Alaundo's Library

Travelers Notebook

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Inventory

Staves

Death Flame

by Krandor

Druidic Defender

by The Sage 

Journeymen's Friend 

by The Sage 

Staff of Greater Ability and Might

by The Sage 

Staff of Pious Augustus

by Cardinal Deimos 

Staff of the Deathbringer by Darkheyr
Staff of the Flamelord by Darkheyr
Staff of the Icelord by Darkheyr
Staff of the Lifebringer by Darkheyr
Staff of the Stormlord by Darkheyr

Staff of the Banishment

by Christopher Villinger

Staff of the Elemental Control by Christopher Villinger
Staff of the Undead Turning by Christopher Villinger
Staff of the Dragon Charming by Christopher Villinger
Demon Staff of Meteor Calling by Christopher Villinger
   

Wands

Fake Wand

by Icewolf 

Wand of Distortion 

by Eilinel 

Wand of Moons

by Targon Moonrise 

Wand of Stone Smashing by Christopher Villinger
Wand of Wondrous Solutions by Christopher Villinger
Wand of Telekinesis by Christopher Villinger
Wand of Star Gazing by Christopher Villinger

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Staves

Death Flame (Contributed by Krandor)                                                                                                  [Top]

Cost - 90 000 gp
Dmg - 1d6/1d6+3
Crit - x2
Weight - 4lb
Type- Bludgeoning

Description - The staff about 6' tall with a permanent screaming human skull at the top. Upon utterance of the command word, a flaming skull shoots from the skull mounted on the staff, causing 2d6+2 initially and 1d4+1 additional per round until extinguished with a prayer or holy water. The staff can be used only by evil necromancers and priests. The staff contains 25 charges, rechargeable only by placing the staff in the blood of an undead monster. For each body the staff is placed in, it recharges by 5. However, once the staff is taken out, the body of the fallen monster turns into ash and is unusable for later spells.

Druidic Defender                                                      [Top]

Description and Powers:
Shaped and crafted from a rare species of light wood called the Yegela tree (which grows only in the heart of the Trollbark Forest), this staff is covered with all types of druidic runes and symbols. It is a masterwork quarterstaff with very well worn patches along it's length indicating significant usage. It's only known abilities function only when wielded by a female druid. It powers are -

Caster Level: 3rd
Prerequisites: Craft Magic Arms and Armor
Market Price: 2,000 gp
Cost to Create: 1,234 gp + 289 XP
Weight: ???

Background:
Elis Rorall, a elven Druid from Evereska specially crafted this staff upon her initiation into the Druidic Order of the Trollbark, a circle of Druids whose primary purpose is to rid the Trollbark Forest of the monsters that plague the wood. To this day, the Druidic Defender continues to assist Elis in this task, giving her the added abilities she needs to return the forest to the once pristine place of worship it was so long ago.

Staff of Greater Ability and Might                                        [Top]

This old gray, withered and wooden staff was found among the personal possessions of the famous Cormyrian Archmage Beltram the Humble. The Archmage created this staff shortly before his 116th birthday mainly because he did not want to feel the greater effects of his advanced age and also to improve his mental faculties.

Caster Level: 10th
Prerequisites: Craft Staff, Bull's Strength, Cat's Grace, Endurance, Eagle's Splendor, Fox's Cunning, Owl's Wisdom
Market Price: 40,000 gp
Special:
This staff allows the use of the following spells -
- Bull's Strength (4 charges)
- Cat's Grace (4 charges)
- Endurance (5 charges)
- Eagle's Splendor (3 charges)
- Fox's Cunning (3 charges)
- Owl's Wisdom (3 charges)

This staff cannot be recharged (although a DM can alter this restriction if he may so wish).

Journeymen's Friend                                                    [Top]

This staff was crafted by merchants in the service of the Church of Shaundakul. It is made of an unknown and unique source of wood, and is covered with runes in Wild-Elven script. It is approximately six feet in length and is capped at both ends by silver cast caps. It has been used by adventures caught in troubling situations while journeying from one destination to the next.

Damage: 1d6
Caster Level: 5th
Market Price: 3,000 gp
Prerequisites: Craft Magic Arms and Armor, true strike
Weight: -
Special:
The PC can only use the special ability of this staff twice per day. At the PC's command, the staff casts a single True Strike spell on the bearer. A duration of 12 hours must pass however before the power can be used again.

