Malphas

Short Rest    Long Rest Look for Items

Coinage

Location + Pp Gp Sp Cp
Carried 290 expand_more 84 expand_more 39 expand_more 54 expand_more assignment
Bag of Holding 1735 expand_more 22 expand_more 913 expand_more 91 expand_more assignment edit delete

Attunement face_retouching_natural

check_box Scorpius – The Reaper of Lies
check_box Ring of Resistance
check_box Ioun Stone, Reserve
Change View

Held or Worn

Name (Show Description) Description Weight Value Quantity Do Stuff
Arquebus A scaled down version of the much larger musket, the arquebus is the long gun most adventurers are likely to encounter, as it strikes a good balance between size and power. An arquebus usually has a full stock, but many only have a cut-down stock. 7 lbs 75 Gp 1 delete
Dagger 1 lbs 2 Gp 1 delete
Dart 0.25 lbs 5 Gp 1 delete
Light Crossbow 5 lbs 25 Gp 1 delete
Pistol The smallest and most compact firearm, the pistol is also one of the rarest firearms, as most people not only prefer firearms with longer range, but the pistol itself requires greater craftsmanship to craft. Despite its short range, a pistol is still a formidable weapon, and is often used as a self-defense weapon. Due to this, pistol grips often have metal butts that allow them to be used as effective clubs. 3 lbs 250 Gp 1 delete
Scorpius – The Reaper of Lies Made of the rare pure white metal, Sun-metal, these seven weapons were forged by the first elves.

You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon can be used as a spellcasting focus.

If the wielder succeeds on a saving throw against a spell, or a spell attack targeting the wielder misses, the wielder may capture the spell and store it in the weapon. At any time, the wielder may use their action to unleash the spell as if they were casting it. The tooth can only hold one spell; it cannot capture a spell if it already has one stored.

If 2 or more teeth are within 150 feet of each other, they will gain the following benefits:
2. The weapon erupts with fire that does not harm the wielder. The weapon emits dim light in a 15 foot radius. The weapon also deals 1d4 fire damage.
3. The weapons crits on a 19.
1 lbs 1 delete
Studded Leather Armor 13 lbs 45 Gp 1 delete
Ioun Stone, Reserve An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can not hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
1 delete
Ring of Resistance You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.

