<I realize I'm conflating two events. I think you donated a shield from that adventure with a holy symbol on it. But that isn't how the chalice was lost. Instead, it was simply taken by the hag who appeared as red mist (more like bubbles, iirc) when you were frozen for centuries (or longer). Retreiving that item was specifcally why she was there. Now, by some strange twist of fate, it is here, again in your possession. >
<Keep the cloak from the lost pc. But, it requires attunement, which you can do on a short rest. When you do, the cloak's magic, through whatever thuergy this place conjures, channels and distorts, is dilated three-fold. It now functions as...
(Tenebril will pass on the cloak unless no one else wants it. He can already do lesser invisibility and flying is better than spider climb so it might help Kos more? I only have the rod of the pact keeper currently attuned so I do have the slot for it if no one else does.)
Tenebril will take two vials out and (if it's ok with the group) fill them with the blood from Gharzun. "This will make sure his death was not in vein."
(Ooc. Who wants the crazy cloak and what were the powers of the chalice?)
It bleeds. A lot. Infinitely, in fact.
Edit: more details
Hierophant’s Chalice of Zotz
Artifact, requires attunement by a paladin, cleric, or warlock
Forged in the shadow of a forgotten god of bats and blood, this chalice was once the sacred vessel of his hierophants. It produces an endless torrent of blood—divine ichor stolen from the veins of mortals and immortals alike. To drink from it is to taste eternity, but also to risk corruption. Sparhawk stole it from the bat god’s son, and its presence has warped fate ever since.
Artifact Properties
Indestructible Vessel. The chalice cannot be destroyed except by being emptied into the heart of the Infinite Staircase, where its blood would be unmade by planar infinity.
Endless Blood. The chalice produces an infinite supply of warm, fresh blood. This blood is not ordinary—it carries divine resonance. It can be used as nourishment for vampires, as a ritual component, or as a lure/distraction (as you already established, imposing disadvantage on Perception checks for vampires
Major Beneficial Properties
- Blood of Vigor. As an action, you can drink from the chalice to regain 4d8 + your Constitution modifier hit points. Once used, this property can’t be used again until the next dawn.
- Sanguine Smite. Once per turn when you hit with a melee weapon attack, you can deal an extra 2d8 radiant or necrotic damage (your choice).
Minor Beneficial Properties
- Blood Sense. You can sense the presence of any creature with blood within 60 feet, even through walls.
- Crimson Tongue. You can speak, read, and understand Abyssal and Infernal.
Major Detrimental Properties
- Marked by the Bat. Undead and fiends can sense the chalice’s presence within 1 mile and are drawn to it.
Minor Detrimental Properties
- Whispers of the Hierophant. You occasionally hear the voice of the bat god’s son, urging you toward cruelty and domination.
Unique Powers
- Crimson Flood (1/long rest). As an action, you can overturn the chalice, releasing a torrent of divine blood in a 30-foot radius. All creatures of your choice in the area must succeed on a DC 18 Strength saving throw or be knocked prone and restrained by the blood until the end of your next turn. Undead in the area instead take 6d8 radiant damage.
- Blood Pact. If you willingly spill your own blood into the chalice (taking 4d6 damage), you can cast plane shift once, but only to travel to a realm of shadow, undeath, or the Infinite Staircase.
Combines: Weapon of Warning, Staff of the Woodlands (partial), Dagger of Venom
Type: Dagger (requires attunement)
This dagger is carved from a scale of the World Serpent, its edge etched with runes that shimmer like shifting tectonic plates. The hilt coils like a serpent’s spine, and a silver bell hangs from the pommel, silent until danger draws near.
Properties:
- Warning: You and allies within 30 feet gain advantage on initiative rolls. You can’t be surprised while attuned.
- Venom: Once per day, as an action, coat the blade in magical poison. On hit, target must succeed on DC 15 Con save or take 2d10 poison damage and be poisoned for 1 minute.
- Nature’s Veil: Once per long rest, cast pass without trace. The dagger also counts as a druidic focus and is considered magical.
Forged from a fragment of the World Serpent's shed skin, Whisperfang pulses with ancient awareness. It whispers warnings in Primordial and coils shadows around its wielder.
2.
“The Nightmare’s Aegis”
Type: Wondrous Item (requires attunement)
Description: This item appears as a blackened shield with a faint equine motif—its surface ripples like smoke, and its edge glows with embers. When held, it feels warm and oddly sentient. A small obsidian horse figurine is embedded in the center, its eyes glowing faintly.
