The NOOBs (“None of Our Business”) are an aspiring young group of adventurers from the Moru Kel region.
Many of them were part of a group of campers called The White Gryphons at the Symposium of Wonders. They consisted of 10 members, plus a counsellor (Iomina) and a girl named Dyta who joined them on several occasions:
Errol Flynn joined them after the Symposium.
Lacewort
Wondrous item
Lacewort naturally has astringent, styptic, and antiseptic properties, and an absorbent spongy texture, making it an ideal poultice to promote healing. This specially prepared version entwines its roots around a wound when applied, helping weave it shut. You may apply it to yourself as an action or bonus action, or to another willing creature as an action. When applied, the target heals 2d4 + 2 hit points.
Needle of the Deep
Martial melee weapon
This bronze spear (called a dory by the mahksi) is embedded with what looks like flecks of bright yellow and green mica, but they do not mar or pit its surface. The spear counts as magical for the purpose of overcoming resistances. As usual for spears, the wielder does not incur disadvantage when fighting underwater with the dory.
Melee: 1d8 piercing damage, versatile (1d10), finesse.
Thrown: Range 20/60, 1d6 piercing damage.
Orb of Sights
Arcane focus
This is a glass orb approximately 3 inches in diameter given to Aiden by Ammon at the Symposium of Wonders. It acts as an arcane spellcasting focus. When you first saw it, it appeared to be full of the blue of the sky, though somewhat brighter than the sky above you. Each day when you look at it, its appearance is slightly different.
Orichalcum Dagger
Simple melee weapon
This dagger is made of the ancient bronze alloy of orichalcum, known for its potency against demons, devils, and the undead.
Pendant of the Langos
Wondrous item
A warm rose-colored quartz pendant hangs from a fine bronze chain. Whenever you take necrotic damage, you can use your reaction to reduce that damage by 1d4 points.
Lorgnette of Lucidity
Wondrous item
A delicate pair of slightly rose-tinted spectacles framed in brass and held by a slender ivory handle, the Lorgnette allows the user to cast read magic at will as a ritual. In addition, the user may cast detect magic once as an action; this ability recharges each morning at dawn. The bearer may also use spell scrolls even if they do not meet the class and level requirements to do so: using such a scroll requires an Arcana check with a DC of 10 + the level of the spell. On a failure, the casting fails, and the lorgnette cannot be used to attempt to cast that scroll again until the next dawn. On a failure by 5 or more, the scroll is destroyed and the user takes psychic damage equal to 1d6 per level of the spell divided by 3, rounded up (1st–3rd: 1d6, 4th–6th: 2d6, 7th–9th: 3d6).
Breath of the Volcano
Wondrous item
As an action, you inhale the smoke in this vial deep into your lungs. Make a DC 14 Con save, on a failure take 1d6 points of necrotic damage as you choke. Succeed or fail, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when the hour has passed.
Cloak of Shadows
Wondrous item (cloak), requires attunement
Penumbral defense. Shadows surrounding you make it difficult for foes to target you. You gain a +2 to AC while wearing the attuned cloak and not wearing armor.
Shadowslip (1/long rest) You and your equipment vanish and melt into darkness, but your shadow remains on the ground with your consciousness in it. While shadowslipping, you gain a +10 bonus to Dexterity (Stealth) checks, you have advantage on Dexterity saving throws, your AC becomes 20, you have 1 hit point, and you gain a climbing speed equal to your walking speed. You must be touching a surface at all times. The shadowslip ends after 10 minutes unless terminated earlier.
While shadowslipping, you can’t speak aloud or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells. You can pass through small holes, narrow openings, and even mere cracks, and you treat liquids as if they were solid surfaces. You can end the spell and revert to your normal form as an action, appearing where your shadow was. If there’s not enough room for your normal form to appear, you take 1d10 force damage, and are shunted to the nearest available space.
If you drop to 0 hit points while shadowslipping you instantly revert back to your normal form, ignoring any excess damage, and appearing where your shadow was destroyed. If your shadow is destroyed while shadowslipping, you don’t regain your shadow until the next dawn, and you have disadvantage on death saving throws until your shadow returns. When you revert back to your normal form, you return to the number of hit points you had before you transformed.
