On the high seas, an encounter
with an alien merchant ship leads to a brisk battle, after which the victorious
party examines the cargo hold to determine their booty. This
captured treasure can turn out to be either highly valuable or next to
Small merchant ships can hold up to
twelve units of cargo, while large merchant ships can hold up to thirty
units. Roll 1d12 for each kind of treasure possible. The DM should determine how many units will be awarded to the playing characters based on the size of the ship.
HIGH SEAS CARGO CHART (1d12)
- COOKING SPICES: Bags of Pepper, Cinnamon, and Cloves worth 500 gold per unit.
- SILK: Rolls of fabric worth 1000 gold per unit.
- PRECIOUS STONES: Small sacks of Amber, flint, jade, marble, and emeralds worth 1000 gold per unit.
- TEAK: Bundles of precious wood worth 300 gold per unit.
- BARLEY TEA: Barrels of tea leaves worth 350 gold per unit.
- COTTON FABRIC: Bolts of fabric worth 250 gold per unit.
- FLOUR: Bags of fine flour worth 200 gold per unit.
- BITTER ORANGES: Baskets of oranges worth 250 gold per unit.
- CABBAGE: Baskets of cabbage worth 150 gold per unit.
- COOKBOOKS: Boxes of these books worth 750 gold per unit.
- HERRING KIPPERS: Boxes of seafood worth 350 gold per unit.
- SALTED MEATS: Hung by hooks, this meat is mainly Peafowl worth 300 gold per unit.
These items are for use with characters using psionic powers. For more information, refer to this PDF about the Mystic, version 3.
This mask grants the wearer the ability to speak, understand, and write five different languages. The wearer proficiency with each as if it were a skill. It draws upon the wearer’s internal reservoir of energy, Psi Points to fuel the power. The mask drains 1 Psi Point every hour of use. As a Bonus Action, the wearer attunes her mind to the knowledge of the five chosen languages.
CITRINE POWER STONE
Mystics and other psions can you can draw vigor from Power Stones. The citrine stone must be attuned to the user as with a Magic Item per the DMG. Once the psion is attuned to the stone, the stone begins to function. The Citrine Stone will begin to function doin g what is called “Flushing.” This flush removes naturally occuring Psi Points from the stone. Once it is fully flushed, the stone must regenerate its power for a full 24 hours.
Each stone has 6d4 Psi Points when it is fully recharged. It possesses a barely detectable interior glow if it holds a low-level of points. A stone charged with more points glows more brightly, but never enough to provide illumination in its own right when fully charged. When a Stone regains its charges (after 24 hours) the user must pick it up and “connect” with it again. At this time, the player must made a roll of 1d20 and a roll of “1” indicates that the stone overloads, exploding in the psion’s grasp. At this time, the psion experiences “Brainburn” as the power stone improperly manifests the stored energy. The resultant psionic surge will knock the Psion off her feet, causing her to become Prone. This surge deals 1d6 points of damage per Psi Point (6d4) in the stone.
Citrine Stones provide access to the following powers:
Avatar of Healing (5 psi)
You project an aura of
resilience. While you aren’t incapacitated, each
ally within 30 feet of you who can see you
regains additional hit points equal to your
Intelligence modifier (minimum of 0.)
Step from Sight (3 psi; conc., 1 min.)
bonus action, cloak yourself from sight. You can
target one additional creature for every
additional psi point you spend on this ability.
The added targets must be visible to you and
within 60 feet of you.
Each target turns invisible and remains so
until your concentration ends or until
immediately after it targets, damages, or
otherwise affects any creature with an attack, a
spell, or another ability
Mend Wounds (1–7 psi)
As an action, you can
spend psi points to restore hit points to one
creature you touch. The creature regains 1d8 hit
points per psi point spent
Truesight (5 psi; conc., 1 min.)
As a bonus
action, you gain truesight with a radius of 30
feet, which lasts until your concentration ends.
