Compendium
Wherein various items of interest are deposited...
Search results for the Party's extensive research as Seekers at Candlekeep
A voluminous work by A’lai Aivenmore, Sylvira Savikas, and Fheminor Scrivenbark, Great Readers and Avowed of Candlekeep, housed in the Inner Ward. The introduction explains that the project took over two decades to complete with the Great Readers employing a large staff of Avowed to scour recorded texts and oral histories from each deity’s faithful, as well as the works of other sages.
Penned by Lazlo Klen in 856 DR, the tome’s introduction explains that Klen had decided not to venerate any particular deity and as such felt he was well-suited to present them to those considering their own faith.
"Courtier's Choice" – Poison, ingested
A powdered substance common in royal courts where intrigue reigns, this poison is odorless and can take a long time to activate, making it a favored toxin among those looking to allay suspicion. - After 1d4 days, Constitution save DC 12 or be Poisoned for 6 hours
- A poisoned creature takes 2d4 poison damage, half on a successful save.
Lecture at Melarn's Door by visiting Master Sorceress, Rya Rezna
Lecture at Melarn's Door by visiting Master Sorcerer and Artificer, Safad Kulius of Calimshan
Star Signs of the Gods
The following sheets of brown vellum were discovered in an old text called, "Stellar Lights of Faerun" which had a chapter describing how certain constellations came to be known for gods and goddesses and their followers would sometimes look up to those stars as they would to their deity in prayer. The pages here describe those associations.
Marks of the Goddess
These signs appeared etched on the party's bodies as they emerged from thralldom in the cave of the Second Weir and remembered key moments in their life when the associated constellations shone brightly in the night sky.
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Thralldom
Occupations and contacts made during the half-remembered years of thralldom in and around Old Weir.
This simple, leather-bound journal was found in Sha'hale's concealed bag of holding in her pillowcase.
This worn journal was found in Mother the Goblin's hidden nook at Den No. 47.
Wormoil – Poison, ingested
A toxin developed by Drascua the Blind, made by the Night Wing goblin clan of the Bleak Hills in the High Moor, this poison is made from the secretions of a particular species of worm that feeds on bat guano. The oily substance is used to breakdown and burrow through the guano but when concentrated is a deadly poison.
- Constitution save DC 15 or be Poisoned for 12 hours
- A poisoned creature takes 6d4 poison damage, half on a successful save
- 5% chance that a rare fungus was introduced in the poison's construction, DC 15 con save or immediate lung failure: additional 3d6 damage and Exhaustion Level 4. If this is the case, the poison has a distinct alkaline taste and those who injest the substance will likely be aware.
Midge Paste – Poison, ingested/injury
This poison was invented by Drascua the Bling, leader of the Night Wing goblin clan of the Bleak Hills in the High Moor. It is made by capturing and crushing a particular species of biting fly native to the High Moor. The insect is allowed to dry and then made into a powdery dust. When mixed with water the powder forms a paste that can be applied to a weapon or mixed with paint/glaze, etc., and smeared on the inside of a vessel for ingestion.
- Wisdom save DC 15 or be Poisoned for 1 minute. Can repeat save every round, with successive +1 to DC (max of 20).
- While Poisoned, the creature hallucinates terrible nightmares and is Frightened.
- The source of fear comes from either the drinking vessel or the injury.
- If from the wound, the creature must make another save, DC 13 Wisdom, or attempt to rid the imagined nightmare from the wound. The creature must spend its action aggravating the open wound, dealing 2d6 damage to itself.
The Second Sveldinstone
This simple stone ring was discovered past the Corridor of Deception in Myth Sveldin. Once per day as a bonus action the wearer can cast Stone Shape.
The First Sveldinstone
This simple stone ring was discovered in the Fungal Pools of Myth Sveldin, watched over by the Guardian. Once per day as a bonus action the wearer can cast Meld into Stone.
This play was found in Myth Sveldin, scratched into a series of stone tablets.
