One set of traveler's clothes, a guild card, empty
book, quill and ink, 3 regional maps, and a pouch containing
Splint Armor (17 AC, disadvantage on stealth) (19 AC, with shield, disadvantage on stealth)
440 gp
Monster Materials
Hydro Hide (A) - While wearing armor, you have a swimming speed equal to your walking speed (harvested from a Ludroth)
Giadrome Hide (A,W) - (A)You reduce cold damage you take by 3 while you wear this armor. (W) Icy wind and snowflakes bluster around this weapon, even in warm environments. While touching it, you can walk on the surface of the lightest snow, leaving no footprints.
Kut-Ku Ear (A, W): (A) As a bonus action, you can conjure a horn in the shape of the Kut-Ku's ear. When held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. (W)While touching this weapon you can speak its command phrase: "The limits of my language are the limits of my world" to gain proficiency in any language of your choice for 24 hours. Once you use this property, you can't use it again until the next day.
Kulu-Ya-Ku Scale (A, W): (A) You can use an action to speak this armor's command word, causing it to emit soothing music and cast the calm emotions spell (save DC 14) centered on you. Once you use this property, you cannot use it again until you finish a long rest. (W) Every minute, a beautifully colored feather falls from your weapon and floats to the ground.
Tetsucabra Tusks (A, W): (A) You gain a burrowing speed of 10 feet while you wear this armor. (W) (Hammer only) Punish Draw. A creature hit for the first time by the Hammers Mighty Weapon, has disadvantage on the saving throw.
Gunlance and Shield (uncommon) (engraved with Lord Firemane's Emblem) able to cast magic when holding shield
for uncommon:
You gain a +1 bonus on attacks and damage rolls.
Shell (3/short rest). You can use the Attack action to fire
an explosive shell at a creature. If you’re able to make
multiple attacks with the Attack action, this attack replaces
one of them. This attack has a range of 60/100 and deals 1d8
fire damage. The gunlance must be reloaded using a bonus
action before this ability can be used again.
Gunlance: 30 gp, 1d8 piercing, 6 lb., reach
Hammer (common)
Explorer's Pack:
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope
2 Armor Spheres
3 Earth Crystals
Equipment