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Old 10-18-2015, 11:36 PM   #417
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
Alzar’s Stuff:

26,900 gp
20,000 sp
65,055 pp

Gems: 80250 gp worth of gems; 10 Pearls, 100 gp each; 33,000gp in uncut gemstones;
Gem - 1500 GP; 10 Turquoise - 10 gp each; Onyx - 50 GP; Pearl - 500 gpx3;Ruby - 1000 gp;


Jewelry: 703,200 gp worth of jewelry, all types; Platinum Chain with Emerald (900 gp); Dragon Tooth Necklace (1500 gp); Gold Crown set with rubies and diamonds - 12000 gp; Jeweled Belt and Armband – 10500 gp; Jeweled Circlet, 1500 gp; Topaz Necklace - 1000 gp; Emerald Necklace - 2500 gp; 2 Gold Armbands - 250 gp each; Jade Earrings - 800 gp; Amber Ring - 600 gp; Gold and Mithril Helm - 3500 gp; Platinum Headband - 1500 gp; Strange Helmet of Untarnished Silver - 1000 gp;


Objet d’arts: Huge gold door, 20000 gp; Pair of Heavy Crystal Statues of Elves (1500 gp pair); Mother-of-pearl and mahogany box (500 gp); Arabian Rug – 3000 gp; Jade Table – 8000 gp; 20 5 lb gold bars, 250 gp each; 1500 gp worth of clothing; Exotic Furs on bed - 2000 gp; Art Pictures on Wall - 800 gp; Figurines of Various Animals - 5000 gp; 6000 Gp of various furniture (chair, sofa, etc); 3 Golden Goblets - 50 gp each; 3000 sp worth of silver ingots; Crystal Dishes - 250 gp set; Black Bag - 100 gp; 3 gold ingots - 1200 gp total;



Books:

22000 GP Spell and Use Library
3 books on golems and repair – 500 gold.
Manual of Summoning Familiars – When read in its entirety just before casting Find Familiar or a similar spell, three possible familiars will arrive and spellcasters can choose which one they want.
The Anatomy of the Harginn (The Fire Elemental Grue) worth 500 gp and tell how to summon, and what they do, etc.
Four texts on Elemental Water, Evil – 250 gp each
Seven Tomes on Secret Rituals of Water Evil of various sorts.
Two Books of Magic
Three Books on Spell Research into Commanding Undead
5 books on summoning and binding of demons
Book on the Soul Gem
Lament for Lost Tharizdun – 33,000 gp
Book of the Gate – Firestorm Peak
The Fivefold Path to Power
One bookshelf of tomes on becoming a lich, controlling undead, diseases and curing
Diary of Helthrax
Treasures of Thorasia
3 Rows of Bigby’s Bookshelves: Magical Theory, Spellmaking, Enchanting, Science, Astrology.
Illustrated Hamedh Bestiary (250 gp)
Creation of the Shade
Surrisk’s notes on undead, necromancy, and a spell Undead Familiar
Book of the Coming
Neconilis’s Book of Horrors
Manual of Bodily Health; Manual of Gainful Exercise; Tome of Clear Thought; Grim Grimoire;
Diary - Alinor, Prince of Alphia
315 books from Alinor, Pandius, Restored - They are historical, contemporary historical, and magical treatises.
14k Library used for Return to Alzar spell research
History of the Badlands Tribes (20 gp)
Encyclopedia of Local Plants (50 gp)
Diary of the Wizard, Zelligar
Meteorological Phenomena of Hamedh (75 gp)
Tribal History of this Duergar Clan
Yaghoub’s Journal
Three books of magical history
Book on history of tower and residents
11 books on the nature of demi-humans – 250 gp
100 Books from Bone Hill Study
1000 gp library of 300 general purpose books from Dungeon in Desert
6 Books on Worship of Nabilah
1200 GP of works on spell research for Scrollmend
5000 gp research library from Nadir’s Tower
Complete Leather-Bound 10 Volume Set of writings of Japheth Arcane (5000 gp set)
Scrolls, Maps, Journals, War Plans from Tomb of Amhara
1000 gold worth of texts from Tower in Rahasia
2000 gold worth of Castanamir’s own personal journals.
3 books on golems and repair – 500 gold.
5000 gold in books on summoning and conjuring.
10 alchemy texts, 1000 gp value.
15,000 gp specialized summoning and conjuring texts
2500 gold Gingwatzim information, and the five books and two manuscripts that show it.
1000 gold, 12 books, info on making portals
3000 necromatic tomes for research
Ye Secret of Ye Philosopher’s Stone – 500 gold
Concerning Mesmerism and Lists of Effects – 50 gold; The Magical Properties of Gemstones – 150; The Magical Properties of Herbs and Flowers – 150; The Metaphysics of Mathematics – 150;
Principles of Navigation and Legal Distinction in Letters of Marque – 10 gold
Cenozoic Glacial Geology, - 50 gold;The Art of Coarse Angling – 75 gp;
History of The Gauntlet and The Sentinel – 250 gold
200 tomes, 12000 gp – value of books in generic mage research for spells and other mage stuff.
1500 gp worth of alchemical books
Tome – 500 gp Detailing sacrifice of humans to earth elementals for various effects.
Treatise on the nature of a flesh golem (not its construction)
5 books on anatomy of various monsters
8 books on Magical Lore
25 volumes on Battle tactics and strategies in various wars and sieges
100 magic research tomes
1786 texts - Shrine of Kuo-Toa, on religion, water, history, and various UnderDeep cultures. 150,000 gp
18 high quality religious texts on Sea Mother, 2500 gp total
358 Titles on Alien Theory, Gates, Teleporting, Magical and Normal Creatures, Various Theories
25000 gp on Books on herbalism, poisons, and magic item construction.
46 books on anatomies of various creatures.
320 books on history of Thorasia
2500 gold in making items such as Scarabs
301 Uncommon to rare books on general knowledge topics
4 books on summoning and controlled Spectators
220 Books on Beholders, Magic, and Research on Spells without requiring Somatic/Material Components
442 Books from Beholder Library – General Topics
Detailed Notebook on making a Dwarf Crusher Golem
4 Books that relate, in detail, how to make Spellcache Rings of various sorts
How to Make a Thunderpot in Four Easy Steps
Notes on Summoning Hordlings, and 4 Truenames given to Summon
6 Books on making various potions, Climbing, Giant Strength, Healing, Heroism, and Gaseous Form
467 Arcane Texts
33 Books on Dwarven Lore
Book on Axe of the Dwarvish Lords; Friar Hyckum’s shocking tale, Dragons of Depravity, worth 1000 gp
Theology Texts from Temple of the Frog – 6 shelves and 72 additional books

232 Light Reading Books, 1st Floor Temple of the Frog
4 lined shelves of Cult of the Frog secrets, including how to make items, spells, and frog people.
655 books on general history, culture, and nature of various Hollow World societies and organizations
Tome of Clear Thought; Tome of Understanding; Manual of Puissant Skill at Arms; Libram of Teleportation Arches; Libram of Gainful Conjuration;


Laboratory:

27000 gp lab generally
Thunderpot Making Equipment
Alchemical Equipment – Makes Climbing, Giant Strength, Healing, Heroism, and Gaseous Form Potions.


Artifacts:


Face of Xenous - Summon one of each elemental, 16 hd, no control, once/week; Cone of Cold, Telekinetic Gaze, 1000 coins, 2/day; Flesh to Stone, Web 1/day; Color Spray, Darkness, 15’, 3/day; Comprehend Languages at will - Fires in 60’ extinguished and temperature drops 20 degrees when power used. When non-evil touches it take 4d4 damage and ages 1d4 years. INT 25, EGO 25, turn to CE if dominated.

