Lorenzo Caraf

Short Rest    Long Rest Look for Items

Coinage

Location + Pp Gp Sp Cp
Carried 0 expand_more 850 expand_more 21 expand_more 0 expand_more assignment

Attunement face_retouching_natural

check_box Amulet of Proof Against Detection and Location
check_box Ring of Feather Falling
check_box Loadstone - Wind Walker
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
Dagger 2 lbs 4 Gp 2 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
Leather Armor 10 lbs 10 Gp 1 delete
Light Crossbow 5 lbs 25 Gp 1 delete
Quarterstaff 4 lbs 2 Sp 1 delete
Rapier +2 You have a bonus to attack and damage rolls made with this magic weapon. 1 edit delete
Shortbow 2 lbs 25 Gp 1 delete
Loadstone - Wind Walker Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Wind Walker. Once per day, as a bonus action, you gain fly speed of 30ft for 1 minute.
1 delete
Ring of Feather Falling When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. 1 delete
12 poison vials 1 edit delete
Aeolian Figurine - War Horse 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
Aeolian flag 1 edit delete
Backpack 5 lbs 2 Gp 1 delete
Clothes, fine 6 lbs 15 Gp 1 delete
Crowbar Using a Crowbar grants advantage to Strength Checks where the crowbar's leverage can be applied. 5 lbs 2 Gp 1 delete
Diplomat's Pouch This small leather pouch with gold trim glows bright when paper is placed into it. When a letter is placed in this pouch, addressed to someone who owns another diplomat’s pouch, and the command word is said, the pouch duplicates the letter to the recipient's pouch. The recipient listed in the letter finds a copy of it in their pouch and is alerted to the new letter with a faint bell sound. A letter can be listed to multiple recipients with a diplomat’s pouch. 1 delete
Disguise Kit This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a visual disguise. 3 lbs 25 Gp 1 delete
Earring radio amplifier 1 edit delete
Earring radio 1 edit delete
Fishing tackle This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. 4 lbs 1 Gp 1 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
Hammer 3 lbs 1 Gp 1 delete
Invisible ink 1 edit delete
Oil (flask)  Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged Attack against a target creature or object, treating the oil as an Improvised Weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. 3 lbs 3 Sp 3 delete
Piton 2.5 lbs 50 Gp 10 delete
Potion of Dragonscales (black) When you drink this potion, you recover 6d4+6 hit points. In addition, you gain resistance to Acid Damage for 1 hour. 125 Gp 1 edit 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
Scroll of Noble Pedigree 1 edit delete
Signet ring 5 Gp 1 delete
The Aeolian 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
Thunderwhistle captain's log 1 edit 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. 5 lbs 5 Cp 5 delete
Wand of Magic Detection This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. 1 delete
Wand of Paralysis This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. 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. 1 delete
Wand of Secrets The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. 1 delete
Waterskin 5 lbs 2 Sp 1 delete

New Item

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