Reappeared in Aleklot’s Rest as “Mr. Cool

Opening the archive

Opening the archive
Facsimile
Al Ivers, known as Facsimile, is a True Neutral human artist-merchant of Aleklot’s Rest whose workshop sits somewhere between craft, crime, and wishful mathematics. A magically inclined counterfeiter, Al produces black-market spell scrolls that he proudly claims work 90% of the time, with the remaining risk dismissed as the customer’s problem and the dice’s fault. When QUEST met him after the Ragefort road incident, he answered questions about price, legality, and reliability with the confidence of a man who has survived his own inventory. Infatuated with Jessica James and always ready to bargain, Al sells possibility cheaply—as long as nobody asks too hard what happens on a one.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Al Ivers, known as Facsimile, is a True Neutral human artist-merchant of Aleklot’s Rest whose workshop sits somewhere between craft, crime, and wishful mathematics. A magically inclined counterfeiter, Al produces black-market spell scrolls that he proudly claims work 90% of the time, with the remaining risk dismissed as the customer’s problem and the dice’s fault. When QUEST met him after the Ragefort road incident, he answered questions about price, legality, and reliability with the confidence of a man who has survived his own inventory. Infatuated with Jessica James and always ready to bargain, Al sells possibility cheaply—as long as nobody asks too hard what happens on a one.
Reappeared in Aleklot’s Rest as “Mr. Cool
” an underworld vendor and counterfeit spell-scroll maker.
Offered counterfeit magic scrolls with a ninety percent success rate and a discount if the party got Jessica James’s contact information.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
No matching Aspect_Template sheet was found for this character yet.
Aspect Library Support
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Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
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Access candidate Public Character
0/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
0/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness
No aspect or power hooks are attached yet.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
No story appearances yet.
Relationships
family
Ivers
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Aliases
Tags
Sells spell scrolls on the black market. They are said to work 90% of the time.
Ash explains that Salvator is studying Albert's Void manipulation and using people like Ash as experimental pieces.
storyAsh pays Al Ivers to turn his description of the tentacle-faced Salvator into a clearer drawing the party can use as a clue.
storyThe party cashes in Al Ivers's discount, Ash buys a risky counterfeit Scrying scroll, and the group buys enough caravan fuel to return to VQU.
storyThis session resolves the Aleklot’s Rest aftermath: the party handles Lawful loot declaration, hides the Ring of Absorption, learns more about Ash’s true tentacle-arm manipulators, buys a discounted Scrying scroll and caravan fuel from Al Ivers, finds an Aerobud near Bearfell, and returns to VQU for QUEST intake.
storyThis session was reconstructed from the Craig transcript, including table talk, loot logistics, Ash’s vision scene, road travel, and VQU intake.
storyInside a barn-like temple outbuilding, the party meets Mr. Cool, later revealed as counterfeit scroll-maker Al Ivers, near an old trapped thieves guild entrance.
storyAl Ivers offers ninety-percent counterfeit magic scrolls and discounts a third-level scroll if the party gets Jessica James's contact information.
storyAt the Aleklotson Inn, Maine uses a theatrical VQU vacation scam to get Jessica James's contact information for Al Ivers.
storyThis session resolves Ragefort nonlethally, adds Thunderlungs as a rescued passenger, reaches Aleklot’s Rest, introduces Al Ivers and the counterfeit-scroll discount errand, and ends with the party paying for a three-star dungeon crawl through the Aleklotson Inn.
itemLight armor robe for adventuring mages. AC 11 + Dex modifier. Disadvantage on Stealth. Grants +1 bonus vs petrification and polymorph effects. Source says can only be worn by those engaged in wizardly profession.
itemWhile wearing the ring, when you drink a healing potion, regain additional HP by potion tier: Basic +1d4, Greater +2d4, Superior +3d4, Supreme +4d4. Only affects healing potions.
