2,827 gold
145 silver
220 copper
Wand of Secrets
Wand
3/3 Charges, Detection
--
Azurite
Gear
15
150
--
Backpack
GearAdventuring Gear
5lb.
1
2
--
Container
--
Ball Bearings (bag of 1,000)
GearAdventuring Gear
2lb.
1000
1
--
Bell
1
1
--
Communication, Utility
--
Candle
1
0.01
--
Clockwork Amulet
1
Wondrous Item, Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
--
Clothes, Common
GearAdventuring Gear
3lb.
1
0.5
Social, Outerwear
--
Martial, Ammunition, Range, Light, Loading, Range (30/120)
Crossbow, Hand
Crossbow, Hand
3lb.
75
Martial, Ammunition, Range, Light, Loading, Range (30/120)
--
Crowbar
GearAdventuring Gear
10lb.
2
4
--
Utility, Exploration
Dagger
Dagger
1lb.
--
Simple, Finesse, Light, Thrown, Range (20/60)
Dagger
Dagger
1lb.
2
Simple, Finesse, Light, Thrown, Range (20/60)
--
Dread Helm
Wondrous item
Social
--
Forgery Kit
Gear
5lb.
1
15
--
Hammer
GearAdventuring Gear
3lb.
1
1
--
Lantern, Hooded
GearAdventuring Gear
2lb.
1
5
--
Leather
Light ArmorLeather
10lb.
10
AC 11
--
Magick of Gnomengarde
1
Contains wizard spells "burning hands, detect magic, identify, mage armour, magic missile, shield, and sleep."
--
In Common and Gnomish
--
Mystery Key
--
1
--
--
Magic Item
--
Oil (flask)
GearAdventuring Gear
1lb.
1
0.1
Damage, Utility, Combat
--
Pearl
Gear
6
600
--
Piton
GearAdventuring Gear
2.5lb.
10
0.5
Utility
--
Pole of Collapsing
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
1
--
Potion of Healing
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
3 potions
--
Rapier
Rapier
2lb.
25
Martial, Finesse
--
Rations (1 day)
GearAdventuring Gear
10lb.
5
2.5
--
Rope, Hempen (50 feet)
GearAdventuring Gear
10lb.
1
1
--
Sending Stone
1
--
Shortsword
Shortsword
2lb.
10
Martial, Finesse, Light
--
String
GearAdventuring Gear
10
Utility
--
Thieves' Tools
Gear
2lb.
2
50
--
Tinderbox
GearAdventuring Gear
1lb.
1
0.5
--
Wand of Pyrotechnics
1
Wand, Common
--
Waterskin
Dust of Disappearance
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Boots of Elvenkind
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
1 Dragon Wing
1 Dragon Claw
1 Dragon Fang
18 Dragon Scales
47 kg Dragon Meat
3 Dragon Bones
Equipment