Bright Barrier of the God-King Dargeshaad

Alignment – Lawful

Large circular shield

Major Power: Purge – Drain 2 levels of HD from all non-lawful who can see it 3/day
Minor Power: +2 Shield, wielder can hold shield and cast spells simultaneously. Deliver Shield Punch attack for 1d8+2 damage.
Cast Command at will; Detect Lie 3/day
Dangers: Wielder ages 1d10 months any time activating major power is used. Major power also pushes user more and more towards and stricter and stricter alignment. Chance Dargeshaad will inhabit user if major power used.

Magic Items:

Potions - of Sweet Waterx2, Diminutionx7, Gaseous Formx9, Poisonx6, Telekinesis, Extra-Healingx8; Healingx18, Levitationx4, Spider Climbingsx6, ESPx3 Animal Control – Horses, Clairvoyancex3, Clairaudiencex4, Fire Resistancex2, Philter of Lovex2, Control Plantsx3, Neutralize Poison, Speedx11, Cure Disease, Water Breathingx4, Invisibilityx4; Invulnerabilityx5, Undead Controlx5 (Wight, Vampire, Ghoulx2), Heroismx8, Flyingx3, White, Silverx2, Greenx2, Blue Dragon Control; Oil of Etherealnessx2, Strengthx2, Treasure Findingx2, Human Controlx5, Growthx2, Animal Controlx4 Philter of Persuasivenessx2, Super-Heroismx4, Polymorph Selfx14, Titan Strengthx3, Agilityx4, Seeing, Fire Giant Controlx2, Freedomx3, Mammal Control, Fire Breathx4, Storm Giant Strengthx2, Oil of Slipperiness; Hill Giant Strengthx2; Plant Controlx2; Vitality; Tonguesx3; Pursuit, Nutritionx3, Fish Control, Levitation; Cold Resistancex2; Lycanthrope Control; Infravisionx2, Fire Giant Strengthx2, Devil Control, Shielding, Clear Thought, Oil of Acid Resist; Oil of Disenchantment; 2 Jars Keoghtom's Ointment – 6 applications left; Ointment of Blessing, of Poison; Potion of Sustenancex2, Bug Repellant, Elemental Formx3, Blending, Agility, Vitality, Sightx2; 5x Ethereality; Super-Healingx3; Dreamspeechx3; Fortitudex4; Mergingx3; Ventriloquism; Oil of Slipperiness; Mind Control;


Weapons and Armor -


+1 Pesh-kabzx2, Short Bowx2, Daggerx4, Gada, Club, Heavy Crossbow, Yataghan, Sling, Tulwar, Shamshir, Scimitar, Spear, Axex3, Footman’s Mace, Longswordx4; Staff, Short Sword, x4; +1 Changestaff (Takes the form of any weapon, always deals 1d6+1 damage);
+2 Flail; Khanda; Macex3; Yataghan; Bastard Swordx2, Short Sword, Net, Longswordx4;Warhammerx2; Scimitar; Broadswordx2; Axex2;
+3 Pesh-Kabz; Daggerx4; +3 Mace; Axe; 2 Handed Sword;
+4 Battle Axe; Broadsword; Short Sword; Bastard Sword.

+2 Mace, +4 vs undead; Mace, +1 vs Lawful, -1 vs Chaotic; Spear, +1, +2 vs Giants, +3 vs Orcs, Ogres ; Warhammer, +2, +4 vs Weapon-Using Opponents; Short Sword, +4, +6 vs giants; Sword of Chaos,+4, +6 vs Law, Levitate 3x day, Lawful characters that grab it to use it take 20 damage, neutral 10 damage;

+2 Dagger, Longtooth; Cold Sword; +3 Frostbrand Sword; Scimitar of Defending +4; Vorpal Yataghan; Pickaxe of Piercing; Hammer of Luck +2; Ptah’s Royal Flail - +3 Flail, acts as Mace of Disruption; Dagger of Venomx2; Sword of Deceiving +2; +2 Spear of Accuracy, +4 when thrown; Mattock of the Titans;