Properties:
- Spellguard Shield: While attuned, you have advantage on saving throws against spells and magical effects. Spell attacks against you are made with disadvantage.
- Mind Shielding: You are immune to mind reading and cannot be magically charmed. Your thoughts are veiled in nightmare smoke.
- Nightmare Summon: Once per long rest, you can activate the embedded figurine to summon a Nightmare mount for up to 1 hour. While mounted, you gain resistance to fire damage and can use the Nightmare’s Ethereal Stride to phase through walls or escape planar traps.
Forged from the remains of a vampire lord’s steed, this shield carries the will of a creature that once rode between worlds. It whispers escape routes and veils your mind in dream-smoke.
Sparhawk examines the cup. “This is quite strange. This chalice, I recovered it for a friend from a mighty foe. I’m we used it to free her brother after she saved me. It became a lure for vampires. I believe it is very powerful” he shares the properties. “Later I learned what this artifact did.” “we have this cloak, but it seems to have changed. Then this powerful dagger and another shield. Assuming beyond this door is our objective, we must spread out the magic to best leverage our battle.”
(I'm ok splitting the items however we need to. I don't have a cloak yet so whoever ends up taking the new one, I can take their old one unless I end up with the new one. I guess Tenebril could use the hellhound part if we're in an area where he can't fly. It'd be funny to see a hellhound running upside down on the ceiling somewhere lol. Do we have to be using the dagger or just have it equipped for the first part to work? I have a sentinel shield currently so I don't think Tenebril would need the nightmare shield but I could always swap shields. Is Sparhawk able to use a shield and maul at the same time? )
Tenebril looks between the goblet and Sparhawk and says, "You can definitely hold on to that. I've seen things being a fiend warlock but that, that right there takes the cake so far."
(No maul is two handed, but he may use a shield anyway. Doing extra necrotic damage would be nice.)
”yes, even if today is my last, if I can save our worlds, our lands, our homes, and our friends, I must. I will use it to further empower me. The cloak, Kos, could this aid you friend?”
<dagger of warning warns (AD on initiative and can't be surprised) as long as it's attuned>
<these franken-items are my aty3mkt to give you a reasonabke boost to even the party size deficit while youre alreadybwlightky avove anticopated level. I like that jt guves you options, or maybe dilemmas. But if any kf them dont fi d a suitabke owner, I can always roll uo a new one. I want to make sure your all equipped for a fun battle here, with maybe a surprise or two.>
Tenebril tells the group that if we have time, he'd like to try to contact his patron and ask if he knows what's beyond the door. I have a few more questions I can ask but I don't usually get anything beyond one word answers with sometimes barely get any additional information. If you could think up other questions we could ask, maybe we could go in not quite so blind to what is waiting for us on the other side.
Also, I think Sparhawk should take the new shield, and give Tenebril his old one. Kos, you have yours currently enhanced right? Can you redo that quickly without using up resources? I'll take the dagger and Kos can swap me cloaks? I think that gets them evenly spread out. I'm guessing we'll do all of that (if everyone agrees) before doing the short rest so everyone can get attuned to the new stuff.
“Yes, that seems reasonable to me.” The paladin mutters, pondering using the cup and how it might affect him. I worship a goddess called Aphrael. In my travels, A deity, Marduk, took an interest in me when I entered a land called the sword coast. It was then I developed a sort of, sensitivity to undead.” He smiles, rubbing his broken nose. “When they are within 60 feet of me, I vomit. So, that question we can figure out. I’ve been thrown back in time to get this chalice and I have no doubt of this coincidence that the chalice finds me here.”
“In short Tenebril, through strange circumstances, we and our other companions found ourselves in this place. The three of us have made it to what I sense is the chamber where our questions will be answered. I myself came to save a world where strange rifts were allowing in hideous monsters and lizards. Each of you have your reasons but if you believe in someone or something, I suggest prayers.”
Sparhawk casts aid on the three of them. (Ooc channel divinity reclaim a lvl 2 spell slot
<I realize I'm conflating two events. I think you donated a shield from that adventure with a holy symbol on it. But that isn't how the chalice was lost. Instead, it was simply taken by the hag who appeared as red mist (more like bubbles, iirc) when you were frozen for centuries (or longer). Retreiving that item was specifcally why she was there. Now, by some strange twist of fate, it is here, again in your possession. >
<Keep the cloak from the lost pc. But, it requires attunement, which you can do on a short rest. When you do, the cloak's magic, through whatever thuergy this place conjures, channels and distorts, is dilated three-fold. It now functions as...