itemTransparent dark green Alexandrite emerald.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemSmall box of turquoise animal figurines.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemGain +1 AC and radiant resistance. Spend 1 charge to cast Sanctuary. Shrouded Passage 1/short rest: bonus action for 1 minute, attacks against you have disadvantage if you moved 10+ ft. Aegis 1/long rest: reaction when ally within 30 ft drops to 0 HP to grant 1d4 temp HP and keep conscious. Fiends/undead have disadvantage on saves vs first spell each turn targeting only them.
itemGeneric template item: You have a +1 bonus to AC while wearing this armor. The armor can be light, medium, or heavy; choose the base armor when the item enters play. Use the base armor's normal weight, Strength requirement, and Stealth rules unless the specific suit says otherwise.
itemSeveral poison doses usable on weapons, ammunition, food, or traps depending on type. Exact DC and damage are table-defined per vial.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemGain +2 to Arcana. Spend 1 charge to cast Augury. When casting divination spell, gain advantage on next Intelligence ability check or save. Celestial Bearing 1/short rest for 10 minutes: know true north, detect planar boundaries within 60 ft, advantage on Perception vs illusions. Once per turn on spell attack hit, next attack against that creature deals +1d6 radiant.
itemGain fire resistance. Advantage on Insight checks against creatures experiencing heightened emotion. Bloom of Radiance 1/long rest: action creates 1-minute aura; allies within 10 ft gain 1d6 temporary hit points at the start of their turns, and enemies starting their turn in the aura take 1 radiant damage.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemControlled dose for 1 hour: +2 to Strength, Dexterity, and Charisma checks and saves; -2 to Constitution, Intelligence, and Wisdom checks and saves. When the effect ends, make a DC 13 Constitution save or gain exhaustion; the DC increases by 2 for each failed Boost comedown save within 24 hours. A green shimmer gives disadvantage on Deception checks to appear sober within 10 feet. Uncontrolled Boost vapor, gas pits, mushrooms, or contaminated atmospheres can poison rather than empower, applying the downsides without the benefits.
item+2 bonus to Strength (Athletics) checks made to resist being pushed, pulled, or knocked prone. +1 bonus to Strength or Dexterity saving throws against effects that would knock you prone.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemA cask full of bronze caltrops.
itemFlattened bronze halo hovering behind bearer's head. Grants INT +2. Once per dice roll, may add 1d20 to any dice roll; then lightning strikes you for lightning damage equal to the d20 result.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemThe box has four magical locks. Each lock can be opened with one successful DC 16 Dexterity check using thieves' tools or DC 16 Intelligence (Arcana) check. Each attempt takes 1 minute. On a failed check by 5 or more, the box emits a Dimoggio debt-sigil visible to lawful collectors and bonded goblin couriers for 24 hours. Opening one lock weakens the box but does not reveal the contents; all four locks must be opened within the same hour or the box relocks at dawn. A creature carrying the box has disadvantage on Dexterity (Stealth) checks against creatures actively hunting Dimoggio property.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemWhile attuned and wearing cloak, gain fire resistance. As an action, exhale fire in a 15-ft cone; creatures in area make DC 15 Dex save, taking 7d8 fire damage on failure or half on success. Recharges on short rest.
itemStudded leather armor, AC 13 + Dex modifier. You leave no tracks and make no sound from your footsteps on nonmagical surfaces unless you choose to. You have advantage on Dexterity (Stealth) checks made to move silently.
item+1 bonus to Wisdom saving throws. Once per short rest, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can reroll the save and must use the new result.
itemBillows dramatically; standard minor magic item unless customized.
itemIn dim light or darkness, you have advantage on Dexterity (Stealth) checks to hide. Once on each of your turns, after you move at least 10 feet, you can treat the next 5 feet of movement as though you were invisible; you still become visible if you attack or cast a spell. You can use your reaction to reduce the effective distance of a fall by 20 feet when calculating falling damage.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemCan cast Fireball at 3rd level as a bonus action from your hand, save DC 14, once per long rest. If you know Fireball, you may cast through the glove using spell slots as a bonus action. After casting, take 1d6 fire backlash.
