




The Tocki's Rest
The Valourous Menagerie hideout which used to be the Sodden Hold in the Free City. Zei Tocki's 3 faithful friends continue to do the work that Zei Tocki started. They continue to make kits for the Free City that Identify Doppledangers. They also do research into the various beasts that the Valorous Menagerie brought back at the behest of Zei Tocki.
The beasts or beast parts brought back are:
- Displacer Beast to research magical properties
- Troll beast to research Regeneration properties
- Chimera Beast to research magical properties
- Mind flayer brain to research magical properties
- Octopin eye stalk to research magical properties

Session 59 - The Prince of Redhand
Stuff we Got
Tuning Fork attuned to the Feywild
Group Bought some potions
2 Bag of Holding were bought
1 Luckstone was bought
Coins We Found
Titania gives everyone 5000 Fey Gold Pieces
Cleric also has 900 Gold worth of Diamond Dust
Iago has a diamond worth 1000 gold
250 Silver is thrown to Iago for his Bardic Abilites


Session 60 - The Prince of Redhand
Nothing Gained or Lost
Session 61 - The Prince of Redhand
Stuff we Got
Iago buys 1000 gold worth of Diamond Dust


Session 62 - The Prince of Redhand
Nothing Gained or Lost
Session 63 - The Prince of Redhand
Stuff we Got in the Dungeon
17 Bags of 1000 gold each
900+4500 gold of diamond dust
13.4k of assorted gems
100 gold or rubies - Iago Claimed
1 Leather bag of 1000 platinum
40 Potions
-10 Greater Healing
-10 Undetectable alignment
-10 Non Detection
-10 Elixer of Truth - worth 15k gold and sold for 20k
Belt of Dwarvenkind - sold for gold
Ring of Evasion - sold for gold
Rod of Flame Extinguishing - Kept for Utility
Rod of Lighting Bolt - Astrid
Wand of Haste - Slade
Small Pouch with 4 beads of force -
Harp of Charming - sold for ruby dust
Magical Ledger - Contains info about Ebon Triad in the City


Session 64 - The Prince of Redhand
Stuff we Got
4 Authority Points gained during the Dinner Feast
Ketek and Sigun both had 3 visions of Kyuss
Session 65 - The Library of Last Resort
Stuff We Plan on Selling
Belt of Dwarvenkind - Sold for 11k
Harp of Charming - Sold for 3k and 3k rubies
Ring of Evasion sold for 18k
Undectable alignment potions sold for 500gp each
Nondectection Potions sold for 1000gp each
13.4k gems traded to get up to 5k Ruby dust
Split rubies and gave 2000 ruby dust to opal night
Astrid uses 300gold from group fund


Session 66 - Library of Last Resort
Stuff we Got in the Dungeon
Ring of Onyx - Not identified
Sword - Not identified
Boots of Elvenkind - Take by Iago
Some Daggers
1 Dose of Mystery Poison
Remainder of Blue Crystals to get into the blue portal
Session 67 - Library of Last Resort
Stuff we Got
6 Blank Spell Books
Scroll of Astral Projection - Sigun
Scroll of Soul Cage - Sigun
Scroll of Eye Bite - Sigun
Iago gives Val'rul 1000 gold


Session 68 - Library of Last Resort
Nothing Gained or Lost
Session 69 - Library of Last Resort
Stuff we Got in the Dungeon
2 Chalices for a Heroes Feast - Ketek Takes
Hand of Vecna - Traded for the remains of Iago
Stuff We Plan on Selling
Plate Mail
Mace +3


Session 70-73 - Library of Last Resort
Stuff we Got in the Dungeon
Karanthos Belt - Sold for 25k diamonds, 5k rubies, and 1 heroes feast
3 Bottles of Paralytic Poison
+1 Pistol with 15 shots
Tinkers Kit
Coins We Found
58 Gold
300 Diamond Dust
Session 74 - Kings of the Rift
Stuff we Got in the Dungeon
?
Stuff We Plan on Selling
?
Coins We Found
?


Session 75 - Kings of the Rift
Stuff we Got in the Dungeon
?
Stuff We Plan on Selling
?
Coins We Found
?
Session 76 - Kings of the Rift
Stuff we Got in the Dungeon
?
Stuff We Plan on Selling
?
Coins We Found
?

Rapier of the Holy Assassin
Very Rare - Attuned
This Rapier was forged by monks assisting a devoted hunter of undead horrors. A Rogue Assassin had lost all to a vampire and had devoted the remainder of their life to hunting the vile creatures. The Rapier grants +2 to attack and damage rolls with an additional 2d6 Radiant damage which becomes 4d6 against any undead creature. Can be used as a spell focus.
The blade dimly glows when undead creatures are within 60'of the blade. The devotion that this blade as made with and that of the wielder at the time of death has imbued the sword with a Holy essence. Any Evil aligned or undead being that tries to wield this sword takes 1d4 radiant damage per turn plus is at disadvantage on all attacks and saves.


Very Rare - Attuned
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2.
Wand of Haste
Uncommon - Attuned
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the haste spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d6. On a 1, the wand crumbles into ashes and is destroyed.


Stuff
?
Luckstone
Uncommon - Not Attuned
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Staff of Power
Very Rare - Attuned
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff


Rare - Attuned
Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
Dragon-Touched Focus (Stirring)
Rare - Attuned
?


Stuff
?
Ruby Dust
Stuff
2000gp worth

Rythm Makers Drum +2
Rare - Attuned
While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn


Uncommon - Attuned
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (fire only), Protection from Poison. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Shortsword of Warning
Uncommon - Attuned
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.


Very Rare
You have a +2 bonus to AC while wearing this armor
Shortbow +2
Rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.


Very Rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Nothing
Stuff
?

Staff of Striking
Very Rare - Attuned
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.


Rare - Attuned
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield
Cloak of Displacement
Rare - Attuned
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Robe of Stars
Very Rare - Attuned
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.


Rare - Attuned
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Scimitar of Life Stealing
Rare - Attuned
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

Amulet of Natural Armor
Uncommon - Attuned
You gain a +1 bonus to AC while not wearing heavy armor.


Rare - Attuned
?
None
Attunement Slot 3
?


Rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Studded Leather +1
Rare
You have a +1 bonus to AC while wearing this armor.


Stuff
?
The Wagon
Common
Class: Transport
Dimensions: 4.5 m long, 0.5 m
Mass:
Crew:
Speed:
