Chronological Deorcost Treasure Table

Treasure awarded to the Party. Currency is not tracked.

Current Items

Item Owner Episode Notes
Gathela Elite Warhammers, +2 (qt. 3) Party 34 Magical hammers taken from the bodies of the dead Gathela Elite soldiers (identical stats to Deurgar Warlords) that stormed the Fortress during Episode 34. Magical +2 weapons with 1d8 bludgeoning damange (1d10 if used 2-handed) and 1d6 psychic damage.
Enlarge Person Amulet (qt. 3) Party 34 Single-charge amulet with the stored energy of Enlarge / Reduce, as per the spell.
Jewels and Rare Antiques Party Episode 29 Rare jewels and antiques taken from Ulkhar Mansion. Total worth: 10,000 gp.
Longbow, +1 Orryn 22 The classic magical weapon. +1 to attack and damage rolls (1d8 + 1). Given to Orryn by Neserie as appreciation for the party's success in killing the Grick under the Feywild city Neifur.
Boots of Striding and Springing Andrazel 22 Magical boots. When worn they allow one to: (1) jump three times one's normal distance (although you can't jump further than your remaining movement allows); and (2) maintain a walking speed is thirty feet, even when encumbered. Given to Andrazel by Neserie as appreciation for the party's success in killing the Grick under the Feywild city Neifur.
Gloves of Swimming and Climbing Edwyn 22 Magical gloves. Climing and swimming don't cost extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. Given to Edwyn by Neserie as appreciation for the party's success in killing the Grick under the Feywild city Neifur.
Deck of Illusions Andrazel 18 A full set of 34 magical cards. You can use an action to draw a random card from the deck and throw it to the ground. At that point, one or more illusionary creaters are formed. If you are within 120 feet of the illusory creature, and you can see it, you can use an action to move it anywhere within 30 feet of the card. Any interaction with the illusory creature reveals it to be an illusion. Once used, a card cannot be used again.
Bag of Tricks (Rust) Orryn 18 A ordinary bag made of rust-colored cloth. Inside the bag, are small, fuzzy, shapeless object. When one of the objects are thrown (up to 20 ft), it transforms into one of eight possible creatures (rat, owl, mastiff, goat, giant goat, giant boar, lion, and brown bear) as deterimined by a 1d8 random roll. The creature is friendly to you and can be commanded on your bonus round. Up to three creatures can be drawn from the bag per day. The bag is replentished each night.
Eyes of Charming Edwyn 22 A set of crystal lenses made that fit snugly over the eyes. They have three charges per day. They charges refresh at dawn. You can expend one charge as an action to cast Charm Person (spell save DC 13) on a humanoid within 30 ft that can see you.
Hand Axes Edwyn 15 Common set of hand axes taken from a trove of mundane weapons found under the Hag's house. Collection of weapons was found by Edwyn and Hardy.
Elven Household Items (Mundane) Party 11 A collection of items stripped and taken from the Eleven holding compound within Edhen, the party's prison for two weeks
Cloak of the Bat Orryn 11 Magical cloack that gives advantages to Sealth (DEX) checks. In an area of dim light or darkness you can fly (40 ft) or polymorph yourself into a bat.
Flight Shard Party 7 A broken idol engraved with spirals. Fly for a day (24 hours from point of consumption)
Intelligence Shard Unknown 7 A jagged shared of blue glass on a leather strap. Gives an advantage on intelligence checks for 1 minute.
Dust of Disappearance Party 7 Become invisible for 2d4 minutes. There is enough for one use.
Dust of Sneezing and Choking Party 7 "When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably."
Thieves Key Party 5 A single-use key for opening or reducing the difficulty of mundane (non-magical) locks.
Potion of Healing Party 5 The potion may be split between members (i.e. dice may be distributed)
Stone Solvent Party 5 Flask of oil that can turn rock pliable for reshaping and then allow it to re-harden into its new form.
Bag of Holding Orryn 5 A regular bag of holding.

Old Items

Items no longer in the party's possession because they've been used, lost, or the holder of the item has left the party.