1, 10, 5
a cloak of arachnida , a cloak of invisibility, and a hell hound cloak .>
(Ooc. Who wants the crazy cloak and what were the powers of the chalice?)
(Tenebril will pass on the cloak unless no one else wants it. He can already do lesser invisibility and flying is better than spider climb so it might help Kos more? I only have the rod of the pact keeper currently attuned so I do have the slot for it if no one else does.)
Tenebril will take two vials out and (if it's ok with the group) fill them with the blood from Gharzun. "This will make sure his death was not in vein."
It bleeds. A lot. Infinitely, in fact.
Edit: more details
Hierophant’s Chalice of Zotz
Artifact, requires attunement by a paladin, cleric, or warlock
Forged in the shadow of a forgotten god of bats and blood, this chalice was once the sacred vessel of his hierophants. It produces an endless torrent of blood—divine ichor stolen from the veins of mortals and immortals alike. To drink from it is to taste eternity, but also to risk corruption. Sparhawk stole it from the bat god’s son, and its presence has warped fate ever since.
Artifact Properties
Indestructible Vessel. The chalice cannot be destroyed except by being emptied into the heart of the Infinite Staircase, where its blood would be unmade by planar infinity.
Endless Blood. The chalice produces an infinite supply of warm, fresh blood. This blood is not ordinary—it carries divine resonance. It can be used as nourishment for vampires, as a ritual component, or as a lure/distraction (as you already established, imposing disadvantage on Perception checks for vampires
Major Beneficial Properties
- Blood of Vigor. As an action, you can drink from the chalice to regain 4d8 + your Constitution modifier hit points. Once used, this property can’t be used again until the next dawn.
- Sanguine Smite. Once per turn when you hit with a melee weapon attack, you can deal an extra 2d8 radiant or necrotic damage (your choice).
Minor Beneficial Properties
- Blood Sense. You can sense the presence of any creature with blood within 60 feet, even through walls.
- Crimson Tongue. You can speak, read, and understand Abyssal and Infernal.
Major Detrimental Properties
- Marked by the Bat. Undead and fiends can sense the chalice’s presence within 1 mile and are drawn to it.
Minor Detrimental Properties
- Whispers of the Hierophant. You occasionally hear the voice of the bat god’s son, urging you toward cruelty and domination.
Unique Powers
- Crimson Flood (1/long rest). As an action, you can overturn the chalice, releasing a torrent of divine blood in a 30-foot radius. All creatures of your choice in the area must succeed on a DC 18 Strength saving throw or be knocked prone and restrained by the blood until the end of your next turn. Undead in the area instead take 6d8 radiant damage.
- Blood Pact. If you willingly spill your own blood into the chalice (taking 4d6 damage), you can cast plane shift once, but only to travel to a realm of shadow, undeath, or the Infinite Staircase.
[11, 12, 9
4, 4, 12
Adding two more items to the hoard
1.
“Whisperfang of Samogri”
Combines: Weapon of Warning, Staff of the Woodlands (partial), Dagger of Venom
Type: Dagger (requires attunement)
This dagger is carved from a scale of the World Serpent, its edge etched with runes that shimmer like shifting tectonic plates. The hilt coils like a serpent’s spine, and a silver bell hangs from the pommel, silent until danger draws near.
Properties:
- Warning: You and allies within 30 feet gain advantage on initiative rolls. You can’t be surprised while attuned.
- Venom: Once per day, as an action, coat the blade in magical poison. On hit, target must succeed on DC 15 Con save or take 2d10 poison damage and be poisoned for 1 minute.
- Nature’s Veil: Once per long rest, cast pass without trace. The dagger also counts as a druidic focus and is considered magical.
Forged from a fragment of the World Serpent's shed skin, Whisperfang pulses with ancient awareness. It whispers warnings in Primordial and coils shadows around its wielder.
2.
“The Nightmare’s Aegis”
Type: Wondrous Item (requires attunement)
Description: This item appears as a blackened shield with a faint equine motif—its surface ripples like smoke, and its edge glows with embers. When held, it feels warm and oddly sentient. A small obsidian horse figurine is embedded in the center, its eyes glowing faintly.
