  • Rex: Cure Wounds 1/day
Cumulative Piece's Effect
  • 2 - Fly at will (target restricted to self)
  • 3 - Advantage on all saving throws vs. magic, counts as a +2 arcane focus
  • 4 - Control winds 2/day
  • 5 - Shape Change 2/day, counts as a +3 arcane focus
  • 6 - Wind walk 1/day
  • All 7 - Greater Restoration 1/day, counts as a +5 arcane focus, aura
Cursed by Demogorgon to be the ultimate tool of Chaos, the fully finished Corrupted Rod of Chaos is cursed though its constituent parts are not. The curse takes effect the moment the rod is assembled and effects the attuned holder of the rod. The holder's alignment immediately changes to Chaotic, though Good-Evil are unaffected. The aura of Law is actually an aura of Chaos, and those of a lawful alignment who are within 15' of the rod must make a DC 20 Charisma saving throw or be struck by a form of indefinite madness; those of neutral alignment must make a DC 15 Charisma saving throw or get the fear condition towards the rod and its wielder. This aura can affect a given creature only once per hour.

Rod of Lordly Might

Current owner: Darcassan

Rod, Legendary (requires attunement)

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head.
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

Scarab of Protection

Current owner: Shunsui

Wondrous Item, Legendary (requires attunement)

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
  • You have advantage on saving throws against spells.
  • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one.
The scarab crumbles into powder and is destroyed when its last charge is expended.

Scrolls of Uncertain Provenance

Current owner: Dadun Goofed and Co.

Magic Scrolls, Legendary, requires Attunement

Scrolls of uncertain provenance are not spells stored in written form, but collections of death-obsessed writing in an unknown hand. Popular myth holds that those who can command the lore contained in a set of these scrolls have power over life and death.​
See item page for expanded description.

Tinderstrike

Current owner: Jin, The Demon Prince

Dagger, Legendary (requires attunement)

A flint dagger. Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains Jin's soul.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage
Fire Mastery. You gain the following benefits while you hold Tinderstrike:
  • You can speak Ignan fluently.
  • You have resistance to fire damage.
  • You can cast Dominate Monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can’t be used this way again until the next dawn.
Phylactery. Tinderstrike is Jin's phylactery


Vorpal Sword

Current owner: Gilbert

Longsword, Legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.​
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Wand of Fireballs

Current owner: The Lieutenant

Wand, Rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball (save DC 15) spell from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Magic Missiles

Current owner: Bilmop

Wand, Uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.