The Wealdath Portal

The Forest of Tethir, also known as Wealdath, was the largest forest on the Sword Coast and one of the largest in all of Faerûn. Some scholars were of the opinion that the forest was the “single most important thing” that set the culture of Tethyr. Within this forest, the Emerald Enclave maintains and protects a portal.

This portal is formed by the arcing of two oak tree branches near a stationary elf village deep within the forest. Dryads who have seen enough action in their time to gain druid and ranger levels protect these trees. The dryads agreed to let their trees be used as part of a portal and understand the potential danger. They also understand that having the friendship and protection of the Emerald Enclave outweighs any danger that association could cause. The dryads themselves have the ability to open the portal from the Wealdath side, while the portal is continually open from the Ilghon side.





These items are for use with characters using psionic powers. For more information, refer to this PDF about the Mystic, version 3.


This mask grants the wearer the ability to speak, understand, and write five different languages. The wearer proficiency with each as if it were a skill. It draws upon the wearer’s internal reservoir of energy, Psi Points to fuel the power. The mask drains 1 Psi Point every hour of use. As a Bonus Action, the wearer attunes her mind to the knowledge of the five chosen languages.


Mystics and other psions can you can draw vigor from Power Stones. The citrine stone must be attuned to the user as with a Magic Item per the DMG. Once the psion is attuned to the stone, the stone begins to function. The Citrine Stone will begin to function doin g what is called “Flushing.” This flush removes naturally occuring Psi Points from the stone. Once it is fully flushed, the stone must regenerate its power for a full 24 hours.

Each stone has 6d4 Psi Points when it is fully recharged. It possesses a barely detectable interior glow if it holds a low-level of points. A stone charged with more points glows more brightly, but never enough to provide illumination in its own right when fully charged.  When a Stone regains its charges (after 24 hours) the user must pick it up and “connect” with it again. At this time, the player must made a roll of 1d20 and a roll of “1” indicates that the stone overloads, exploding in the psion’s grasp. At this time, the psion experiences “Brainburn” as the power stone improperly manifests the stored energy. The resultant psionic surge will knock the Psion off her feet, causing her to become Prone.  This surge deals 1d6 points of damage per Psi Point (6d4) in the stone.

Citrine Stones provide access to the following powers:

Avatar of Healing (5 psi)
You project an aura of
resilience. While you aren’t incapacitated, each
ally within 30 feet of you who can see you
regains additional hit points equal to your
Intelligence modifier (minimum of 0.)


Step from Sight (3 psi; conc., 1 min.)

As a
bonus action, cloak yourself from sight. You can
target one additional creature for every
additional psi point you spend on this ability.
The added targets must be visible to you and
within 60 feet of you.
Each target turns invisible and remains so
until your concentration ends or until
immediately after it targets, damages, or
otherwise affects any creature with an attack, a
spell, or another ability

Mend Wounds (1–7 psi)

As an action, you can
spend psi points to restore hit points to one
creature you touch. The creature regains 1d8 hit
points per psi point spent

Truesight (5 psi; conc., 1 min.) 

As a bonus
action, you gain truesight with a radius of 30
feet, which lasts until your concentration ends.




Hundreds of tiny cactus needles cover the green Cactus Cloak. When worn, the cloak moves and flows so that its wearer never need fear being pricked by the needles. The cloak acts as masterwork armor spikes, even if the wearer isn’t wearing armor. When used as armor spikes, the wearer gains proficiency in their use. They do 1d6 points of piercing damage (x2 crit) on a successful grapple and count as a light weapon when used as a melee weapon. Once per day, the wearer can whip the cloak in a chosen direction and fire a volley of needles. This volley of needles fills a 30-foot-long cone; all creatures in this area must make a DEX save (DC 17) or suffer 9d6 points of piercing damage. This damage is physical and is subject to damage reduction. Those who succeed at the saving throw take half damage.

Also, by wrapping the cloak about the body, the wearer can assume the shape of a Medium-size cactus; doing so is a standard action. The wearer can remain in cactus form for up to 9 hours. Once deactivated, this power cannot be activated again for 24 hours. The closest inspection cannot reveal that the cactus is anything other than a normal cactus, unless magic such as detect magic or true seeing is used. While in cactus form, the wearer can observe all that transpires around him as if he were in his normal form. The wearer’s hit points and saving throws are unaffected. A wearer gains a +10 natural armor bonus to AC but has an effective Dexterity score of 1. The wearer is also immune to critical hits while in cactus form, and all clothing and gear carried or worn changes with him. The wearer can dismiss the cactus form as a free action.