itemYou gain a +2 bonus to Religion checks. When you use a spell of 1st level or higher to restore hit points to yourself or an ally, you restore a bonus action you have already expended on that turn. Recommended guardrail: this can occur once per turn, cannot store more than one bonus action, and does nothing unless the wearer already spent a bonus action. It triggers from actual hit point restoration, not temporary hit points or healing a creature already at full hit points.
itemRare +2 warhammer gifted to Vic at Rabe House. It functions as a magical warhammer with +2 attack/damage pressure and gains an advantage-style edge against bloodied targets. Exact wording remains table-tuned through Vic's character resource sheet.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemWhen attuned, healing another creature with a spell of 1st level or higher may add 1d8 to one healing roll; Jonah takes radiant damage equal to the extra hit points restored. Once per long rest, cast Healing Word as a reaction when a nearby creature drops to 0 hit points.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemEarned by Vic Vaurr in Vithyrex's Maze after a mirror-dagger trial tied to his hound. Exact combat properties still need a dedicated mechanics pass.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemA warhammer received by Dallas after a vision of K'Zhara Flamehand during the portal-and-potion route. Exact magical properties still need confirmation.
itemThree returning darts. When attacking, may forgo attack roll to automatically hit for 1d4+1 force damage, mimicking Magic Missile; can apply to multiple attacks; return to hand at end of turn.
itemOnce per dawn, as an action while standing in a place where a creature died within the last 7 days, you may hold the charm over the ground and ask it to reveal one truth about one creature that died there. The DM provides one true statement about the creature, such as its name, cause of death, strongest emotion at death, last creature it saw, or one secret it carried. The charm cannot reveal information protected by a deity, wish, or similar magic. If more than one creature died in the area, the charm reveals the truth tied to the most emotionally intense death unless the user names a specific corpse or creature.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
item+2 scythe won by Morgan from Vithyrex's brick temptation puzzle while also taking a heart piece. Additional dragon-themed properties, if any, need confirmation.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemAs an action, throw the Dryad Bomb up to 60 ft, where it bursts into magically grown vines in a 20-ft-radius area. The area becomes difficult terrain for 1 minute. Each creature of your choice in the area when the bomb bursts must make a DC 14 Strength saving throw or be restrained by vines. A restrained creature may use its action to make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. The vines are flammable; if a 5-ft section takes fire damage, that section burns away at the end of the current turn.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemRare handwraps gifted to Ash at Rabe House. While worn and attuned, Ash's unarmed strikes are treated as focused magical attacks, and the wraps provide Constitution/concentration support under pressure. Exact bonus math is tracked on Ash's character resource sheet.
itemRagefort old material preserves the Eternal Ember as a relic tied to Lachwood legacy and Black Wyrm return hooks. Exact powers, holder, and live status still need confirmation.