Circle of shadows (1/long rest). You can cast the blur spell as an action
Lion of Typor
Wondrous item, requires attunement
This is a small jade statue of a winged lion. While this statue is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the statue speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the statue to make it speak. For example, whenever someone picks up the statue, it might say, “I want a piece of candy.”
Coin of Luck
Wondrous item, requires attunement.
Flip for it (1/long rest). Roll 1d6. On an even result, you gain a thread of good luck. Prior to any attack roll, saving throw, or ability check, you may expend this thread to gain advantage on the roll. Alternatively, when a creature you can see within 60' of you makes such a check, you may use your reaction to give them advantage on the roll.
On an odd result, you gain a thread of ill luck. Prior to any attack roll, saving throw, or ability check, you may expend this thread to gain disadvantage on the roll. Alternatively, when a creature you can see within 60' of you makes such a check, you may use your reaction to give them disadvantage on the roll.
Rapier of Sorrow
Orichalcum rapier and scabbard, requires attunement (as one item)
Borne by Pryus during the fall of Typor Citadel, this orichalcum rapier is paired with a burgundy leather scabbard with bronze filigree. If the rapier is sheathed in the scabbard during a long rest, it gains the following powers for 24 hours:
Weapon of War. The blade becomes magical, and the attuned bearer has +1 on rolls to hit and damage with it.
Riposte. (1/long rest) When an opponent you can see misses you with a melee attack, you can use your reaction to make a single melee attack against them with the rapier.
Fury of Aerta (1/long rest). As an action, you extend the rapier toward your foes. A blue bolt of lightning streaks out in a 120' line. All creatures within the line must make a DC 14 Dexterity saving throw, taking 4d6 points of lightning damage on a failure or half that on a success.
Allied Fighting. When the attuned wielder of the Chain of Woe is hit by a melee attack by an attacker you can see within 5' of you, you can use your reaction to make an attack against that enemy with the rapier.
Chain of Woe
Saffan fighting chain, requires attunement
Weapon of War. The saffan fighting chain is a martial finesse weapon with 10' reach. On a hit, it does 1d8 points of piercing or bludgeoning damage, depending on whether the spiked or balled end was used to attack. The Chain of Sorrow is a magical weapon which grants +1 on rolls to hit and damage.
Control the Field (1/long rest). As a bonus action, select an opponent within 15'. They must succeed on a DC 15 Dexterity saving throw, or take 2d6 points of bludgeoning damage and move 5' in a random direction. This does not provoke opportunity attacks, and if blocked they don’t move.
Allied Fighting. When the attuned wielder of the Rapier of Sorrow is hit by a melee attack within 10' of you and you are wielding the chain, you can use your reaction to increase their AC by 5 against that attack. You must be able to see their attacker to use this ability.
Torc of Warrior Insight
Wondrous item, requires attunement
This iron torc channels the insight of the Saffan armies.
Steady aim. You know the true strike cantrip and can cast it at will.
Steady mind (1/long rest). As a reaction, when you are forced to make a Wis, Int, or Cha saving throw you have advantage on that save and all Wis, Int, and Cha saving throws until the start of your next turn.
War Insight (1/long rest). As a bonus action, select a hostile creature you can see within range. The target is aware that you are probing it. If the target is immune to divination magic or scrying, the effect fails.
You learn 1 feature of the target’s. Make an Investigation check. For every 5 points above 10 on your ability check result, you learn 1 additional feature.
Features are learned in order of those which have not previously been determined by a casting of this spell:
If multiple of bludgeoning/piercing/slashing have the same resistance/vulnerability/immunity, they are revealed together as a single feature. If multiple damage types are eligible, they are revealed in random order.
If you have revealed all of a target’s applicable features, you instead gain advantage on your next attack roll against the creature before the start of your next turn.
Bells of Purity
Wondrous item
A small set of 4 bells attacked to a cross-piece, with a handle above.
The bells have 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding them:
Warning bells. As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover from you, the bells ring softly, their tone indicating the creature types present.
Shielding bells. As an action, you can expend 1 charge to cast protection from evil and good.
Oil of Quietude
Wondrous item
This small vial has 3 applications in it. When applied to your armor as an action, the armor does not impose disadvantage on Dexterity (Stealth) checks for the next 1 minute.
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