The autoscribe is an arcane caster’s dream: a writing device that can make spell scrolls day and night. Like all devices seemingly too good to be true, though, it comes at a price in XP and materials. This device was created for “Clockwork Wonders” by in 2001.


The autoscribe resembles a scribe’s writing desk. It’s taller than it is wide, with three pewter inkpots built into the top, a sloping writing surface, and a metal-nib attached to a series of writing arms and levers. When in operation, it hums and scratches while moving the nib slowly across the paper. It can make use of gold illumination, magical inks, and even special colors and waxes to create the perfect arcane scroll. Its three arms are attached to the top and side of the writing surface and can reach a set of interchangeable quills and inkpots in its interior.

Use and Powers

To use an autoscribe, a spellcaster must use the attached metal quill to write out a fair copy of a spell scroll in the usual way, and make a successful Concentration check (DC 20 + spell level) while doing so. If successful, this process “teaches” the autoscribe that spell. An autoscribe can contain 10 spells in its internal collection at any time; if it already has 10 spells, it cannot learn more until one or more spells are removed. It can be taught arcane or divine spells, but not both at the same time. A divine caster wishing to teach it divine spells must clear out the entire collection if there are arcane spells in the machine’s collection. Casting an erase spell on an autoscribe removes one spell from its collection, while casting a feeblemind on it removes all spells from its collection.

Once taught a spell, the autoscribe knows how to make additional copies of that scroll. Any spellcaster who has that spell on her class spell list can command the autoscribe to make usable scrolls of it. The copies take 1 hour per spell level to create instead of the usual 1 day per 1,000 gp value of the scroll, and the user must spend one additional hour loading the autoscribe with the appropriate materials. The materials cost half the gp value of the scroll, as usual for making scrolls, and the autoscribe can hold enough materials to make 10 copies of all 10 of the spells in its collection before needing to be reloaded. The XP cost for the scroll is doubled (so spell level x caster level x 2), and must be paid by the spellcaster commanding the autoscribe. Spell scrolls are created at the minimum caster level for the spell in question, and the autoscribe can only put one spell on a scroll.

An autoscribe can be commanded by non-spellcasters using Use Magic Device with a successful check DC (20 + caster level of the scroll to be produced). If the check fails, the autoscribe jams or otherwise becomes damaged by the attempt and must be repaired by an artificer. The cost in XP for non-casters is twice the cost that a legitimate spellcaster pays, and the non-caster must still supply the materials if the autoscribe is out.


We recently started playing a swashbuckling pirate themed campaign set in Forgotten Realms called “Really Bad Eggs.” Since I enjoy using random charts to hand out treasure, I created two different downloadable charts that you can add to your collection if you like.

Here’s an example of one of the charts:


  1.  75 cp, 55 sp, 22 ep, 15 gp, and a Gold Earring set with a tiny ruby (30 gp).
  2.  180 sp, 130 gp, and a silk pouch containing five carnelians (10 gp each), two peridots (15 gp each), and one pearl (100 gp)
  3.  Scroll of charm person and a scroll of fireball.
  4.  Leather bag containing 35 sp, 20 ep, 20 gp, 5 pp, one pearl (100 gp) 5 55 cp, 75 sp, 22 gp
  5.  Healing Potion (2d4+2)
  6. Roll twice on this chart

Pirate Booty Sheet #1

Pirate Booty Sheet #2

My DM Toolbox Page






Stone Bridge was a bridge located along the River Dessarin, connecting the Red Larch and the Long Road to the High Forest. The bridge, which was also a temple to Moradin, was a single arch, about two miles in length and 400ft high, made of granite, roughly six paces wide, with no railings or barriers. The gigantic stone archway comfortably spans the widest spring flood of the Dessarin River. It is made of smooth, fused hard granite. The Bridge is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. It is the only crossing of the Dessarin River between Ironford and Yartar, though, so travelers and caravans frequently use it although with great care. It was originally built to connect the two halves of the realm of Besilmer, and was wide enough to cope with the broadest flow of the river in times of flooding.




Wondrous item, uncommon (requires attunement)

While wearing these gloves, you gain a +5 bonus to Strength (Athletics) checks made while grappling.

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.





The Tablets of Fate were stone slabs on which the official portfolios of every one of the deities of Abeir-Toril were written.
Every deity has certain aspects of existence over which it has dominion, power, and control. Collectively, these aspects represent the deity’s portfolio. Deities are intimately concerned about and involved in their portfolios, and they are often strongest in power when acting within the bounds of their portfolios.
The portfolios of deities within a pantheon rarely change, but this can happen. If a deity dies, returns from the dead, gains or loses divine power, or radically changes personality, portfolios can change. One or more deities may share certain portfolio elements. For example, Boccob and Wee Jas of the D&D pantheon both have magic as an element of their portfolios.
Bane and Myrkul stole the Tablets of Fate from Ao and hid them in Faerûn, suspecting that some of the Overgod’s power was derived from these tablets. When Ao discovered the Tablets of Fate were missing he summoned all the deities and asked for those guilty to hand them over. When no one stood forward to admit to stealing the Tablets, Ao cast down all the gods from the heavens, taking their divine power in the process. Ao tasked Lord Helm with guarding the Celestial Stairways which would lead the deities back into their divine realms. For this he retained his divine powers. Before the Time of Trouble ended, Bane and Myrkul were both slain, although they would all be reborn during The Sundering along with the other lost, forgotten, or dead gods.



Weapon (mace), rare (requires attunement)

When you hit a Celestial, Dragon, or Giant with this magic weapon, that creature takes an extra 2d6 radiant damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an additional 4d6 slashing damage. Then roll another d20. If you roll a 20 a second time, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

Forged by Dwarves, Jarnbjorn is naturally sharper than almost any Earthly weapon, and can cut virtually anything. In addition, Jarnbjorn has a charm placed on it that makes it indestructible, and it can be used to defend against any attack, even bursts of energy like Apocalypse’s optic beam. Thanks to Thor’s own enchantment, Jarnbjorn can pierce the armor of Celestials or created using Celestial technology.

Gold Dwarf Knight
Gold Dwarf Knight


The Scepter of Savras was an incredibly powerful artifact capable of containing the entire essence of a god. Created by the god Azuth and used to contain the deity of divination whose name it came to bear, it was lost for centuries in the Realms.


The Scepter dated to after the fall of Netheril and before the founding of Myth Drannor, when the turmoil of the Dawn Cataclysm resulted in warfare between the gods and the deaths of several deities. At that time there were two gods who had been elevated by Mystra from among the mortals to have rulership over spellwork—Azuth, who claimed dominion over all wizards and was in fact the first Magister, and Savras, who specialized in divination magic and was popular in the southern lands, particularly Tashalar. After a failed experiment to tear away a portion of the All Seeing’s divinity and bind it to himself, Azuth and Savras battled for supremacy.

Eventually the Lord of Spells was victorious and succeeded in imprisoning his rival in this artifact, which he had constructed for the purpose before the conflict began. It had been Azuth’s intention to carry the Scepter indefinitely as a staff of office, the power of which he could draw upon to augment his own. However, Savras retained just enough divine strength to teleport the Scepter away into the Realms, where his divinatory power was sufficient to block Azuth’s.

For centuries after this, the Scepter passed from one owner to another throughout Faerûn until eventually it fell into the possession of Syluné Silverhand. Although the spirit of Savras had desperately importuned the Chosen to release him, and had even granted her the ability to transform into a silver dragon to try and obtain her cooperation, she refused to trust him and instead carried the Scepter for many more years to aid her in her adventures. It was not until Azuth finally discovered its location, and Mystra intervened to keep the secrets her daughter had discovered through its powers from spreading across Faerûn, that Syluné finally turned the artifact over to the High One.

By this time, Azuth had come to regret his actions toward Savras and what he had forced his erstwhile rival to endure. And so after considering the matter for some time, the troubled god finally agreed to release Savras after the Time of Troubles in return for an oath of fealty. The ultimate result was the two deities coming to an understanding, where uneasy service by the Lord of Divination gradually changed to a cautious friendship and a cordial working relationship. However, at the time of the demigod’s release, the Scepter vanished again, taking with it the majority of Savras’s power that it had absorbed.

The Scepter remained in the possession of Mystra who kept it safely hidden away from those who might try to misuse its powers. The Scepter was lost during the event of the Spellplauge, when Cyric murdered Mystra, causing the Weave to become unstable.

Loremasters claim that the Scepter reappeared in 1491 DR and was found by the group known as “The Ones Who Walk” ultimately using the device to restore Mystara to life, allowing to reclaim The Weave and end the the eternal twilight many called “The Darkening.”