According to the Dungeon Master’s Guide, Every adventure holds the promise—but not a guarantee—of finding one or more magic items. A magic item’s description explains how the item works. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
The gauntlet has 7 charges for the following other properties. The item regains 1d6+1 expended charges daily at dawn.
Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
The item regains 2d4 expended charges daily at dawn
A charred bejewelled skull to be worn like a helmet. This helm is made from the skull of a fallen Hag.
The wearer may mentally command any undead creatures (up to 3HD in number) at any range. Other powers imbued in the wearer are “Death Ward” and “Animate Dead”, and these two powers
may be used at the rate of 1 charge per spell use . The wearer will regenerate from Slashing/Puncture damage
at the rate of 5 points/turn, even if killed (unless beheaded.)
These are enchanted eyes obtained from a witch’s human victims. They are usually found in a box, and it typically contains about 40-50 eyes.
They are endowed with a strong aura of Evil.
To use the Eyes, the user must be a spellcaster and attuned to them.
In flight they will move at Speed 10 and can travel way from the user at a distance of Level multiplied by two. As a Bonus Action, the user may see through the eye.
The eyes are normally
invisible and immaterial, allowing them to penetrate any solid barriers, but they must become visible to attack.
To attack they become visible and hover in from of their chosen victim,
and anyone accidentally meeting their horrid gaze may not look away. At this point, the user may use a Bonus Action to use either Web or Ray of Enfeeblement on the victim. After the spell is cast, the Eye disintegrates permanently.
If for any reason, the spell fails to work, the victim has one
turn to try killing the eyes before they turn immaterial and returns to the
spellcaster using them at a speed of 20.
Scab Red- Red Spice
Blood Red-Red Apple
Blazing Orange-Pumpkin Orange
Bad Moon Yellow-Yellow
Scorched Brown- Burnt Sienna
Bestial Brown-Nutmeg Brown
Bubonic Brown-Carmel Candy
Bleached Bone-Antique White
Dark Flesh-Chocolate Bar
Vermin Brown-Goose Feather
Bronzed Flesh-Fresh Apricot
Elf Flesh-English Lace
Liche Purple-Wild Iris
Tentacle Pink-Bubble Gum
Midnight Blue-Night Sky
Regal Blue-Too Blue
Ultramarines Blue-Neon Blue
Enchanted Blue-Colbat Blue
Ice Blue-Bright Blue
Hawk Turquoise-Viking Blue
Dark Angels Green-Forrest Green
Snot Green-Woodland Green
Scorpion Green-Green Apple
Goblin Green-Leaf Green
Rotting Flesh-Lemon Chiffon
Camo Green-Country Tan
Scaly Green-True Teal
Shadow Grey-Blue Stoneware
Space Wolves Grey-Dolphin Gray
Codex Grey-Pewter Gray
Fortress Grey-Country Gray
Graveyard Earth-Burnt Sienna
Desert Yellow-Country Tan
Catachan Green-Hunter Green
Tanned Flesh-Brown Oxide
Mithril Silver-Metalic Silver Sterling
Chainmail-Metalic Silver Sterling
Boltgun Metal-Metalic Silver Sterling
Dwarf Bronze-Kings Gold
Brazen Brass- Pure Gold
Burnished Gold-Pure Gold
Shining Gold-Kings Gold
Mordecai, Gnomish Alchemist, opened his alchemical shop in London of a foggy morning. After opening shop and helping some early morning regulars Mordecai worked on some alchemical research as he waited for customers. Suddenly the peace of the shop was disturbed by a small group of gnomes lead by the local gnomish blowhard, Hershal. Hershal made a brief pretense of looking at the shop’s wares but quickly dropped this obvious pretense at began loudly demanding that Mordecai “do something” about the Statute of Gnomery, in his more rational and practical moments of bellowing making reference to Moredecai’s unusual access to the Royal Court given his friendship with Prince Andrew, heir apparent to the throne. Mordecai tried to placate the loud and obnoxious gnome while the provocative statements Hershal made drew the attention of some human citizens. After Mordecai pointed out that Hershal might well get a chance for action should her provocative ranting continue Hershal ceased his rant and departed. One of the Gnomes who had accompanied Hershal, a young and aspiring alchemist named Schlomo, remained behind to buy some alchemical supplies and try to win the favor of Mordecai as Schlomo admired Mordecai thinking him a wise and powerful alchemist. The town guard appeared and began to drag away Schlomo under charges of disturbing the peace but luckily the Halfling Lord Richard Earl of Dorset, and Silas Wayfarer Inquisitor of his Holiness the Pope were coing to visit their friend Mordecai and came upon the scene. Inquisitor Silas convinced the guards of the error of their ways and persuaded a guard that he should be more introspective concerning his own faults and whether or not he was possessed of the devil. Schlomo the aspiring young gnome alchemist was released and spared the gallows.