Staff of the Deathbringer (Contributed by Darkheyr)                                                                         [Top]

This jet black staff is decorated with twisted bloodred runes, and a perfect black pearl at the top. The pearl emits a chill feeling when touched. This staff only works when used by a divine spellcaster of evil alignment.
The staff's owner can employ the following ability by lengthening the spell / action to a full round action:

- All spells utilizing negative energy are cast at + 2 caster level. This may exceed the normal level-dependant increase of the spell. (For example, a level 5 cleric's Inflict Light Wounds could deal 1d8+7 damage, duration type damage from negative energy would hold 2 more rounds etc.)
- Attempts to rebuke or command undead benefit from a + 2 level increase.

Staff of the Flamelord (Contributed by Darkheyr)                                                                                 [Top]

This black staff is decorated with red blazing flames and a shimmering ruby at the top.
While casting a spell, the staff's owner can employ the following ability by lengthening the spell to a full round action:

- The metamagic feat Elemental Substitution: Fire is applied to the spell
- Spells with the [Fire] descriptor (including those resulting from the substitution effect) are cast at +2 caster level. This bonus may exceed a spells normal damage limit. (for example, a 10th level caster may cast a Fireball with 12d6 damage)

Spells which cannot be altered by the Elemental Substitution feat are unaffected by the powers of this staff.

Staff of the Icelord (Contributed by Darkheyr)                                                                                       [Top]

This black staff is decorated with icy blue flames and a shimmering sapphire at the top.
While casting a spell, the staff's owner can employ the following ability by lengthening the spell to a full round action:

- The metamagic feat Elemental Substitution: Cold is applied to the spell
- Spells with the [Cold] descriptor (including those resulting from the substitution effect) are cast at +2 caster level. This bonus may exceed a spells normal damage limit.

Spells which cannot be altered by the Elemental Substitution feat are unaffected by the powers of this staff.

Staff of the Lifebringer (Contributed by Darkheyr)                                                                               [Top]

This brilliant white staff is decorated with delicate golden runes, and a perfect topaz at the top. The topaz emits a warm feeling when touched. This staff only works when used by a divine spellcaster of good alignment.
The staff's owner can employ the following ability by lengthening the spell / action to a full round action:

- All spells utilizing positive energy are cast at + 2 caster level. This may exceed the normal level-dependant increase of the spell. (For example, a level 5 cleric's Cure Light Wounds could heal for 1d8+7, duration type heals would hold 2 more rounds etc.)
- Attempts to turn or destroy undead benefit from a + 2 level increase.

Staff of Pious Augustus (Contributed by Cardinal Deimos )                                                                [Top]

A rather grotesque quarterstaff, made mainly from the 2 human spinal columns artistically woven together. The Headpiece is actually a pelvis of one of the unfortunate humans. While not a very effective weapon, it is the powers that drive people to attempt to uncover. Powers that do not come without a price that some find all too late...

Damage: 1d6+2
Special: Wielder undergoes a permanent change from living to Undeath.
Wielder suffers a -4 to 'to hit' rolls
Cursed- cannot be willingly or unwillingly given away or lost, Wielder becomes extremely possessive of the staff and will not draw any other weapon in battle, and the staff is always carried at the ready. Can only be removed from wielder by an remove curse spell.
User is able to Cast as a level 15 caster:

Summon Monster I 5/day
Summon Monster III 3/week
Summon Monster V 1/week
Lightning Bolt 2/day
Protect from Chaos/Evil 1/day
Magic Weapon 2/day
True Seeing 1/month
Cure Light Wounds 2/day
Magic Circle Chaos/Evil 1/month
Dominate Monster 1/ 2weeks
Dispel Magic 1/week

User must make a will save every two days against Insanity as per a level 15 caster or go insane for a day.
Suffers -4 to all diplomacy checks but gains +4 on intimidate checks
User is Permanently under Geas/Quest Spell While staff is Wielded
Weight: 8 lbs

