Eurynome

Short Rest    Long Rest Look for Items

Coinage

Location + Pp Gp Sp Cp
Carried 0 expand_more 264 expand_more 6 expand_more 17 expand_more assignment

Attunement face_retouching_natural

check_box Amulet of Proof Against Detection and Location
check_box Loadstone - Necromancers Blessing
check_box Loadstone - Redirection
Change View

Held or Worn

Name (Show Description) Description Weight Value Quantity Do Stuff
Amulet of Proof Against Detection and Location While wearing this amulet, you are hidden from divination magic. You can not be targeted by such magic or perceived through magical scrying sensors. 200 Gp 1 delete
Earring of Communication Earing that has a red crystal with cobalt blue striations dangling from it. A gold coil of wire goes into the wearer's ear to hear the transmissions. Twist the crystal to adjust volume. Touch the crystal to your next/jaw transmit.

The earring has an effective range of 2 miles and can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
1 delete
Half Plate Armor 40 lbs 750 Gp 1 delete
Hand Crossbow 3 lbs 75 Gp 1 delete
Light Crossbow 5 lbs 25 Gp 1 delete
Mace +2 You have a bonus to attack and damage rolls made with this magic weapon. 1 edit delete
Shield 6 lbs 10 Gp 1 delete
Loadstone - Necromancers Blessing Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Necromancers Blessing. You are Invisible to Undead creatures
1 delete
Loadstone - Redirection Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Redirection. Once per day, as a reaction, you may give an attack against you Disadvantage.
1 delete
Aeolian disk Portable comprehend languages disk that lasts 1 hour per day. 1 edit delete
Amulet (Holy Symbol) A holy Symbol is a representation of a god or pantheon. A Cleric or Paladin can use a holy Symbol as a Spellcasting focus. To use the Symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a Shield. 1 lbs 5 Gp 1 delete
Amulet of Flaming Dead 1 edit delete
Crossbow bolts (Ammunition) 1.5 lbs 1 Gp 20 delete
Holy Water (flask) As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the Holy Water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create Holy Water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. 2 lbs 50 Gp 2 delete
Keys to The Lost Connections Ancient Aeolian ship 1 edit delete
Waterskin 5 lbs 2 Sp 1 delete
Backpack work_outline 5 lbs 2 Gp 1 delete

undoBackpack

Name (Show Description) Description Weight Value Quantity Do Stuff
10K gp 10 Gp 1 edit delete
A small stone with a hole in the center 1 edit delete
Aeolian Figurine - Griffon A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature with 1 hp. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until after a long rest.

Command Word: Lude Mecum (Aeolian: “play with me”)
- The figuring glows a soft blue. The figurine will transform into a small young playful version of the beast. A leash will appear on the beast going to the hand that threw it.
- The beast remains for 24 hours.

Command Word: Tollat M​e (Aeolian: “lift me up”)
- The figurine glows a bright green. A full sized adult version of the beast will appear. The beast has a saddle and saddle bags. The beast can carry 2 medium size creatures.
- The beast remains for 1 hour.
1 lbs 1 delete
Alms box 1 delete
Ancient Aeolian copper coin 1 edit delete
Bedroll 7 lbs 1 Gp 1 delete
Beholder teeth 9x 1 edit delete
Belaying pin (club) 1 edit delete
Blanket 3 lbs 5 Sp 1 delete
Candle For 1 hour, a Candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 5 Cp 5 delete
Censer 1 delete
Clothes, Common 3 lbs 5 Sp 1 delete
Conch shell Component to be sued for clairvoyance spell (hearing) *Need to bedazzle it with jewels first 100 Gp 1 edit delete
Decanter of Endless Water This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • “Stream” produces 1 gallon of water. • “Fountain” produces 5 gallons of water. • “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. 200 Gp 1 delete
Gems 5 Gp 1 edit delete
Glass Eye Used for clairvoyance spell (sight) 100 Gp 1 edit delete
Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. 500 Gp 1 delete
Kit, mess 1 lbs 2 Gp 1 delete
Leather Armor 10 lbs 10 Gp 1 delete
Potion of Healing You regain 2d4+2 hit points when you drink this potion. The potions red liquid glimmers when agitated. 100 Gp 2 delete
Rations (1 day)  Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 20 lbs 5 Gp 10 delete
Rope, hempen (50 feet) Rope, whether made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check. 10 lbs 1 Gp 1 delete
Rope, silk (50 feet) Rope, whether made of silk, has 2 Hit Points and can be burst with a DC 17 Strength check. 5 lbs 10 Gp 1 delete
Stick of Incense 2 delete
Tinderbox This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. 1 lbs 5 Sp 1 delete
Torch A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee Attack with a burning torch and hit, it deals 1 fire damage. 10 lbs 1 Sp 10 delete
Vestments 1 delete
Waterskin 5 lbs 2 Sp 1 delete

New Item

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