New Applacia world illustration - Steampunk, Noire theme
Steampunk, Noire

New Applacia

b
beefcakemt

A thriving metropolis with tall skyscrapers set in a 1920's magic steampunk era.


Author's Note: Multiple crime families control portions of the city with each one trying to out do the others for control. -The Iron Boys: A crime family that started gaining power during the construction of the city. They have been around since the cities founding and use brute force and numbers to control their territory -South District Fangs: The controllers of the drug and moonshiner routes into and out of the city. -The White Gloves: A neutral faction that is hired by every high end business and building in the city as bellhops. With a faction of magic users who have fallen into the role of peacekeepers the White Gloves have one guild memeber standing vigilant at every entrance waiting to hold the door for patrons and remove ruffians if need be where they are hired. -The Foundation: A faction of the New Applacia elite who believe it is their duty and right to control the flow of money and power in the city. The Foundation runs all the top end gambling dens and clubs in town as well as a large portion of the sex trade. -Sirens Lullaby: A faction that has their hands in every district of the city. Sirens Lullaby controls the slave market in New Applacia as well as a significant amount of the sex market. Sirens Lullaby has brothels and bars as well as poor houses and soup kitchens under their perview. They will use whatever means to pull someone off the street and sell them where they will make the most profit.
Played27 times
Cloned0 times
Created
373 days ago
Last Updated
89 days ago
VisibilityPublic
Rod of Alertness
Very RareGear (Rod)
Rod of Alertness
Weight2.00 lb.

Description

This rod has a flanged head and the following properties. ***Alertness.*** While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. ***Spells.*** While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. ***Protective Aura.*** As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.

Details
TypeGear
CategoryRod
RarityVery Rare
Weight2.00 lb.
Cost0 Gold Pieces
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service