itemA pouch contains 10 false gold coins. As an action, you may scatter up to 10 coins into an adjacent 5-ft square or throw the pouch up to 20 ft, scattering the coins in a 5-ft square where it lands. The first time a creature enters the square, disturbs the coins, or mixes them with real coins, the coins detonate. Each creature within 10 ft of the coins must make a DC 14 Dexterity saving throw, taking 3d6 fire damage and 1d6 thunder damage on a failed save, or half as much on a success. The coins are destroyed when they detonate. A creature inspecting the coins can identify them with a DC 15 Intelligence (Investigation) check.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemWhile wearing armor, gain +2 bonus to AC, advantage on Dexterity (Acrobatics), and no Stealth disadvantage despite solid appearance.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemPossible duplicate of Colonel's Volley Glove. Cast Fireball at 3rd level as a bonus action, save DC 14, once per long rest; after casting, take 1d6 fire damage backlash.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemTreasure container holding two standard holy water flasks. Each flask may be used as normal holy water: as an action, splash onto a creature within 5 ft or throw up to 20 ft, shattering on impact; make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. The ornate sealed steel flasks and wax seals account for any value beyond the 25 gp holy water contents.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemPlain heavy dark-metal ring. Mundane unless pinched hard from the sides, at which point it refuses to move. Does not need to be worn.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemSix giant temple candles. Each candle is 6 ft tall, 1 ft thick, weighs 100 lb, and is made of fine white wax rolled in gold dust and set with emeralds. As treasure, each candle is worth 320 gp if sold intact. As ritual components, lighting one candle during a consecration, funeral, exorcism, or temple restoration grants advantage on one Religion check made during that ritual. A candle burns for 8 hours and is consumed after one such ritual use.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemUnarmed strikes deal necrotic damage instead of normal damage type and count as magical for overcoming resistance/immunity to nonmagical attacks.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemAction: DC 14 Dex save in 15-ft cone for 2d6 piercing, half on success. Overpack spends 1 charge for 3d6 and push 5 ft. Boost vapor makes loud district boom. Poplimb Bone Cartridge adds 1d6.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemElmyra gave Jixie a healing potion after he collapsed near the bottom of the descent.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemAs an action, a creature wearing the helm may open its mind to the knowledge inside. The creature makes a DC 15 Intelligence saving throw. On a success, it may ask the DM one question about cosmology, planar truth, divine structure, ancient history, or the true nature of a creature, location, or object; the DM answers truthfully but cryptically. The creature also gains advantage on its next Intelligence check made within 1 hour. On a failure, the creature takes 6d8 psychic damage and is stunned until the end of its next turn. On a failure by 10 or more, the creature instead drops to 0 hit points and gains one level of exhaustion. Once a creature uses the helm, it cannot use it again until 7 days have passed.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemCarved sculpture of jungle animals on an ivory tusk.
itemTelescope of jade banded with bloodstone. Looking through it shows a strange alien panorama instead of the surrounding world, though the view follows the telescope's motions.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemA carved cardinal given by Jonah to Valbrandt Wingkin inside Vithyrex's Maze. It is currently a story token rather than a mechanical magic item.
item+1 dagger that counts as magical. When used to stabilize a creature with a Medicine check, the check automatically succeeds and the creature regains 1 HP; this benefit can affect each creature once per long rest. As a bonus action, choose whether the dagger deals piercing, slashing, or necrotic damage until the end of your turn.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemLarge snow globe with polished oak base, depicting a farmhouse in a forest clearing. Shaking causes snow to fall and miniature figures exit the house to perform chores, returning as the last flake falls.
itemLight armor. AC 11 + Dex modifier. No Stealth disadvantage. Breastplate/shoulders are boiled leather; rest softer flexible material.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemDrink to see final violent injuries for 1 minute and gain advantage on Medicine/Investigation involving bodies; or pour into corpse dead under 24 hours to ask one Speak with Dead-style question. Drinking requires DC 14 Con save or poisoned until end of next turn.
itemRare blade gifted to Hugo at Rabe House. It is framed as a blackwire-threaded weapon for Madcap's Castro-hunting role, supporting magical melee pressure and anti-Castro ambush play as his table-ready signature weapon.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemPrivate rare offensive staff designed for Maine and handled with Nora's discretion. Current draft: the staff has charges that can change a spell's damage type or cast Chromatic Orb as a bonus action. Final public name and complete stat text are still pending.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemOld Point Pringle material links Pringle Manor's Memory Fountain with Storm Boulder and Automate Hark. Treat as a public-facing landmark artifact until newer canon confirms exact functions.
itemAfter applying resistance or vulnerability, reduce acid damage you take by 1, minimum 0. This has no effect on other damage types.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemRare paired daggers gifted to Morgan at Rabe House. They function as magical paired daggers with necrotic synergy, reinforcing Morgan's death-magic melee pressure. The appearance log also ties them to the Sixth Crit and Seventh Sin / Morgan dagger thread.