Prince Andrew was and his counselors, Mordecai, Silas, and Richard were summoned to the King’s court urgently. Prince Andrew was nowhere to be found and so his counselors came in his stead. The Scottish Lords, Robert de Brus, Lord Balliol, and Lord Comyn brought news to King Edward I’s court with news that King Alexander III of Scotland and died suddenly. The Lords were prepared to discuss their claims of succession but King Edward I revealed that the Duke of Orkney was at court to press the right of succession of Princess Margaret of Norway on her behalf.
After discussion it was revealed that Princess Margaret was betrothed to Prince Andrew. The Dwarvish Lords expressed their disapproval pointing out that the King of Scotland should be Scottish (aka Dwarvish). After dispute as to who was to wed and where Princess Margaret was to travel to (Scotland or England) it was eventually agreed that the Papacy provide a ship to defuse some of the tension between the claimants each side wanting to transport the Princess on their respective factions’ ship. It was pointed out by the Duke of Orkney and others that many of these details will truly be decided upon by the King of Norway, Princess Margaret’s father.
Prince Andrew did show up in the middle of the meeting but not before King Edward I spoke in anger to the effect that perhaps his younger son, Edward II, would make a better husband for Princess Margaret. Prince Edward (age 5 years) was summoned to court and during his presence there he was noted to clutch a toy ship in obvious fear of his father. The Queen Eleanor was able to soften the tension somewhat as did Prince Andrew with his eccentric entrance to court carrying a recently slain dear as a trophy. This tension did need diminish as such outrageous proposals as having Prince Edward and Lord Comyn’s son go to one another respective courts to the great concern of Edward’s court and the shock of the Duke of Orkney. Later on Lord Balliol position seemed to soften after a discussion with King Edward but Lord de Brus and Lord Comyn maintained stauch opinion.
Later Prince Andrew had a terrible nightmare and with the aid of magic it was revealed that he was being targeting with enchantments. Inquisitor Silas was able to secure a spy in the harbor and it was revealed that each faction was preparing to launch a ship in addition to the Papal ship.
I recently bought a BLUE SUN VINYL DECAL from Emporium721 on Etsy. The transaction was simple and the seller was awesome. Decal was in great shape and well made. Easy to apply. I highly recommend this Etsy seller.
Blue Sun New Logo Firefly Vinyl Decal. This is for a vinyl decal only, the wood in the photo is just my background image. All material is Glossy vinyl. The size option is the Longest side of what your decal will be and the other side will be proportional.
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Oakmoss was a coastal fishing village near a small inland lake on the Sword Coast. A stretch of cliffs a short walk from the village were riddled with small, shallow caves. Some believe that the small creatures were summoned from another plane of existence and unleashed upon the people of the village. Others suggest that they were mutated by some kind of alchemical mutagen or arcane potion. Either way, the parasites fell on the village in a swarm from the caves, first drinking the villagers dry of their blood and then taking possession on their lifeless bodies.
The Waterdeep Navy dealt with Oakmoss by burning it to the ground, including every remaining villager. The whole area was left lifeless, with everything of value gone and no one to call it a village anymore. But vermin have a way of surviving, and surivive they did.
