<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 (WIP, needs attenuation)
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 (roll or choose 2–3)
- 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 (roll or choose 1–2)
- 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 (roll or choose 1–2)
- Blood Hunger. You develop a craving for blood. Each dawn, make a DC 15 Wisdom saving throw. On a failure, you must drink at least a pint of blood that day or suffer one level of exhaustion.
- Marked by the Bat. Undead and fiends can sense the chalice’s presence within 1 mile and are drawn to it.
Minor Detrimental Properties (roll or choose 1–2)
- Sanguine Stain. Your skin and gear are perpetually marked with faint bloodstains that never wash away.
- 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.
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<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 (WIP, needs attenuation)
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 (roll or choose 2–3)
- 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 (roll or choose 1–2)
- 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 (roll or choose 1–2)
- Blood Hunger. You develop a craving for blood. Each dawn, make a DC 15 Wisdom saving throw. On a failure, you must drink at least a pint of blood that day or suffer one level of exhaustion.
- Marked by the Bat. Undead and fiends can sense the chalice’s presence within 1 mile and are drawn to it.
Minor Detrimental Properties (roll or choose 1–2)
- Sanguine Stain. Your skin and gear are perpetually marked with faint bloodstains that never wash away.
- 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.