itemAn in-world text written by Maine while in Lawful custody. It is not a magical item, but it is politically volatile evidence: the book argues that Lawful institutions failed during Castro, Enemi, crime, and magical-item crises, then offers Maine's Absolute Solution as disciplined civic replacement, neighborhood defense, item-law reclamation, and popular unity under Maine's command.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemThe wearer can cast Find Familiar. If the spell is used to call the wearer's closest Companion, that Companion has advantage on its first check after arriving.
itemAdvantage on Charisma (Intimidation) checks and Deception checks made to conceal identity. Once per long rest, force a creature within 30 ft to save or become frightened while seeing the face of someone it wronged or killed.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemWhen the wearer drops to 0 hit points and does not die outright, the choker ignites in harmless phoenix flame and is consumed. The wearer becomes stable and is wrapped in a burning ash cocoon. At the end of 10 rounds, if the wearer's body has not been destroyed and the cocoon has not been dispelled by magic such as Dispel Magic against DC 15, the wearer returns to consciousness with 1 hit point and gains 2d6 temporary hit points. While cocooned, the wearer is incapacitated, cannot move, and has resistance to fire damage. The cocoon sheds bright light in a 10-ft radius.
itemA consumable Phoenix Feather given to Maine through Paulus Levius from Ewig. It is not rechargeable; exact trigger, timing, and rebirth effects need mechanics confirmation.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemComplete long rest sleeping with pillow to gain False Life at 1st level upon waking: 1d4+4 temporary HP for 8 hours or until depleted; choose pool if you already have temp HP.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemWhen you drink this potion, for 1 hour your AC increases by 1. At the start of each of your turns, you gain 2 temporary hit points, up to a maximum of 10 temporary hit points from this potion. New temporary hit points from this potion replace any existing temporary hit points from it and do not stack.
itemA pair of ignition crystals given by PP5 after the temple raid, used to power or restart the Pringle auto-wagon route out of Point Pringle.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemAction to summon randomized puppet within 10 ft; existing puppet replaced. Pirate puppet makes two scimitar attacks and can disengage; Viking puppet greataxe and nonmagical B/P/S resistance; Witch puppet casts/maintains Witch Bolt. Puppet lasts 1 minute; AC 14; HP = spellcasting ability modifier + proficiency bonus.
itemSilent blade. On hit target takes +1d6 damage; if attack has advantage, bonus becomes 2d6. On critical hit, casts Silence centered on target without concentration until end of your next turn.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemAsh used the crown to speak with Heathcliff, a giant rat who warned of deaths along the legendary path and helped reveal a hidden route. Full item mechanics still need source confirmation.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemPlate armor requiring Str 15. Base AC 18 as plate, plus an extra +1 AC for total base AC 19 before other modifiers. You gain +1 to Strength or Dexterity saving throws made to resist being pushed or knocked prone. Counts as magical armor.
itemReaction: when a spell of 3rd level or lower targets only you, absorb it so the spell has no effect on you and its level is stored in the ring. The ring can store up to 50 total spell levels over its lifetime, then becomes nonmagical. You can cast a stored spell using its original level, save DC, attack bonus, and casting stat, reducing stored levels by the spell's level. It cannot absorb spells above 3rd level or broad area effects unless you are the sole target.
itemWhile wearing and attuned to this ring, you have resistance to acid damage.
itemSmall shifting rainbow-colored iridescent gemstone. Fluid colors appear almost liquid in sunlight. Extremely rare and used for the gemjump spell, making it highly sought after.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemApply to one melee weapon or up to three ammunition. Next hit within 1 minute deals +2d6 poison and target must make DC 14 Con save or be poisoned until end of next turn; disadvantage if in/inhaling boost vapor.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemWhen you reduce a creature to 0 HP or target a corpse within 5 ft, spend 1 charge to trigger Corpse Bloom: corpse explodes, creatures within 10 ft make DC 14 Con save or take 4d6 necrotic, half on success. Undead corpse adds +2d6. Corpse destroyed.