Oakmoss Parasites, also called Corpse Fleas, are small flightless insects. As parasites of mammals and birds, they live by consuming the blood of their hosts. Adults are up to about 3 mm long and usually brown. Bodies flattened sideways enable them to move through their host’s fur or feathers; strong claws prevent them from being dislodged. They lack wings, and have mouthparts adapted for piercing skin and sucking blood and hind legs adapted for jumping. The latter enable them to leap a distance of some 50 times their body length, a feat second only to jumps made by froghoppers. Larvae are worm-like with no limbs; they have chewing mouthparts and feed on organic debris.
However, the Corpse Flea is most feared for its interaction with corpses. It has developed its necromanical desires into a way of life, using corpses to propagate itself. Whereas a fly will merely implant eggs into a corpse and leave, letting its offspring use the corpse as nourishment, this creature instead crawls entirely inside a corpse then uses it to walk it around, spreading small nodules shaped like spikes and akin to seeds as it walks. A clear ichor that serves to accelerate the growth of its nodules accompanies the spikes. This ichor often seeps from the orifices of the host.
When a Corpse Flea traveling inside a host encounters another dead body, it “spits” one of its spikes into the body. The spike injects fluid into the corpse, and the spike itself slowly burrows into the body, toward the heart, then grows. Within two days, a new parasite fills the chest of the corpse, animates the body, and walks around searching for dead bodies on its own.
These creatures do not seek to kill living creatures and try to avoid them. However, they are drawn to blood and, like vultures, seek out living things they sense may die. If attacked, they won’t hesitate to defend themselves, spitting spikes at opponents.
The Oakmoss Parasite can sustain a corpse for up to a month. While its fluid prevents the decay of muscle and connective tissue, the creature must eat. The corpse itself is the most convenient source of food, so it nibbles slowly on the inner flesh. Once the body has ceased to be of use, the parasite crawls out through the most accessible opening and inches away, looking for other bodies. Naturally, the beasts are attracted to battlefields and the enormous pickings to be found there. However, the Corpse Flea is keen to pick bodies that are intact. Any gross openings in the skin will allow too much of its fluid to leak out. Therefore, it is more likely to pick a body that has died from blunt trauma than from, say, being hacked to death. It prefers animals and people that have died from sickness. If it cannot find a corpse, it chooses some place to wait until it smells a corpse. It prefers moist hiding places; ideal locations include coastal caves, since they’re dark and wet, and stagnant lakes. During the night, it may sometimes roam the countryside if it is desperate enough.
Chult is located at the westernmost end of the Chultan peninsula, in the southern part of the Trackless Sea, off the coast of Calimshan. During the Sundering, Chult was cut off from the mainland, forming an island. Before that, Chult was again forming the westernmost end of the peninsula. Regardless of geographical status, Chult has always been remote and isolated, forming a mountainous jungle of savage beasts, hulking dinosaurs, and disease-ridden swamps. Savage human tribes, goblins, and even stranger monstrous folk haunt the thick jungles. Nevertheless, Chult draws adventurers who search for its legendary riches. The primordial Ubtao is almost exclusively revered in the land, for the divine powers of Faerûn awarded Ubtao the dominion over the land of Chult in exchange for the deity’s vigilance over the threat from under the Peaks of Flame, a chain of volcanoes.
Ubtao (pronounced oob-TAY-oh ) is the patron deity of Chult. He is also known as The Father of the Dinosaurs, Creator of Chult, Founder of Mezro, and The Deceiver. He stays distant from both mortals and other deities, and he seems to be above the daily doings of the world and his followers. This may be partly due to his origin as a primordial, and in fact it’s not fully known if he is a deity in the traditional sense. Only since the Time of Troubles has he begun to show interest in his followers again. The many jungle spirits worshiped in Chult are all aspects of Ubtao. But due to this he only has power in and around the jungles of Chult.
