Ki’rok discovered the a set of Githyaki armor known as “Vesper” and a Derro crossbow called “Huntsman”
This set of plate armor was recovered long ago from Castle Ravenloft in Barovia. The armor grants an Armor Class of 18 as standard plate armor. Vesper consists of shaped, interlocking metal plates to cover the entire body crafted to resemble the likeness of a bat. This grim suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. The armor is magically enhanced to weigh less than usual, weighing 35 pounds instead of 65 therefore it is considered Medium armor for purposes of proficiency. Vesper is also designed to be worn with a cape if the wearer chooses, however gloves and bracers will not function properly with this armor due to the magical nature of the vamebraces. While wearing Vesper, the following abilities are available:
- SHADOW: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 bonus on its wearer’s Stealth checks, however the Disadvantage still applies due to its armor type. (Meaning, rolls 2d20 and take the lowest but still add +5 to both rolls.)
- GIFT OF STRAHD: This armor will allow a wear with the Two Weapon fighting style to use paired weapons of the same type rather than having to wield one lighter than the other. Meaning, the wearer could wield a longsword in each hand to use for Attack actions. As the Bonus Attack granted for Two Weapon Fighting, the wearer may use the “talons” to make slashing Attacks that deal 1d10 points of damage, and strike as +1 weapons. The “talons” are built into the armor’s vambraces and gauntlets.
- SUMMON NATURE’S ALLY: 1d4 uses a day. The wearer can use 1 charge to summon a Dire Bat which has a wingspan of 15 feet and weighs about 200 pounds during combat. The bat can be used as a mount or a fighting companion but after the battle is finished, the bat will depart.
- FEATHER TOKEN (ROBIN): 1d4 uses a day. The user can spend 1 charge to activate the token. A small robin appears and lands on the wearer’s shoulder that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message.
This device is an interesting weapon designed by Derro craftsmen. It can be slung and unslung easily from the back. The device is a heavy repeating crossbow that clamps on to the vambraces of most heavy armors. The repeating crossbow holds 25 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action) with your middle finger. Loading a new case of 25 bolts requires using an Action. You can fire this device with one hand,but it takes two hands to reload. This weapon cannot be used in conjunction with Two Weapon Fighting. The weapon deals 1d10 piercing damage with each successful hit. Also, the user may spend 1 charge to use the Huntsman ability. The Huntsman recharges 24 hours at midnight with 1d6 charges.
HUNTSMAN: [1 charge] A huntsman weapon helps its wielder find and capture quarry. When the weapon is held in hand, the wielder gains an enhancement bonus on Survival checks made to track any living creature the weapon has damaged in the past day. It also deals +1d6 points to any target that the user has already damaged this day.