Item Owner Episode Notes
Cloak of Protection Bedroth 22 Magical cloak. Gives the wearer a +1 to AC and Saving Throws.
Instrument of the Bards (Mac-Fuirmidh Cittern) Hardy 22 A magical, musical instrument of highest craftmanship. The musican can channel the instrument to cast a spell. The spell set depends upon the instrument. For the Mac-Fuirmidth Cittern, those spells are: fly, invisibility, levitate, protection from evil and good, barkskin, cure wounds, and fog cloud. After a spell has been cast, it can't be cast again until the next day. At the dawn of each day, the instrument refreshes, and all spell slots are refreshed. Given to Hardy by Neserie as appreciation for the party's success in killing the Grick under the Feywild city Neifur.
Rod of the Pact Keeper, +1 Bedroth 18 While holding the rod, you gain a +1 bonus to spell atack rolls and the saving throw DCs of your warlock spells
Flesh Golem Edwyn 15 A flesh golem, rebound to Edwyn. Update: The flesh Golem dissapeared in the violent razing of the City of Ellon.
Hand Crossbow Hardy 15 Common crossbow taken from a trove of mundane weapons found under the Hag's house. The collection of weapons was found by Edwyn and Hardy.
Maul of Returning Balcazar 11 +1 maul, that if hurdled, returns to the thrower. Update: The maul is lost with Balcazar.
Set of Books and Journals Hardy 15 Set of unread books and journals found under the Hag Coven home
Hag's Eye (Pendant Only) List 13 Matched pair: pendant and eye. The pendant can be used to see through the Hag Eye. The Hag Eye is currently in possession of the last Green Hag alive after the coven fight of Episode 13
Elven Chain Shirt Hardy 11 Magical, +1 chain shirt that can be worn as Light instead of Medium armor
Mystery Fluid Balcazar 11 A portion of mysterious, dark magical fluid taken and hidden during and Elven-directed quest
Dagger of Blur, +1 List 11 +1 dagger. In addition, 1x/day you can cast blur on self.
Cloak of Elven Kind Arcos 11 Perception checks against you have disadvantage and you have advantage on stealth (DEX) to hide.
Arrow Catching Shield Arcos 10 Shield fashioned from armored plates taken from the corpse of two Gorgons. +2 bonus to AC against Ranged Attacks. Whenever an attacker makes a ranged Attack against a target within 5 feet of you, the user can use their reaction to become the target of the Attack instead.
Ferranian Citizenship Medallians (qt. 2) Party 6 Medallian granting its owner free passage within Ferran. The metals were taken from the party during their brief capture within Ferran.
Dwarven Engineer Clothing (2 sets) Party 6 Left behind during Episode 7. A set of clothing taken from an a captured Ferranian engineer.
Oil of Fiery Burning Orryn 3 Used. Flask of shock-sensitive, explosive oil
Petrifying Potion Orryn 1 Used. Petrifying potion taken from the beak glands of the killed cockatrices. Two single-use applications that can be applied any piercing weapon.
Hara Party 1 Two refined blocks of magical energy that can be used to magnify arcane power.

Mundane Item Description

A more-detailed description of the common, non-magical items found by the party.

Mundane Elven items

Various items stripped from the party's prison compound inside the Elven capital, Edhen. It includes:

  • Bed sheets (4x)
  • Pillows (4x)
  • Handkerchiefs (8x)
  • Soap
  • Food and drink
  • Books (Edhen history)
  • Steel mirror
  • String

Dwarven Engineer Clothing

Nondescript clothing found on two Dwarven engineers. It's unclear whether the clothing is a uniform or just typical clothing worn by Dwarves in that profession.

Ferranian Citizenship Medallion

Golden medallions granting their owners free passage within Ferran. They are rigid, thin, and about half the size of a dwarven palm. Their front is pressed in ornate relief.

Magical Item Description

Magical items unique to the Deorcost world.

Dagger of Blur, +1

Dagger, +1. Once per day, you can cast Blur upon yourself.

Blur description, from the SRD:

Your body becomes blurred, shifting and wavering to all who can see you. For the Duration, any creature has disadvantage on Attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Maul of Returning, +1

This special, heavy, two-handed +1 weapon, if thrown, returns to the thrower.

  • Two-handed damange: 2d6 +1
  • Thrown damage: 1d6 + 1

Arrow-Catching Shield

A simple shield, easily fashioned from armored plates taken from the carcasses of two dead Gorgons in Episode 10.

Upon completion and attunement, the arrow catching shield provides the following benefits (from the 5e SRD),

These armored plates were easily modified into You gain a +2 +1 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your reaction to become the target of the Attack instead.

with the exception that this weapon, because its construction was crudely improvised, is +1 instead of +2.

Oil of Fiery Burning

Flask of shock-sensitive, dark-grey oil, that when thrown onto a hard surface, explodes into a large ball of fire.

Behaves like the 3rd level spell Fireball, but with 5d6 damage (vs 8d8). Adapted from a Baldur's Gate spell of the same name.

  • Target: Every creature within a 20 ft. radius.
  • Range: 20 ft. (normal) / 50 ft. (long - disadvantage)
  • Damage: 5d6
  • Save DC: 15

Stone Solvent

This flask of jelly-like oil can cover a stone object of Medium size or smaller or a section of no more than 5 feet in any dimension, and takes 10 minutes to apply. After this time, the stone becomes soft and clay-like, and can be formed into any shape that suits your purpose. The stone hardens again after 1 hour.

Thieves Key

  • This magic key can open any mundane lock (e.g. simple lock on a chest).
  • It takes 1d6 rounds for the key to conform to the correct shape after placing the key in the lock.
  • For difficult mechanical locks, the key will reduce the difficulty class by 1 (e.g. DC 15 → DC 10).
  • It will not open magical locks.