Background:
The History of the Staff of Pious Augustus is both unknown and bloody. What is known was that Pious Augustus was a an Elvish fighter in the service of on Daruth Winterwood in ages past. The Staff was Created By Winterwood as he experimented with beings and powers from the Far Realms. One such being (whose name is both unknown and most likely indecipherable) heavily enchanted the staff at the request of Daruth in return for services to be rendered. The unfortunate Pious was given the staff as a reward for his loyal service. Pious at first disdainful of the ugly staff merely wanted to lock it in his weapon's chest, but upon his hand grasping the staff, Pious under-went a change of heart. Pious became protective of the staff and the main supporter of Daruth's work (some believe however, that the change of heart was an enchantment placed upon the staff by the Far Realm entity). After the disappearance of castle Xaxox, Pious and his enchanted weapon dropped out off the face of the world and so it has been until the discovery of this Staff. Signs of Augustus there are none but an eternal Elvish warrior is the least of concerns.... Voices are heard, whispers carried on the wind that speak of deeds to do and of servitude now enforced... Servitude to something beyond what the boundaries of reason and time...

Staff of the Stormlord (Contributed by Darkheyr)                                                                            [Top]

This black staff is decorated with white lightning streaks and a shimmering diamond at the top.
While casting a spell, the staff's owner can employ the following ability by lengthening the spell to a full round action:

- The metamagic feat Elemental Substitution: Electricity is applied to the spell
- Spells with the [Electricity] descriptor (including those resulting from the substitution effect) are cast at +2 caster level. This bonus may exceed a spells normal damage limit.

Spells which cannot be altered by the Elemental Substitution feat are unaffected by the powers of this staff.

Staff of Banishment (Contributed by Christopher Villinger)                                                                [Top]

This staff can be used to banish any kind of planar traveler especially demons and devils that have been summoned to a battlefield.  Considered an act of God, every demonic agency that is seen is sent back to its home dimension.  The staff has 40chgs.
Cost: 20,000 g.p.

Staff of Elemental Control (Contributed by Christopher Villinger)                                                   [Top]

Initially this staff can control an Air elemental and 6 months later and every subsequent 6 months control will span all the elements.  Water elementals are controlled and then Earth elementals and then Fire elementals.  It will stay not longer than 4 hours and will leave when there is no mission or has lost half it’s hit points in battle. 

The staff has 25 charges. 
Cost: 15,000 g.p.

Staff of Undead Turning (Contributed by Christopher Villinger)                                                   [Top]

This staff starts out as a first level item that will do 1-10 pts. dmg. to a zombie or skeleton.  Add 1-6 points of damage for every level of the staff.  At 8th level any number of undead up to 6 h.d are destroyed and at 12th level whole armies of zombies are destroyed or a Lich of any level..  Each level of the staff is 1000 points apart.  And the bearer must be using the staff as his primary weapon which demands 1/10 of the bearers experience points at the end of an adventure.

The staff has 30 charges. 
Cost: 10,000 g.p.

Staff of Dragon Charming (Contributed by Christopher Villinger)                                                   [Top]

This artifact was made 5000 years ago and there are rumors that there are 4 left in the world possessed by gods among the various planes.  It is a long ivory staff intertwined with platinum and topped with a 190000 g.p. diamond.  It’s power is to turn all of the dragons power against itself and charm it into the service of the wielder.  Only dragons of the metallic kind will be overpowered thus.  If evil then aggressive and violent tasks may be given but if it is goodly aligned then protective and constructive tasks are rendered.  When in war the alignment does not matter. The staff can control up to four dragons and it is advised to either charm only good or evil ones.  The charm lasts up to 100 years and the staff can be bestowed to another wizard with the current charms.

Cost: 350000 g.p.

Demon Staff of Meteor Calling (Contributed by Christopher Villinger)                                            [Top]

This staff will summon a storm of meteors about the size of a chest that smash into a 10 mile radius area.  The meteors come from another plane of space and burn hotly exploding into a million pieces on impact.  Any character or monster caught in the area of effect has a 5 in 20 chance of being unharmed.  The damage is 1d10 for every point above 5. 

The staff has 20 charges. 
Cost 45000 g.p.


Wands 

Fake Wand (Contributed by Icewolf)                                                                                                    [Top]

Description: Created in ages past by an elven mage, this wand has runes and inscriptions that any mage would immediately associate with a Magic Missile spell. The wand itself is made from oak, with the runes and symbols are filled in with silver. Any attempts to detect magic will reveal quite clearly that it is a regular Wand of Magic Missile

Powers: This wand functions exactly as the magic missile spell would at 20th caster level. That is, until it is used in an actual battle, at which point, it casts Hold Person on the wand's user, and an illusory script that reads: "I got you!!"