+2 Trombash of Returning; +4 Sling of Seeking; +2 Crossbow of Speed, +2 Heavy Crossbow of Speed; Hasp of Reloading; +4 Short Bow, x8;

Arrow of Giant Slaying; 4 Javelin of Lightning; Javelin of Piercing; 11 Darts of Wounding; 22 Bolts of Ice, +1 Bolt, deal 1d6 extra damage, 2x damage vs fire; 12 Stun Bolts; 2x Quarrels of Flying; +2 Javelin of Returning; +1 Arrowx20.; +4 arrowx4; Arrow of Disarming x4; Dart of the Hornet’s Nest; Dart of Death; +4 Arrows, +7 vs Weapon Using Foesx4; +4 Arrow of Dispellingx2; +4 Arrow of Climbing, x8;

+1 Shieldx5 ; +1 chainmail; +1 plate armorx3; +1 Splint Mail;
+2 Chainmailx2; +2 Leather Armorx2, Plate Mailx2; Shield x4;
+3 Shield; +3 Flying Shield; +3 banded mail x3; Chainmail (Goblin Sized);
+4 Leatherx3; +4 plate mail; +4 Shield;
+5 Shield

+3 Bronze Elven Scale Amor; +3 Shield of Haste (Once/day can cast a self-haste which does not age the user); Chainmail of Presence (+3 and CHA 18 when worn); Shield of Fear (Like Plate Mail of Fear); Elven Chainmail +1; Missile Deflector Shield (+1, +4 vs missiles, 20% chance Magic Missile negated);

Rings - Greater Ring of Sustenance; Ring of Water Walkingx2, Ring of Depetrification – 12 charges; Ring of Protection +1; +2x4, +3x5, +4,; Ring of Warmth; Ring of Windwarding; Ring of Quick Action; Ring of Invisibility; Ring of Human Control; Ring of Fire Resistancex2; Ring of Telekinesis, 50 lbs; Ring of Feather Falling; Ring of Mammal Control; Ring of Anti-Venom -20 charges; Ring of Mirror Images – 19 charges; Ring of Free Action; Ring of Sustenance; Anything; Regenerationx2; Spell Turningx2; Chameleon Nature; Cantrips; Shooting Stars (12 charges); Frog Controlx2;
Ring of Water Command; Ring of Three Wishes (3 charges); Ring of Frog Calling;
Ring of Djinni Summoning – Can only open a gate to a random Prime Material Plane once/month, and nothing else.
Ring of Wizardry (Double 1st and 2nd); Ring of Spell Storing – Haste, Lightning Bolt; Cleric Ring of Spell Storing – Word of Recall;
Ear Ring; Finger Nail
Spellcache Rings (Anti-Magic Shell, Dispel Magic, Flame Arrow, Phantasmal Killerx2, Reduce, Stoneskinx4, Non-Detection, Haste, Mirror Image, Grease)

Wands, Staves, Rods -

Wand of Paralyzation 17 charges; Wand of Magic Missiles – 20 charges, 63 charges; Wand of Wonder – 45 charges, 63 charges, 19 charges; Wand of Force – 90 charges; Wand of Negation – 5 charges; Wand of Opening – 10 charges; Wand of Frost – 9 charges, 12 charges; Wand of Ice Storms – 42 charges; Wand of Lightning – 12 charges; Wand of Viscid Globs – 79 charges; Wand of Metal Command – 19 charges; Wand of Fire – 65 charges; Spider Wand – 64 charges; Wand of Fear – 22 charges; Wand of Rust – 27 charges; Wand of Secret Door and Trap Det – 7 charges; Wand of Salt – 21 charges;

Buckler Wand; Rod of Terror – 8 charges; Rod of Electrification – 17 charges; Rod of Smiting – 19 charges; Rod of Rulership; Rod of Cancellation; Rod of Victory; Rod of the Wyrm (Chaotic); Rod of Rulership (31 charges);

Staff of Striking – 48 charges; Staff of the Serpent, adder; Staff of Spell Focusing – 23 charges;
Amun-Re’s Staff of Rulership; Staff of Power – 16 charges; of Healing – 14 charges;


Scrolls –

Wizard Scrolls -, Tongues; Invisibility, 10’ Radius; Push; Haste; Fly; Gust of Wind; Minor Globe of Invulnerability; Invisibilityx2; Mass Invisibility, Illusionary Script, Shield, Light, Mirror Image, Spectral Hand, Continual Darkness, Shadow Door, Dig, Feign Death, Strength, Hold Person, Emotion, Dispel Magicx3, Monstesr Summoning III, Disintegrate, Death Spell, Maze, Death Spell, Symbol of Discord. Disintegrate, Remove Curse, Airy Water, Limited Wishx2, Mislead, Summon Swarm, Control Weather, Crystalbrittle, Energy Drain, Gate, Charm Plants, Knock, Pyrotechnics, Globe of Invulnerabilityx2, Stone to Fleshx4, Symbol, Write, Invisible Stalker, Passwall, Fire Trap, Push, ESP, Wizard Lock, Vocalize, Shape Change, Solid Fog, Guards and Wards, Water to Poison, Vampiric Touch, Ghoul Touch, Monster Summoning VI, Power Word Blind, Summon Shadow, Erase, Dispel Magicx3; Binding; Fire Shield, Dimension Door, Elonia’s Glamer, Dazzle, Transmute Mud to Rockx4; Time Stop; Teleport Without Error; Abjure; Gate, Astral Spell, Scroll of Disintegrate, Delayed Blast Fireball, Mordenkainen’s Disjunction, Dispel Magic, Polymorph Selfx3, Color Spray, Dispel Magicx3; Invisible Stalkerx5; Hold Portal; Tensor’s Floating Disc; Lower Water, Dissolve, Power Word, Stun, Legend Lore, Phase Door, Wall of Force, Prismatic Spray, Lightning Ring; Polymorph Other, Shapechange, Lower Water;

Scroll of Spell Catching 1-6; Scroll of Portals; 2 Scrolls of Communication linked together

Cleric scroll – Scroll of Creation, Truth;

Protection from Cold, Demonsx2, Undeadx3, Magicx2, Elementalsx4, Lycanthropesx3, Felines, Traps, Devils, Possessionx2, Nonmagical Weapons, Shapechangers; Dragons; Fire, Acid;

Items Worn

Gauntlets of Ogre Powerx2; Gauntlets of Dexterity; Gloves of Missile Snaring;
Rock Jellaba; Robe of Useful Items;
Necklace of Adaptation; Bracelet of Swimming; Necklace of Missiles –5; Necklace of Protection +1 AC;
Bracers of Defense, AC7, AC6, AC4, AC 2x2; Bracers of Protection vs Normal Missiles; Bracers of Cleaning
Periapt of Proof Against Poison +2; Periapt of Health
Amulet of Proof against Scrying and Detectionx2; Amulet of the Planes; Talisman of the Golem; Medallion of ESP 30’; Scarab of Death; Scarab of Protection – 12 charges; Talisman of Memorizationx2; Medallion of Defense; Amulet of Neconilis; Amulet vs Undead (5th Level); Amulet of Finding x4; Amulet of Inescapable Location; Medallion of Proof Against Detection; Scarab of Venom; Luck Charm (+1 Saves); Protection +2; Brooch of Shield Spell - 9 Charges;
Girdle of Ogre Strength; Zoster of Zeal; Girdle of Many Pouches;
Sandals of Speedx2; Elven Bootsx3, Boots of Striding and Springingx2; Slippers of Spider Climbing; Boots of Varied Tracks; Boots of Levitation; Boots of Traveling;
Cloak of Displacement; Cloak of the Manta Ray; Cloak of the Bat; Cloak of Protection +2,+3; Elven Cloakx3; White Dragon Skin Cloak - +3 save vs cold, 50% less damage from cold sources; Cassock of Precaution; Set – 1 Black Cloak, Black Boots -75% to move silently/be invisible in dungeons.
Crown of Leadership; Mask of Disguise; Helmet of Underwater Action; Helmet of Reading Languages and Magic; Hat of Disguisex2; Helm of Telepathy;
Ioun Stone - Incandescent Blue Sphere (+1 spell level), 2xDusty Rose - +1 AC; Deep Black Sphere (See in Non & Magic Dark); 2xPearly White Spindle – Regen 1 hp/turn; Clear Spindle (No eating or drinking needed); Pale Lavender Ellipsoid (Absorbs spells up to 4th level, 20 charges left);
Eyes of Humanoid and Monster Charming
Death Mask of Ptah

