FFAM Party Resources

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This page shows all of the current FFAM Party Resources.

Gold

Gold values last updated 4/16/2019

On Hand

~200pp

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.

Members that have signed and not been allocated vault funds:

Dakota

Gavid

Mina

Items

Equipment

There is currently no party equipment.

Currently Owned Magic Items

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

Blade of Embers

Current owner: DESTROYED BY A MASSIVE COCKWEASEL FROM THE FAR REALMS

Any Bladed Weapon, Very Rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
While the blade of the weapon is exposed, (ie: unsheathed), flames ignite along the blade. This weapon deals an additional 2d6 fire damage to any target it hits while ignited.
The flame sheds bright light in a 40 foot radius, and dim light for an additional 40 feet.
As an action, the wielder can issue a command word which shifts the weapon into the form of any bladed weapon, up to 20 feet long.
The weapon takes on various properties dependent upon its current size. See item page for details.

Boots of Elvenkind

Current owner: Dakota

Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

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: Gavid

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.

Quiver Of Energy

Current owner: The Forest

Wondrous Item, Rare (requires attunement)

When attuned to this quiver, you can imbue your arrows or bolts drawn from it with energy, based on a d6 roll.
The arrows deal an extra d6 damage if left in the quiver for at least 1 round before being drawn.
The effect is lost after used in attack or 1 round after it's drawn.

Ring of Jumping

Current owner: The Forest

Ring, Uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Rod of Lordly Might

Current owner: Nala

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. See item page for details of buttons
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.

Soulstring

Current owner: The Forest

Longbow, Legendary (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When the weapon is drawn without an arrow, an arrow made of magical force is created at the apex. The magical force arrow can go through objects on its way to a target you can see. On a hit the magic force arrow does 2d6 force damage in addition to the standard longbow damage.
Once a day you can make your eyes glow with ghostly light for 1 min or until your concentration ends. During that time, you percieve objects as ghostly, transparent images out to 100 feet. Within that range, you have Darkvision if you don't already have it.

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.

White Robes of the Archmage

Current owner: Gilbert

Wondrous Item, Legendary (Requires Attunement by a Good Aligned Sorcerer, Warlock, or Wizard)

This elegant garment is made from exquisite white cloth and adorned with silvery runes.
You gain these benefits while wearing the robe:
  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You have advantage on saving throws against spell and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 2.

Stolen or Lost Magic Items

Cursed Heart of Gustavus Adolphus

Current owner: Jin, The Demon Prince

Wondrous Item, Legendary (requires attunement)

This object is attuned to by placing it over your heart on your chest and then attuning to it. It will then melt into your body and replace your current heart in its normal functions. In addition, you gain the following while attuned to the heart:
  • (+2) to any one ability score of your choice
  • (-1) to any three different ability scores of your choice
  • Resistance to necrotic damage
Cursed.

Ioun Stone

Wondrous item, rarity varies (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Reserve

Current Owner: Bilmop
(Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

Music Box of the Night Revealed

Current owner: Amon

Wondrous Item, Uncommon

​A painted oaken box with a steel crank on one side​
Once per day, the music box can be wound as an action. It will start playing immediately after the winding is finished. It will play for one hour, and cannot be stopped once started. For that hour, nothing can be invisible within 120 ft of the box, and all light sources are snuffed-out within the same 120 ft range. This effects mundane and magical sources of light.​

Rod of Chaos

Current owner: Unknown Balor (Vingrumak?)

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.
Yoinked
A Balor from the Abyss stole this item from Nala. The party no longer has the rod. The balor said its name was Vingrumak.

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.

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

Torc of Heroic Sacrifice

Current owner: Jin, The Demon Prince

Wondrous Item, Uncommon (requires attunement)

This jet-black torc is crafted in the form of two clasped hands​.
A torc of heroic sacrifice allows you to take an injury meant for your ally. Once per dawn, you can use your reaction to activate this torc in response to an ally that you can see within 30 feet of you taking damage. You take all of the damage instead. The damage dealt to you has no type, and therefore ignores any resistances, vulnerabilities, or immunities you might have.​

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.