Player Characters

Zarek Brightlamp
One of the player characters and fallen acolyte turned reluctant investigator, Zarek Brightlamp, the Rogue, walks the line between faith and vengeance. Once devoted to books and writtings, the murder of his guardian shattered his convictions and cast him into Waterdeep’s shadows. With quiet resolve and a stubborn sense of justice, Zarek seeks the truth—no matter how dark it is.

Allegory “Alley” Yaeldrin
Streetwise, sharp-tongued, and quick with a blade, Alley Yaeldrin is a Bardwith a flair for the dramatic. Raised among Waterdeep’s Magics and secrets, she knows how to navigate the city’s underbelly better than most. Beneath her bravado lies a fierce loyalty and a keen instinct for danger—and for opportunity.


Zarek Brightlamp:

Zarek Brightlamp - Player Characters
Zarek Brightlamp

PLAYER CHARACTERS – MAGIC ITEMS:

BAG OF HOLDING:

his bag has an interior space considerably larger than its outside dimensions—roughly 2′ feet square and 4′ feet deep on the inside. The bag can hold up to 500 lbs pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 lbs pounds, regardless of its contents. Retrieving an item from the bag requires a Utilise action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

More….

(Source: DMG’14, page 153)

WALLOPING ARROW: x1

This player characters ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked Prone.

(Source: ERLW, page 277)

FEATHER TOKEN:

This small metal disk is inscribed with the image of a feather. When you fall at least 20′ feet while the token is on your person, you descend 60′ feet per round and take no damage from falling. The token’s magic is expended after you land, whereupon the disk becomes non-magical.

(Source: ERLW, page 277)

RING OF PUZZLER’S WIT:

This Gold Ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind.

The Gold Ring has 3 charges and regains 1d4 – 1 expended charges daily at dawn. When you make an Intelligence check, you can use 1 charge to grant yourself advantage on the check.

(Source: BMT, page 37)

AMULET OF THE DRUNKARD:

This Amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of Beer, Ale, Mead, or Wine. Once the Amulet has restored hit points, it can’t do so again until the next dawn.

(Source: EGW, page 265)

SPELL GEM (RING): (Spell = Misty Step)

An Amber Spell Gem can contain one Spell from any class’s spell list. The player characters become aware of the Spell when you learn the Gem’s properties. While holding the Gem, you can cast the Spell from it as an Action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t need any components, and doesn’t need attunement. The spell then disappears from the gem.

If the Spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to decide whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.

An amber Spell Gem can store up to 4th level spells. Spells cast from the Spell Gem have a save DC of 15 and an attack bonus of +9.

You can imbue the Gem with a Spell if you’re attuned to it and it’s empty. To do so, you cast the Spell while holding the Gem. The Spell is stored in the Gem instead of having any effect. Casting the Spell must need either 1 Action or 1 minute or longer, and the Spell’s Level must be no higher than the Gem’s limit. If the Spell belongs to the School of Abjuration and requires Material Components that are consumed, you must give them, but they can be worth half as much as normal.

Once imbued with a Spell, the Gem can’t be imbued again until the next dawn. Deep Gnomes created these Magic Gemstones and keep the creation process a secret.

(Source: OotA, page 223)

ENDURING SPELLBOOK:

Chimera Cover Spellbook. This player characters Spellbook, along with anything written on its pages, can’t be damaged by fire or water. Also, the Spellbook doesn’t deteriorate with age. The book is empty of Spells.

(Source: DMG’24, page 257)

SPELL BOOK:

Ivan’s Spellbook. Essential for Wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

SPELLS:
Cantrips: Acid Splash, Dancing Lights, Magic Stone
1st Level: Identify, Disguise Self, Mage Armour.

(Source: PHB’14, page 153)

CHIME OF OPENING:

This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.

(Source: DMG’24, page 244)

PIXIE DUST:

As an action, you can sprinkle this dust on yourself and an another creature you can see within 5 feet of you. The recipient gains a flying speed of 30′ feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.

A small packet holds enough pixie dust for one use.

(Source: WBtW, page 212)

MASQUERADE TATTOO:

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.

(Source: TCE, page 131)

WAND OF MAGIC MISSILES:

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.

(Source: DMG’14, page 211)


PLAYER CHARACTERS – MUNDANE ITEMS:

ALCHEMIST’S FIRE:

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20′ feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a player characters hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

(Source: PHB’14, page 148)

BURGLAR’S PACK:

(Source: PHB’14, page 151)

THIEVES’ TOOLS:

This player characters set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

The most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

COMPONENTS:

Thieves’ tools include:

  • 1 Small File
  • 1 Set of Lock Picks
  • 1 Small Mirror Mounted on a Metal Handle
  • 1 Set of Narrow-Bladed Scissors
  • 1 Pair of Pliers

History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception: You gain extra insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap: Just like you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s try to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (like poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

THIEVES TOOLS:

Activity DC
Pick a lockVaries
Disable a Trap Varies

(Source: PHB’14, page 154)

KAETH (COFFEE)

Kaeth (Coffee) 1 Bag x10 Servings:
+2 Wisdom (Perception), +2 Dexterity (Sleight of Hand), & +2 Initiative for 2d4 hours


PLAYER CHARACTERS – TREASURE:

Pouch (100gp). A gorgeously crafted ornate leather pouch, with gold and silver finishes.
Dagger with an ornamental hilt. (3 gp) From Ivan.
Oli’s ornate Ivory box (10gp).
6gp Dragons from Oli.
16gp Dragons from French Steve (Coffee Cash).
10gp Dragons from Romain (Assassin Cash).
Silver Dog Collar (5gp) on Gazpacho.
25gp Dragons from Ivan.
2 Diamonds from Ivan (25gp).
23gp Halfling or Gnome Rogue Trollskull Manor Den.

TOTAL GOLD: 80 Gold Dragons

TOTAL ITEMS VALUE: 158 Gold Dragons


Allegory Yaeldrin

Allegory Yaeldrin - Player Characters
Allegory Yaeldrin

PLAYER CHARACTERS – MAGIC ITEMS:

WALLOPING ARROW: x1

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked Prone.

(Source PHB’24, page 222)

FEATHER TOKEN:

This small metal disk is inscribed with the image of a feather. When you fall at least 20′ feet while the token is on your person, you descend 60′ feet per round and take no damage from falling. The token’s magic is expended after you land, whereupon the disk becomes non-magical.

(Source: ERLW, page 277)

BARRIER TATTOO (Medium):

Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.

(Source: TCE, page 122)

MAGICAL DAGGER:

?

BLUE CRYSTAL EARRINGS:

?


PLAYER CHARACTERS – MUNDANE ITEMS:

CALLIGRAPHER’S SUPPLIES:

Utilise: Write text with impressive flourishes that guard against forgery (DC 15)

Craft: Ink, Spell Scroll

Artisan’s Tools are each focused on crafting items and pursuing a trade. Each type of Artisan’s Tools tools requires a separate proficiency.

If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
(Source: PHB’24, page 220)

ENTERTAINER’S PACK:

An Entertainer’s Pack holds the these items:

Backpack


PLAYER CHARACTERS – TREASURE:

10gp

TOTAL GOLD: 100 Gold Dragons


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