itemTrixie's twin daggers gifted to Morgan through Paulus Levius Cathedral. Full attack, crit, curse, or paired-weapon mechanics still need confirmation.
itemA salvaged intelligence terminal in the Vault of Rejected Inventions. Sloop functions more like an archive-bound guide than a portable item, preserving abandoned Pringle work and answering from inside discarded infrastructure.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemFound with Blue-Haired Girl in the Necromancer's Chapel sequence and tied to Dallas Dalton. Exact attack, soulfire, pact, or necromancy effects still need confirmation.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemOnce per day, as an action, choose one Large or smaller creature you can see within 60 ft. The target must succeed on a DC 13 Strength saving throw or be lifted up to 20 ft into the air and restrained by spiraling air currents for up to 3 rounds. At the end of each of its turns, the target may repeat the saving throw, ending the effect on a success and floating safely to the nearest unoccupied space below it. A flying creature has advantage on the saving throw. If the effect ends while there is no surface beneath the target, it falls normally.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
item+1 bonus to Dexterity (Acrobatics) checks and +1 bonus to saving throws made to avoid falling prone or falling from narrow surfaces such as ledges or ropes.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemA historical artifact and in-world source rather than a combat item. Reading or citing the journal can provide context on Drakkuskan War-era travel, early student adventuring, cult activity, dragonborn involvement, relic rumors, old routes, and people who later became Centrum figures. Exact dates should be treated as provisional when newer canon disagrees.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemA vibrating locket drawn to Maine's metal arm. It is engraved 'To Tono, Love PP5,' holds a picture of Tono with PP5, and hides a blood-written message that helped Maine break through Gertie's illusion.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemA personally significant great axe belonging to Vic Vaurr. Its current story function is evidence: it disappeared from Vic and was found embedded in the dying Alexa B’Praghus. It is not Crimson Verdict.
itemStandard disguise kit with wigs, makeup, adhesives, and related supplies, used for creating or altering appearances with appropriate skill checks, usually Deception or Performance with proficiency if you have the kit.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemCondensed Void energy equal to 100 Void Dust. Spend diamonds equal to power tier to unlock Void-aligned abilities; consume for long-rest benefits and +1 resonance; used as catalyst for Void enchanting/upgrades requiring matching tier count and crafting skill in a Void-aligned ritual space/forge/evolution chamber.
item+1 longsword that counts as magical for overcoming resistance and immunity. Ash touching a Void Edge Blade also triggered a corridor vision involving Salvatore Mentali, Soldier, Oskar, and Ash's unstable void-related role.
itemThree instability charges. Awaken to trigger frighten pulse, void-yolk temporary HP, spectral claw attack, or hatchling sense. Final charge determines hostile hatchling, inert shell, or stabilized incubatable hatchling.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemColourless clear opal with play of colour; rare and valuable, used in scrying devices.
itemWaterstar, also called achroite or colorless tourmaline, is rare in the Realms. This stone is flawed and included, leaving only a small portion fit for cutting.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemConsumable Wish access granted through Paulus Levius Cathedral. Exact activation text, limits, and consequences still need a dedicated mechanics pass.
itemImported from the Jericha item archive. Final mechanics are still being prepared.
itemSmall tortoise with STR 2, DEX 1, WIL 6, 1 HP, Armour 1. Knows the way to anywhere you ask but travels very slowly.
itemCursed white pearlescent ring. Once worn, cannot be removed; reappears if removed or finger cut off, unless every finger is removed. Wearer loses 1d4 max HP once per day, stacking daily. If health falls below 0 before curse removal, wearer becomes an undead thrall.
groupAleklot's Rest currently has 6 linked character entries in the World of Jericha archive.
locationAleklot's Rest is a green-dragon pilgrimage town that now survives as equal parts sacred stop, tourist performance, dungeon lead, and QUEST artifact problem.