Properties:
- Spellguard Shield: While attuned, you have advantage on saving throws against spells and magical effects. Spell attacks against you are made with disadvantage.
- Mind Shielding: You are immune to mind reading and cannot be magically charmed. Your thoughts are veiled in nightmare smoke.
- Nightmare Summon: Once per long rest, you can activate the embedded figurine to summon a Nightmare mount for up to 1 hour. While mounted, you gain resistance to fire damage and can use the Nightmare’s Ethereal Stride to phase through walls or escape planar traps.
Forged from the remains of a vampire lord’s steed, this shield carries the will of a creature that once rode between worlds. It whispers escape routes and veils your mind in dream-smoke.
Sparhawk examines the cup. “This is quite strange. This chalice, I recovered it for a friend from a mighty foe. I’m we used it to free her brother after she saved me. It became a lure for vampires. I believe it is very powerful” he shares the properties. “Later I learned what this artifact did.”
“we have this cloak, but it seems to have changed. Then this powerful dagger and another shield. Assuming beyond this door is our objective, we must spread out the magic to best leverage our battle.”
“I would use the cup but only as a last resort. Perhaps now os that time, but as I fear the bad gods son will slowly turn my heart.”
(Sparhawk also recovers the huge maul he dropped)
(I'm ok splitting the items however we need to. I don't have a cloak yet so whoever ends up taking the new one, I can take their old one unless I end up with the new one. I guess Tenebril could use the hellhound part if we're in an area where he can't fly. It'd be funny to see a hellhound running upside down on the ceiling somewhere lol. Do we have to be using the dagger or just have it equipped for the first part to work? I have a sentinel shield currently so I don't think Tenebril would need the nightmare shield but I could always swap shields. Is Sparhawk able to use a shield and maul at the same time? )
Tenebril looks between the goblet and Sparhawk and says, "You can definitely hold on to that. I've seen things being a fiend warlock but that, that right there takes the cake so far."
(No maul is two handed, but he may use a shield anyway. Doing extra necrotic damage would be nice.)
”yes, even if today is my last, if I can save our worlds, our lands, our homes, and our friends, I must. I will use it to further empower me. The cloak, Kos, could this aid you friend?”
2 2
<Updated the chalice; dropped 2 detriments>
<dagger of warning warns (AD on initiative and can't be surprised) as long as it's attuned>
<these franken-items are my aty3mkt to give you a reasonabke boost to even the party size deficit while youre alreadybwlightky avove anticopated level. I like that jt guves you options, or maybe dilemmas. But if any kf them dont fi d a suitabke owner, I can always roll uo a new one. I want to make sure your all equipped for a fun battle here, with maybe a surprise or two.>
ooc.
We have the chalice: Sparhawk.
the cloak????
the shield: Who can use it? Sparhawk (who has a +1 shield or someone else.
the dagger.
would like to spread these out for best effect.
Tenebril tells the group that if we have time, he'd like to try to contact his patron and ask if he knows what's beyond the door. I have a few more questions I can ask but I don't usually get anything beyond one word answers with sometimes barely get any additional information. If you could think up other questions we could ask, maybe we could go in not quite so blind to what is waiting for us on the other side.
Also, I think Sparhawk should take the new shield, and give Tenebril his old one. Kos, you have yours currently enhanced right? Can you redo that quickly without using up resources? I'll take the dagger and Kos can swap me cloaks? I think that gets them evenly spread out. I'm guessing we'll do all of that (if everyone agrees) before doing the short rest so everyone can get attuned to the new stuff.
“Yes, that seems reasonable to me.” The paladin mutters, pondering using the cup and how it might affect him. I worship a goddess called Aphrael. In my travels, A deity, Marduk, took an interest in me when I entered a land called the sword coast. It was then I developed a sort of, sensitivity to undead.” He smiles, rubbing his broken nose. “When they are within 60 feet of me, I vomit. So, that question we can figure out. I’ve been thrown back in time to get this chalice and I have no doubt of this coincidence that the chalice finds me here.”
“In short Tenebril, through strange circumstances, we and our other companions found ourselves in this place. The three of us have made it to what I sense is the chamber where our questions will be answered. I myself came to save a world where strange rifts were allowing in hideous monsters and lizards. Each of you have your reasons but if you believe in someone or something, I suggest prayers.”
Sparhawk casts aid on the three of them. (Ooc channel divinity reclaim a lvl 2 spell slot