Rope of Binding
This rope cannot be cut by nonmagical means and has an AC 20 and 20 HP. When the command word, "Pra-tay-tai," is spoken the rope aids the user in binding a creature or object. The user rolls a Dex check to set the DC of the binding, and adds a +5 modifier from the magical effect of the rope.
Ayzalla's Dagger
Given to the party by Ayzallah the Drow princess, this +1 dagger of life stealing deals an extra 1d6 necrotic damage on a critical hit. Chance to critical is natural 19 or 20. The user gains temporary hit points equal to the amount of damage done. With attunement, this dagger is capable of doing more necrotic damage.
Galdug's Boots of Haste
These boots were found on an incinerated Duergar mage and grant the user unnatural speed. When the heels are clicked together as a free action, the user's movement speed is doubled for 10 minutes and attacks of opportunity against the user are made with disadvantage. Once 10 minutes are expired, a long rest is required to recharge the item.
Galdug the Winker's Robes – Robes of Summoning, Blink
These robes were found on an incinerated Duergar mage and grant the user the ability to call random blink animals from the feywild for 1 minute. As a bonus action, the user grabs the hem of the robes and spins 360 degrees, rolling 1d6 to randomly summon creatures of the type and number listed below, imbued with the "blink" ability:
- 1 - 2d4 Lizards
- 2 - 1d6 Badgers
- 3 - 1d4 Goats
- 4 - 2 Mastiffs
- 5 - 1 Panther
- 6 - 1 Black Bear
Blink: the animal magically teleport up to 40 feet to an unoccupied space it can see. Before or after teleporting the animal can make one attack.
Figurines of Wondrous Power: Imagination
Crafted for the party by master potter, "Shifu," these figurines enable the owner to travel between Earth and Toril, enabling the user to enter the Forgotten Realms more seamlessly. They also grant the owner +10% hit points while in possession.
"Rook" – +1 Brutal Dagger and Raven Familiar
Found in the dusty old trapped chest of Percy Daleman's late grandfather, "Rook" is a sentient blade capable of turning himself into a Raven. He is serving as Safad's familiar, for the time being...
- +1 to attack and damage
- Brutal: d6 instead of d4 damage die
- Upon reaching 4th level, the owner can use a bonus action to summon Rook as a raven familiar
- In Raven form, the dagger still maintains its properties, while Rook the Raven can be directed to act according to owner's goals
- In Raven form, use Raven stats and abilities but with Intelligence of 12, Wisdom of 17, and Charisma of 14
- +3 to Perception and Mimicry ability
- It seems Rook has more to his story but had thus far expressed that he would prefer to do "interesting things" with Safad
Laudinsfös – Highly Addictive Narcotic
Made from the root of the Hisperin tree found in marshes and bogs, notably in the Marsh of Chelimbyr.
- Con Save DC 8 + 1 for every use within 72 hours to avoid addiction, max DC 20
- Addicted character suffers withdrawal if does not receive a dose in 48 hours
- Character in withdrawal receives disadvantage on all rolls for 1d4 days and addiction save starts at DC 15
- Overdose: 2d12 poison damage, Con save DC 13 for half damage. Failed save falls unconscious for 2 hours
- Addicted creatures suffer -1 to Dexterity, and Disadvantage on Dex skills and saving throws; and +1 wisdom
Carrion Crawler Mucus – Poison, contact
This poison must be harvested from a dead or incapacitated carrion crawler, very carefully...
- Con Save DC 13 or be poisoned for 1 minute
- The poisoned creature is paralyzed
- The creature can repeat saving throw at the end of each of its turns, ending effect upon success
"Frostnip" – +1 Dagger of Frost
Given to the party as a gesture of good faith and massive trust, currently in Ironica's safekeeping
- Magical dagger said to be blessed by some god or goddess at the founding of Old Weir when the attackers threw their arms over the side of Old Weir's bridge
- +1 to attack and damage, though rumored that some of the Iceguard have unlocked other secrets...

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