3x Bag of Holding, 10000 coins; 3x Weightless Chest; Flatbox; Zagyg’s Spell Component Case (12000 gp of components); Heward’s Handy Haversack; Bag of Tricks (C);

Crystal Ball with Clairaudiencex2; Crystal Ball; Crystal of Death Scrying;
Carpet of Flying (4 Passengers); Broom of Flyingx2; Folding Boat; Square Wheel;
Star of Mo-Pilar (Gem of Seeing),
Rope of Entanglement; Rope of Climbingx3;
Warp Marble; Iron Flask; Prison of Zazig; Iron Bands of Bilarro;
Chime of Opening; Grave Key - Magical item that opens any locked coffin, tomb, crypt, etc.
Dust of Appearance x5; Dust of Disappearancex20
Magic Jelly Beans – 1 Grey, 2 Green, 2 Orange, 2 Yellow (G Cube), 2 White (Crystal Ooze), 2 Black
5 Beads of Force; 9 Thunderpots; 6 Buttons of Blasting;
Stone of Diminution, when held acts as potion until dropped; Glowstones x6;
Lamp of Creation; Crucible of Melting ; Lens of Speed Reading ; Honing Stone 6 charges; Quill of Forgery; 4 Jars of Preserving; Chalice of Identification; Slate of Identification; Lamp of Long Burning;
Incense of Enlightenment; 6 Blocks of Incense of Meditation; Phylactery of Faithfulness
Whistle of Golem Control; 2x Collar of Animal Control;
Banner of Renown; Pillow of Regeneration;
Gem of Magic Missile Protection, 50 charges;
Pearl of Power 3rd Level; Pearl of Power 4th level; Pearl of Power, 2nd level;
Shovel of Digging
House of Zebulon ; Cube of Forcex2; Daern’s Instant Fortress;
Bag of Puchezma’s Powder of Edible Objects – 50 pinches
4 Kegs of Smoke Powder, 100 charges each

Horn of Collapsing; Kamencheh of Calming; Horn of Blasting; Horn of Fog; Bronze Horn of Valhalla, summons 2d4 Neutral Evil, level 2 fighters, AC4, 15 hp, spear or sword. Can only be blown by N, NE, LE, or CE Priest or Warrior.

Table of Plenty; Decanter of Endless Water; Metal Platter (Beef, Lamb, Turkey, Pheasant) for four people once/day; Mug (Beer, Ale, Mead) six/day; Pitcher (Water, Tea, Wine), three/day.;

Ebony Fly, Serpentine Owl Figurine, Onyx Dog, Obsidian Steed, Ferret Figurine;
Brazier of Controlling Fire Elementals; Stone of Controlling Earth Elementalsx2; Censer of Controlling Air Elementals
The Whistle, “Nightcaller” – Blow once/week at night to raise Zombie from grave to follow you
Multiform Graegzim Gingwatzim, amulet an turn into Fremlin.

