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EB's Out of My Abysmal Mind - OOC (FULL)
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<blockquote data-quote="EarlyBird" data-source="post: 7439227" data-attributes="member: 6899077"><p>I think Thia mentioned dividing up the treasure loot evenly in case people get separated, once before. I really need to know who is carrying the magical loot. ID'ed it somewhere, but of course now i can't find it, LOL.</p><p></p><p>So here it is:</p><p>- rod with three tentacles like that of an octopus squirming at the end of it - requires attunement</p><p>[sblock=Tentacle Rod]</p><p>Made by the drow, this rod is a magic weapon that end in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A Tentacle Rod is destroyed if exposed to sunlight for 1 hour without interruption.[/sblock]</p><p>- slim black wand - requires attunement :</p><p>[sblock=Wand of Viscid Globs]</p><p>Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting ability) plus your proficiency bonus. On a hit. the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other non magical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand's last charge, roll a d20. On a 1, the wand melts into harmless slime and is</p><p>destroyed. A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.[/sblock]</p><p>- drawstring pouch - two potion vials <strong>potions of healing: 2d4+2</strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="EarlyBird, post: 7439227, member: 6899077"] I think Thia mentioned dividing up the treasure loot evenly in case people get separated, once before. I really need to know who is carrying the magical loot. ID'ed it somewhere, but of course now i can't find it, LOL. So here it is: - rod with three tentacles like that of an octopus squirming at the end of it - requires attunement [sblock=Tentacle Rod] Made by the drow, this rod is a magic weapon that end in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A Tentacle Rod is destroyed if exposed to sunlight for 1 hour without interruption.[/sblock] - slim black wand - requires attunement : [sblock=Wand of Viscid Globs] Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting ability) plus your proficiency bonus. On a hit. the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other non magical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand's last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.[/sblock] - drawstring pouch - two potion vials [B]potions of healing: 2d4+2 [/B] [/QUOTE]
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