d10 | Damage Type | Gem
1 | Acid | Pearl
2 | Cold | Tourmaline
3 | Fire | Garnet
4 | Force | Sapphire
5 | Lightning | Citrine
6 | Necrotic | Jet
7 | Poison | Amethyst
8 | Psychic | Jade
9 | Radiant | Topaz
10 | Thunder | Spinel
700 Gp 1 delete
13' white towel 1 edit delete
Arcane Lock Lock 1 edit delete
Avocado jam 1 edit delete
Boots 1 edit delete
Bottle of fine spirits 3 edit delete
Bronze bracelet 1 edit delete
Bullet Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written. 5 lbs 1 Gp 5 delete
Calamari Platter Captured Illithid Ship 1 edit delete
Calligrapher's Supplies Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 5 lbs 10 Gp 1 delete
Clothes, fine 6 lbs 15 Gp 1 delete
Cursed bowler hat 1 edit delete
Efreet copper ring 1 edit delete
Elven towel 1 edit delete
Ethril Spectacles 1 lbs 200 Gp 1 edit delete
Face makeup 1 edit delete
Forgery Kit This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a physical forgery of a document. 5 lbs 15 Gp 1 delete
Fruitcake 26 edit delete
Lifeless Coast Flag 1 edit delete
Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lbs 10 Gp 1 delete
Magic handaxe 1 edit delete
Mind Flayer Brain 2 edit delete
Mind Flayer Mucus (vial) The mucus secreted by a well fed mind flayer has a slightly sticky texture and smells roughly of weak formaldehyde. Filled with the thoughts and emotions of the mind flayer's meals, this mucus can undergo an alchemical process to turn into an intoxicating draught known as: Whisper. When consumed, the drinker experiences a rush of euphoria as dozens of minds recount lost knowledge and memories in a cascade of mental whispers. While unpleasant, this drink is considered a high honour in many Underdark societies. 1 edit delete
Mind Flayer Tentacle The mouth tentacle of the mind flayer is renowned for affecting more than the physical on every lash. It retains this property beyond the death of its owner, and Underdark interrogators are rumoured to use whips made of these tentacles in their work. Used to Craft: Mind Whip 8 edit delete
Mind Flayer heart A mind flayer heart is a dark organ, filled with vile humours and thin ichors. When transformed into an amulet, it can grant many of the psionic abilities of an illithid, but at a terrible price. Used to Craft: Amulet of the Mind Flayer 2 edit delete
Orb 1 edit delete
Pear jam 1 edit delete
Pearl 100 Gp 1 edit delete
Pouch A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A compartmentalized pouch for holding spell Components is called a Component pouch (described earlier in this section). 1 lbs 5 Sp 1 delete
Principles of Stubborness self-help book 1 edit delete
Quarterstaff 4 lbs 2 Sp 1 delete
Recipe of cure tentacle disease 1 edit delete
Ring of Mind Shielding Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.  . 200 Gp 1 delete
Rubbing of silver bar A stag shaped symbol 1 edit delete
Runes of time slow circle 1 edit delete
Scroll of Catapult 1 edit delete
Scroll of Sanctuary 1 edit delete
Scroll of cure wounds 11 edit delete
Scroll of lesser restoration 3 edit delete
Smokepowder, packet Besides ammunition, all firearms also require magical smokepowder to function. A packet holds enough powder for 5 shots. It explodes if set on fire, dropped, or otherwise handled roughly, it deals 1d6 fire damage in a 20-foot radius when it explodes, setting fire to an ounce of it causes a small explosion rather than a slow burn, and casting dispel magic on it renders it permanently inert. 2.5 lbs 50 Gp 5 delete
Strawberry jam 1 edit delete
Sun-metal schematic 1 edit delete
Terra tuning fork 1 edit delete
The Enchiridion of the Celestial Planes (book) 1 edit delete
The club and it's primitive history A book on early spelljammer history 1 edit delete
Thieves' tools This 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. 1 lbs 25 Gp 1 delete
Tinker's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 10 lbs 50 Gp 1 delete
Wicker basket 1 edit delete
Wide brimmed hat 1 edit delete
potion 1 edit delete
Bag of Holding work_outline This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-­â€â€‘way only and can’t be reopened. 15 lbs 400 Gp 1 delete
Many handed pouch work_outline 1 edit delete
Portable Hole work_outline This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. 2,000 Gp 1 delete

undoBag of Holding

Name (Show Description) Description Weight Value Quantity Do Stuff
2 red gems 1 edit delete
Alchemical ingredients 1 edit delete
Blue Fine Cloth Tabard 50 Gp 2 edit delete
Elven mask black 3 edit delete
Endless Pouch of Dust of Tracelessness Unlimited uses. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. Survival checks made to track a quarry across an area affected by this dust have disadvantage. 750 Gp 1 edit delete
Expensive tapestry 1 edit delete
Jeweled dagger 1 edit delete
Live mouse 1 edit delete
Magical Madura's Membership Coin 1 edit delete
Map of City of Brass Undercity 1 edit delete
Onyx 200 Gp 2 edit delete
Parchment (one sheet) 1 Sp 1 delete
Perfumed Candles In a box 25 Gp 1 edit delete
Polished stone necklace 25 Gp 1 edit delete
Potion of Animal Friendship When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. 200 Gp 1 delete
Potion of Greater Healing You regain 4d4+4 hit points when you drink this potion. The potions red liquid glimmers when agitated. 200 Gp 1 delete
Potion of Water Breathing You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. 100 Gp 1 delete
Rabbit skin Rug 200 Gp 1 edit delete
Ring of Water Walking While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. 400 Gp 1 delete
Silver dragon scales 9 edit delete
Witch's book 1 edit delete

undoMany handed pouch

Name (Show Description) Description Weight Value Quantity Do Stuff
Potion of Dragonstrength When you drink this potion, you recover 6d4+6 hit points. In addition, you gain resistance to Acid Damage for 1 hour. 375 Gp 3 edit delete
Potion of Greater Healing You regain 4d4+4 hit points when you drink this potion. The potions red liquid glimmers when agitated. 600 Gp 3 delete
Potion of Healing You regain 2d4+2 hit points when you drink this potion. The potions red liquid glimmers when agitated. 250 Gp 5 delete

undoPortable Hole

Name (Show Description) Description Weight Value Quantity Do Stuff
Cotton (lbs) 6100 edit delete
Ginger (lbs) 3050 edit delete

New Item

Name Description Weight (lbs) Value (Gp) Do Stuff
Location