History: The elven mage, Autumn Redleaf, was having a conflict with a rival, who seemed to be able to counter every spell she tried to cast. She hired a shadowdancer to place this wand in the possession of a monster that would certainly cross the path of her rival's adventuring band. The next time that the two faced off, the first item used was the wand, which had served well in all the tests that had been performed. The wand held Autumn's rival in place until well after the battle had ended, and Autumn had stripped her rival of everything he owned-including clothes. But, she was generous and left the wand.

Wand of distortion (Contributed by Eilinel)                                                                                        [Top]


This strange magic item never stops to move without any organization. The wielder can make a will check (DC 15) to have the advantage on it and force the item to take the shape the wielder wants. The wand can take the shape of an item as small as a dagger and as big as a half-pick. Even if it can take any shape, it is usually polymorphed in a weapon, since it allows a +3 bonus during the first 3 rounds of fight per day, after what it remains a normal weapon. Anybody is proficient with it, even when the shape is an item with what the wielder is normally not proficient.

One time a week, the wielder can call the most powerful power of the wand, which allows the wielder to polymorph self as the spell. But the main difference is that the wielder changes his shape every round. He can however make actions, but he does not have a control on the change. This power lasts ten rounds before ending. Here is the random table of changes :

1 allip (demon)
2 athach
3 bodak
4 bugbear
5 chokerspawn
6 succubus
7 bebilith (demon)
8 drider
9 ettin
10 gargoyle
11 fire giant
12 girallon
13 harpy
14 howler
15 minotaur
16 ogre
17 owlbear
18 troll
19 umber hulk
20 vampire

Every time the wielder uses this power, he has to make a Will save or become chaotic evil (DC 18).

cannot be sold.

Wand of Moons (Contributed by Targon Moonrise)                                                                            [Top]

This is called the Wand of Moons. It may be small but it is tricky. I found it in some ruins in the Eversnow Mountains, north of Silvercourt.

This wand was first made by a apprentice mage that was tired of his rivals. They would take his stuff and when their master held duels between them, they would use his own items against him. So he crafted the Wand of Moons.
One of his rivals did steal the wand and tried to use it against him. The thief found out his mistake too last. A sticky web trapped all that was in the room and the thief was kicked out as a thief and traitor, for it was against the rules to steal other apprentice's items. The Wand has been duplicated many times but most never used them so the knowledge of what they did drifted into the background.


The wand looks like a small 6 inch wand of dark blue wood with stars running up its length, and a 3 inch crescent moon sits on the top of the wand. It casts Web on the wielder of the wand when it is used.

Wand of Stone Smashing (Contributed by Christopher Villinger)                                                   [Top]

This wand hates stone and does several things to it.  The wand can explode an area of rock cracking it deeply in a giant sized area. Or, it can smash an area of wall making it crumble. The wand can also destroy a stone golem or several gargoyles and take on a stone giant alone inflicting massive damage (15d10).  The wand can also transmute rock to mud (1000 lbs. per level) that slides like an avalanche.

The staff has 45 charges. 
Cost: 25,000 g.p.

Wand of Wondrous Solutions (Contributed by Christopher Villinger)                                                   [Top]

This wand went to school.  It can decipher script without fail, ascertain a songs meaning, answer any riddle, advise in war games, find hidden levers or trap doors, find secret doors, know a demons heart, learn how to close portals to the planes, and finally advise on how to defeat large monsters.

The staff has 20 charges. 
Cost: 15,000 g.p.

Wand of Telekinesis (Contributed by Christopher Villinger)                                                   [Top]

This is a wand that can move objects telekinetically.  The limits are 100 lbs. per caster level.  The spell only lasts 5 rounds meaning you don’t start swinging things around for fun. You could move a large boulder to block an opening, or lift a Hill Giant into the air while archers fire arrows.  Dislocate arms and legs and finally break locks from a distance.

The staff has 25 charges. 
Cost: 18,000 g.p.

Wand of Star Gazing (Contributed by Christopher Villinger)                                                   [Top]

This wand will transport the Wizard to another world; such as the outer planes or to another planet for 1 hour.  The wizard must first lay on the ground choose a star and then utilize the wand.  He will visit this distant star and go into a trance where time is absurd and space is his and so experience a celestial moment.

The staff has 45 charges. 
Cost: 25,000 g.p.

 


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