Nolla Isle: Difference between revisions

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'''Kiuaskivi'''
'''Kiuaskivi'''


A tiny yellow rock that looks most fiery. Gives fire resistance when held, the flames don't hurt the wielder but can set things on fire if you're not careful.
A tiny yellow rock that looks most fiery. Gives fire immunity when held, the flames don't hurt the wielder but can set things on fire if you're not careful.


'''Kantele'''
'''Kantele'''
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[[Keihäs|'''Keihäs‎''']]
[[Keihäs|'''Keihäs‎''']]
A spear for more than fishing.


'''Playing Cards'''
'''Playing Cards'''
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'''Tannerkivi'''
'''Tannerkivi'''


A tiny brown rock inscribed with a rune depicting a downwards pointing triangle crossed by a horizontal line. Gives acid resistance when held and slowly turns solid materials into soil up to an inch in diameter when held against it.
A tiny brown rock inscribed with a rune depicting a downwards pointing triangle crossed by a horizontal line. Gives acid immunity when held and slowly turns solid materials into soil up to an inch in diameter when held against it.


'''Runestone of Fire'''
'''Runestone of Fire'''
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As an action you can kick a Runestone of Fire and it will temporarily create a field that changes any magical elemental damage within it, from any other type, to fire.
As an action you can kick a Runestone of Fire and it will temporarily create a field that changes any magical elemental damage within it, from any other type, to fire.
'''Ukkoskivi'''
This small blue rock makes you feel very charged. Gives lightning immunity when held, the periodic bursts of lightning crawling along its surface don't hurt the wielder but could electrify things if you're not careful.





Revision as of 14:30, 5 August 2021

This island on the Sarodin Sea is the rumored home of the ancient master alchemist Noita.

The party was approached by Velkor to delve its depths trying to find the amulet of Yendor or something called the Sampo. They struck a deal; the party gets 60% of all monetary treasure. When it comes to magic items, Velkor gets the first two picks, then the party gets to pick one, then he gets one, and so on till all have been divied up.

Runes inscribed on the wall of the room next to the entrance room read: "Devoted seeker after true wisdom know this we are watching you".

Loot

Chest of Preserving

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 25 lb, 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. Left at entrance to the mines.

Ruusu - Wand of Entangle

Holds 7 charges and does not refresh. Functions as the spell, also does 1d8 thorn damage to those caught.

Kiuaskivi

A tiny yellow rock that looks most fiery. Gives fire immunity when held, the flames don't hurt the wielder but can set things on fire if you're not careful.

Kantele

A wooden, stringed musical instrument.

Keihäs‎

A spear for more than fishing.

Playing Cards

Ancient looking set made of sliced bone. Four suits: water, fire, lightning, and earth. One card missing.

Paha Silmä

Something that looks suspiciously like a giant eyeball. Looking at it more closely is seems the eye projects a malevolent glare. It’s about the size of a human’s head, whatever creature it came from must be huge. When you hold it by the severed optic nerve at the back you feel an unpleasant tingle run down your spine and the world suddenly looks a little different. Everything you see now has a slight red tinge, living creatures are a deeper red, and you notice that any motes of dust that fly in front of the eye just disappear.

Kiekurakeppi - Wand of Viscid Globs

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 modifier) 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 nonmagical process can remove the viscous material until it deteriorates on its own.

Holds 7 charges and does not refresh. A wand of viscous globs is destroyed if exposed to sunlight for 1 hour without interruption.

Tannerkivi

A tiny brown rock inscribed with a rune depicting a downwards pointing triangle crossed by a horizontal line. Gives acid immunity when held and slowly turns solid materials into soil up to an inch in diameter when held against it.

Runestone of Fire

An orange stone shaped like an egg but more pointy at the top. It’s about a foot tall and carved into it is a rune of a circle bisected by vertical line and horizontal line from the left side of the circle to the vertical line.

As an action you can kick a Runestone of Fire and it will temporarily create a field that changes any magical elemental damage within it, from any other type, to fire.

Ukkoskivi

This small blue rock makes you feel very charged. Gives lightning immunity when held, the periodic bursts of lightning crawling along its surface don't hurt the wielder but could electrify things if you're not careful.


Potions of:

Acceleratium - increases movement speed.

Polymorphine - turns whoever gets covered in it into a sheep temporarily.

Acid - destroys most materials.

Healthium - when imbibed or covered in it gives the subject a regeneration of 5 hp per turn for 10 turns.