Selinyr - +5 Axe, with two talents – Translating and Extinguishing.

Bladestar - +2 dagger, CN, I 15, E 11, Detect Invisible, Charm Person on contact 3/day, strength 1/day, 19 or 20 does max damage when used in backstab. Slay Lawful Creature, 1/month – save vs death or dies instantly.

Wyrmcleaver - +2 two handed sword, becomes +4 vorpal sword against dragons

Amulet of Power - Detect Magic, Read Magic at will; Fireball (12 HD) 1/day; Teleport w/o Error 1/week; gives the wearer 50% Magic Resistance. Any non-wizard donning it is feebleminded.

Helm of Selnor – Can only be worn by warrior with CHA of 15+, +1 AC and cast Charm once/day on group – save vs spells and cannot be broken normally, charmed become barbarians in culture and alignment, as well as friends.

Cloak of Shadows - -3 AC, 2x move silently percentage, polymorph into cat or bat 1/day. Non-thief wearing it loses half their current hp every round until they take it off or die.

Bloodfear - A +3 longsword that absorbs blood during combat = for every 20 points of damage vs a flesh entity with blood, the sword gets +1 in damage to a total of +7, after which is drops back to just +3 because it’s satiated and has to be built back up again.

Unifex - +2 Dagger made from unicorn horn, AC2 given and can teleport once/day

Erok’s Sword - 20 INT and Ego, CN, +3, Wielder is CN whenever the sword is in hand. One extra attack/round when fighting lawful, Detect lawful creatures at will, Sword of Wounding against Law, and cannot be healed save by cleric magic from chaotic cleric. The sword always attempts to dominate a wielder when drawn, and still shifts their alignment. Curses any-non fighter who wields it. Can be sheathed as normal if not dominated.

Typhus - INT 11, EGO 16, CN, can only be handled by clerics without bad stuff happening, +3 mace, immune to disease, every hit causes disease per the spell unless a save is made. Can cast cloudill and wither once/day, and gives +1 to level for turning or commanding undead. -1 STR and CON to any non cleric who tries to wield it. Each time uses a spell, moves more towards CN. When removed, truns to normal Align, or regains lost STR/CON after one week.

Deathstone Fragment - User will be cursed and lose 10 max HP; can control up to 50 HD of undead, with half level of ability. Curse is transferred is given away.

Gem of Delusion – Command word forces everyone other than user in 20’ radius to save vs spells as Gem flashes. If they make it, they are stunned for 1d4 rounds and then Feebleminded for 1d6 after. If they fail, then deluded.

The Earthshaker’s Mind Gem – Controls the Machine

Amulet of the Abomination – The Amulet used to summon the Abomination of Karazan, it no longer works.

The Eye of Myr Div - Unique other-planar gem - 25,000 gp.

Cursed – Periapt of Foul Rottingx2, Helm of Alignment Changing, Ring of Spell Snatching; Cloak of Poisonousness;

Body Parts:

Alicorn
Eyes, Scales, Teeth, Blood, Central Eye of a Beholder
Parts from a Bronze Golem; Drolemx2;
4x White Wolf Pelts
7x skins, tentacles, fangs, blood of Displacer Beasts;
Eyes, Teeth, Scales, Blood, etc, of an old Blue Dragon, old Black, 7 red dragons (5 young, 1 old, 1 very old), Dragon Turtle, venerable Black;

Unusual Items:

Spell Component Collection – 12500 gp value
19 Rings Ready for Spellcache
38 empty Thunderpot Flasks
Silver Dagger
6 Ichor-Green Potions – Turn drinker into frog-person if they fail a save
The Golem’s Heart - a gem worth 6000 GP

8 moldy and illegible scrolls
1 destroyed ancient dwarven text

Psionic - Lamp Without Reservation, 12 charges; 3 dampsuits; 5 flaregoggles; exoskeleton, 6 tentacle extensions
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