Chult is a varied land, but it is hot and humid nearly everywhere. The rainforest, which covers much of the country, roughly follows thedrainage of large river basins, like the Olungand the Tath. The soil in the rainforest is poor for northern-style farming, since the daily rainfall leaches away most of the nutrients.Travel in the heart of the rainforest is easier than one might expect. The tall trees stretch hundreds of feet overhead, barren of branchesor leaves, save for the huge canopies that spread wide in search of light and rain. A thin carpet of fallen leaves, pale vines, and hearty fungus covers the hard ground. The biggest obstacle to travel are the trees themselves, which sport huge, buttressed boles.
Chult is hot — very hot. The baking sun plus the humidity challenge even the most stalwart adventurer. Explorers should be very careful of what they are wearing and how much potable water they have with them. Adventurers who wear armor and are heavily encumbered will soon discover how uncomfortable the jungle can be during an expedition. In any part of the jungle, an average person must drink at least one gallon of fresh water each day to survive. Someone remaining inactive can cut that requirement to a half-gallon. Because the oppressive humidity affects a person in the shade as much as the sun, no further reductions in water requirements can be gained by hiding in the shade or traveling only at night.
Disease lurks in the air and water of the tropics and is carried by insects. Many expedition send in ruin because of this invisible menace,and many explorers in Faerun bear more lasting scars from Chultan diseases than from any of its beasts. The physical environment profoundly shapes disease. The environment is more than just the natural environment. People modify the land and waterscapes in innumerable ways: by building houses, cutting down trees, building roads, grazing livestock, planting crops for agriculture, and introducing new plants and animals. All of these changes create new disease environments.
The humans of Chult live in tribal communities, consisting of a dozen or so families, which move from one area to the next when the poor soil of the largely-jungle covered peninsula becomes depleted. For hunting and defence they rely on primitive non-metallic weapons like clubs, bows and shortspears. Harder metals like iron and steel are unavailable to them, and the few brought in by outsiders are nowhere near enough to sufficiently arm any number of people.
Most humans native to Chult consider themselves part of the great tribe known as the Tabaxi. This is not to say the scattered clan units recognize any central ruler; they most certainly do not. Yet the culture of the Tabaxi ancestors has remained so strong and dominated so many other less expansive cultures that the entire country finds itself peopled by men and women who share a common language and a somewhat uniform social structure.
The humans known as Tabaxi should not be confused with the cat-men that dwell in jungle settings such as Chult. It has been suggested that the baffling sameness of names arose when a stripling Cormyrean explorer mistook a human warrior wearing a war costume made up of the tails of lions and panthers for one of the cat-men. Upon learning from a guide that the mysterious figure was a Tabaxi, the explorer mistakenly concluded that such was the name for the legendary cat-men.
Magic is generally feared, and each tribal-family generally has only one wielder of arcane magic, performing hunting ceremonies and brewing potions to aid the hunters. Despite this restriction on arcane spellcasters, the number of people with an aptitude for magic is the same as anywhere else in Faerûn. Subsequently, the Chultan attitude towards the arcane causes some arcanists to flee into the jungle to practice their art alone. In the days before the Spellplague many also traveled to study in Mezro. Magic is taught under the guidance of the College of Wizards, located in the Scholars Quarter. In rural Tabaxi villages,those who would learn the ways of the Art petition the village elders to study under the clan’s most experienced mage. Rouge magic users are hunted and culled by Hunters experienced in tracking and killing those using the Art without approval.
Aside from humans, wild dwarves, goblins, aldani, ptera-men, bullywugs, and lizardfolk also inhabit the land. In smaller numbers are exotic creatures as chuuls, hydras, nagas, troglodytes, trolls, and wyverns. But the dominant predators of the land are the dinosaurs, worshipped by many of the natives as aspects of the primordial Ubtao.
With everything that Cult has to offer to explorers and adventurers, it is no wonder that it lures so many to it’s shores. Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream! Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk the streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith.