BUBBLE GAUNTLET

This Very Rare magical device is a Wonderous Item which allows its user to create a protective sheath around the target creature that emulates its native planar environment.  The sheath appears as a glowing translucent bubble. The bubble provides all the basic needs the target requires while on a different Plane of Existence. For example, the bubble would provide food, water, air, shelter, and protection from heat while within the Elemental Plane of Fire.  The sheath is a 10-ft.-radius emanation from the touched target creature. The bubble lasts for 2 hours. 

This device requires attunement to use as described in the section “Magic Items” in the 5th edition Dungeon Master’s Guide. 

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.”

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ASTRAL GLOVE

This magical device opens up a small planar portal from the Astral Plane to a demiplane where refuge may be taken and healing may occur.  The user must access the Astral Plane first to deploy this device properly. The demiplane is roughly 50 feet square and may appear like any location the user has visited personally. (Family living room, favorite tavern drinking room, or a dense forest.) The demiplane is self-contained; walking to one end returns a character to the point from which he began. Time passes faster within the demiplace, allowing accelerated healing at twice the normal rate, meaning that the time for a Short or Long rest is cut in half but still benefits the character normally. If a character remains in the demiplane for 8 hours then only 4 hours have passed on the Prime plane when he or she returns.

TENSER’S BELT OF GIANT STRENGTH

 

 

Tenser’s Girdle of Giant Strength 

This magical item is somewhat comparable to a standard Belt of Giant Strength. It is made of leather with four metal straps and a cinch strap of hemp cord decorated with silver skulls. It is a Wonderous Item of Rare quality and does require attunement. While wearing the item, your Strength score is increased to 20. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.

The item is thought to have been created by one of Tenser’s clones for a woman named Draylin, a lesser priest of Iuz.

 

 

Salves, Ointments and Balms

 

Playing characters guzzle potions, snatch up magical swords, collect rings, and use magical scrolls with regular frequency during their adventures. However, every once in awhile, the playing characters may encounter some strange liquids, pastes, and lotions that are completely out of the norm. Just be careful what you start smearing on your skin, I mean who wants to use a lich’s hand lotion, anyway?

KEOGHTOM’S OINTMENT

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

HORRIFIC LINIMENT

This glass jar looks just like Keoghtom’s Ointment, however it smells like garlic rather than aloe. As an action, one dose of the liniment can be splattered on a victim with a successful melee attack. The target is immediately inflicted with the effects of the following spell effects: Contagion, and Slow. Also the victim acquires the Poisoned Condition.

MARVELOUS PIGMENTS

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

STANLEY’S CURE-ALL OIL

This small brown bottle contains one dose of 3 ounces of oil that contains a mixture of: mineral oil, beef fat, red pepper, turpentine, and camphor. When the oil is consumed, the drinker immediately becomes sick to the stomach, takes 1d4+4 damage, and becomes impaired by the Paralyzed condition. This item is based on the traditional folk remedy called “Rattlesnake Oil” or simply “Snake Oil.”

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SPECIAL ARMOR

 

Hooked Armor

This leather armor is festooned with multiple hooks and cleats. These gripping protrusions grant the wearer a +5 bonus on Dex checks when climbing. This armor grants a +3 armor bonus to AC. Max Dex Bonus is +4.

×
Mechanus Gear Armor

This heavy armor is composed of multiple
gears, cogs, plates, and other metal mechanical contraptions.
It grants an armor bonus superior to all other armors,
but it reduces the wearer’s speed more than other types of
heavy armor do. Armor Bonus is +8 and Max Dex bonus is +0.

×
Sectioned Armor

The owner of this specially constructed
masterwork full plate can remove several of the
large plate sections from it, reducing it to medium or
light armor, so that he or she can sleep more comfortably
or move more freely while retaining some of the armor’s
defensive bonus. AC bonus is +8 and max Dex bonus is +0.

 

 

THE BRASS BOOK

 

Long ago, the sage Wolfgang Baur discovered the artifact known as The Brass Book. It is a large tome with a large brass inset lock. The book appears to have many pages but it is only sculpted to appear tat way. Instead, the tome has a single brass page that rattles and clanks as gears inside the frame (and beneath the page) writes answers to any question the owner of the book might ask. As a question is asked, the books inner workings clatter and grind. When the engraved writing is finished, the brass “page” lifts up, turns over, and then falls back into place to reveal the new engravings. When another question is asked, the old writings disappear and are replaced by new answers.

The brass book is fully two feet square and six inches think, bound in cured gorgon’s hide with an internal makeup of brass plating. It weighs 34 pounds. It has no paper pages, though the edges of the book are scratched to resemble a thick tome. When it is in operation, it is sometimes quite noisy, whirring and riffling and even chiming. When an answer is complete, the page displays the text in Common. The brass book is AC 19, has 30 hp, and a damage threshold of 30.  Smashed, it is worth little more than 100 gp in scrap materials.

When the book’s cover is opened, a speaking tube and a blank page are visible. The user must speak a single question into the tube, and the answer appears on the page after a delay of 1d6+4 rounds. After the book cover is closed, the answer disappears and that use of the book is done. If the book is opened again, the page is blank and ready to show a new answer. The brass book answers only 1d4+1 questions per day. Once those questions are done for the day, speaking into its tube returns only silence. The brass book does not know the answer to everything. Most often, it provides a clue of the DM’s discretion. When all else fails, the DM may use the guidelines of Legend Lore to describe the outcome of questioning.

THE PESHEOUR CACHE

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Once upon a time, the gods created a fabulous floating castle, built of gleaming marble and darkest obsidian. Here they housed their most powerful relics and artifacts hidden from the mortal world. To guard this precious warehouse, the gods chose a champion named Pesheour (PESH-ur) to protect the castle endlessly. He willing swore a pact with the gods: Neither he nor his descendants would ever remove the artifacts from the castle or reveal the nature of the secrets held within its walls to any other being or beast, lest a terrible curse befall his line forever.

The Pesheour family swore an oath to all the gods, but their patron was Tyr. As such, the paladins who came to protect the castle to uphold the law and punish lawbreakers. This made the betrayal of Garlond Pesheour even more severe. What few know is that had Garlond’s father chosen to hunt his son down and bring him to justice, the pact would have been restored. However, Garlond’s father (although mortally wounded) ordered the paladins not to punish his son, thus breaking the pact with the gods to protect the castle and its contents. From that day forward, the castle was renamed Castle Adikos, and became the domain of the gods of Death. The paladins were transformed into undead creatures, oathbreakers now bound forever to protect the castle from the living.

Among the items stored within the castle were the offerings made by the paladins to their patron god Tyr. Members of the church acted as lawyers and judges in law courts throughout the civilized lands – charging fees that they donated to the church. They lectured others on their lax observances of the law and reported those they found wanting to lawmakers, regardless of potential reprisals. Priests kept Books of Lawgiving to make detailed notes on such individuals and submitted reports on those whose punishments were commuted through genuine ignorance, just to make sure that they did not try to claim ignorance in the future. Though they tended toward mercy for many minor offenses, members would seek reprisal against serious criminals or repeat offenders. When offenders were hunted down and brought to justice, the paladins would return with treasure and magical devices to be added to the cache.

The cache found by our heroes during their search of the castle was such a collection, intended to be used to fight the wicked. Offered to Tyr as a sacrifice, the items have remained in the cache for centuries. The cache contains the following, split among chests, urns, coffers, crates, and loose mounds of coins.

  • 2,500,000 copper coins
  • 360,000 silver coins
  • 48,000 gold coins
  • 2500 platinum coins
  • A single sapphire the size of a fist worth 12000 gold
  • Dozens of gemstones worth a total of 48000 gold
  • A dark wood violin with silver strings and inlays of platinum and pearl
  • A petrified T-Rex skull carved with Druidic runes detailing three spells: dinosaur stampede, the essence of the raptor, and hungry gizzard.
  • A set of seven paintings depicting seven unknown and forgotten gods. Each is signed by the renown bard and sage named  Tvash Prull. Each is valued at 5000 gold.
  • A tattered book called Winter’s Path detailing the virtues of a long forgotten monastic order. To the correct collector, the book is valued at 6000 gold.
  • A scandalous scarlet silk dress emblazoned with gold and silver thread woven into the symbol of Wee Jas. This exotic courtier’s outfit is worth 3500 gold to the proper buyer.
  • Fifteen different wizard’s spellbooks.
  • A cleverly constructed clockwork songbird crafted of mithral and redwood. It cannot fly, but hops around and plays two dozen different soothing songs.
  • A chain shirt +5
  • An adamantine Fire Resistant Breastplate +3
  • A light wooden shield +2
  • An adamantine Vorpal Greataxe +2
  • A Morningstar of Spell Storing +3
  • A rapier of puncturing
  • A Sun Blade
  • A Ring of Air Elemental Command
  • A Ring of Spell Storing
  • A Staff of the Woodlands (34 charges)
  • A Wand of Fireballs
  • A Wand of Lightning Bolts
  • Bracers of Armor +6
  • A Folding Boat
  • A strand of Prayer Beads
  • An Apparatus of Kwalish
  • A Staff of the Magi
  • A Staff of Thunder and Lightning
  • A wooden coffer containing three Talismans of Zagy

 


What’s Next? Back to the Campaign Page!

 

UNDERDARK MAGIC ITEMS

DnD 5th Logo

“Far over the misty mountains cold
To dungeons deep and caverns old
We must away ere break of day
To seek the pale enchanted gold.”

The people of the Underdark are adept at crafting and magic so it is no wonder that they produce fabulous artifacts. Presented here is a sampling of several items that have been created by the various races of the Underdark. In most cases, time has shrouded the source of these items, but they remain useful and much sought after commodities nonetheless. Some are suffused with a magical radiation that the drow call faerzress, a remnant of the mighty forces that originally shaped the terrain of the Underdark.

Earth Glide Boots

These boots are made from the skins of three Xorn. Use Requires attunement. While wearing these boots, the user may burrow through nonmagical, unworked earth and stone. While doing so, the wearer doesn’t disturb the material it moves through. The boots may be activated 1d4 times daily for 1d10 rounds at a time.

MIND PROTECTION CIRCLET

When worn, a circlet  grants a +4 bonus on all saving throws against a mind-affecting psychic damage attack. If the wearer of the circlet makes a saving throw against an attack, she can choose as a Reaction to absorb the portion of the effect that would have normally affected her mind, healing the psychic damage. Meaning, the user must have a Reaction to spend in order to get the boost in saving throws. Once a mind-affecting attack has been absorbed in this manner, it automatically protects the wearer from the next attack by ibcreasing the saving throw bonus by +1  each time the same attack is used against the wearer.  After protecting the wearer from such attacks 1d10 times, the circlet crumbles to dust. No attunement is needed.

Stonecunning Ring

This ring requires on attunement. The wearer gains the Stonecunning ability: Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. The wearer also always knows the direction of True North.