I recently started a new campaign. It is all in person with a very large number of players. The age of the players ranged from pretty young, old fogies like me. We all had a round table to figure out what the group would like to see in a campaign, and what their specific interests were. It was fair unanimous to start off with some sort of module with some home brew thrown in. Since this was our first time all playing together, we needed some time to get to know each other to figure how each person ticks.
I dug around and looked at the different “canned” modules. From anything from Wizards of the Coast developed, to third party, to old D&D, anything was on the table. No module is perfect, no matter the vendor. Anything that i was going to run would need to be updated, modified, and corrected in different ways. I have always been a fan of the old Temple of Elemental Evil. There is a revised version of the old module being sold by Goodman Games. It is a massive two volume set. They have several others, and a lot of the material, while interesting, has not aged well. There was also a fully rewritten and revised version now called Princes of the Apocalypse.
I chose that one to start with. After spending more than a week digging into comments as well as reading the book several times, it was evident that there were issues that needed to be worked out. It needed to be massaged, it needed some tender care, and a good beating all at the same time. The new version, my version, is called Cataclysm of the Primordial Orders. Pretentious is it not?
Well, this will be the story of the game we played. I’ll post the player side of things and assuming we finish it, I’ll eventually publish the DM’s side as well. A lot of new material has been carefully curated and imported from just about any source I could grab copies of. The framework of the module is the same, but there are a lot of little updates, story changes, and additional quests that just do not exist in the original. I am looking forward to my new party exploring and adventuring in this new world.
There will be a far amount of borrowed content including notes from other DM’s, artwork (I was very haphazard in my initial grabs of art), maps, and anything else that looked good. Some were taken nearly verbatim, while others took a lot of changes to make usable.
In any new campaign there will always be different specific rules that are important for all the players to know and understand. This document will cover any changes to standard rules, what optional rules will be used, and any homebrew content that has been created for this campaign.
This is a fluid and changing document and will change frequently in the beginning of the Campaign. As the players learn different details that are important, these too will be added here.
This Campaign is called “The Cataclysm of the Primordial Orders”. It is based off one specific Wizards of the Coast module, but heavily modified to address the much larger player pool as well as adding in individual hooks for each of the created characters.
Certain sections from the Player’s Handbook and Dungeon Master’s Guide have been reproduced here to ensure everyone is on the same page about a few of the basic rules and concepts.
How to Play
The play of the Dungeons and Dragon game unfolds according to this basic pattern.
 The DM describes the environment. The DM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a roam, what’s on a table, who’s in the tavern, and so on).
 The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a roam and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.
In any of these cases, the Player will describe what their actions are, and the DM will determine what the roll will be if any. In some cases, it might be Passive Perception, it might be an Investigation roll, or anything else that the DM feels is applicable. Every situation depends on the environment as well as what specific action the Player takes. Both influence what the result might be. But in the end, the DM will determine if a roll occurs, what type of roll that will be, and will requires the Player to make that roll if appropriate.
 The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. In certain situations, particularly combat, the action is more structured, and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.
Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene. Some DMs like to use music, art, are recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.
Does an adventurer’s sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons and Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.
Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.
Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s skill.
Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.
Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.
The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC).
This simple rule governs the resolution of most tasks in Dungeons and Dragon play.
Advantage and Disadvantage
Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage and use the lower roll if you have disadvantage.
For example: If you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
Specific Beats General
The Player’s Handbook contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.
Exceptions to the rules are often minor. For instance, many adventurers don’t have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass-through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.
There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.
The Three Pillars of Adventure
Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social interaction, and combat.
Exploration includes both the adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room lo see what happens.
Social interaction features the adventurers talking to someone (or something) else. It might mean demanding that a captured scout reveal the secret entrance to the goblin lair, getting information from a rescued prisoner, pleading for mercy from an ore chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers.
The rules in chapters 7 and 8 of the Player’s Handbook support exploration and social interaction, as do many class features in chapter 3 and personality traits in chapter 4 from the Player’s Handbook.
Combat, the focus of chapter 9 of the Player’s Handbook, involves characters and other creatures swinging weapons, casting spells, maneuvering for position, and so to defeat their opponents, whether that means killing every enemy, taking captives, or forcing a rout. Combat is the most structured element of a D&D session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s still plenty of opportunity for adventurers to attempt wacky stunts like surfing down a flight of stairs on a shield, to examine the environment (perhaps by pulling a mysterious lever), and to interact with other creatures, including allies, enemies, and neutral parties.
When all this started, I had created a PDF for the players to walk them through a couple of basic rules that needed to be clarified, and what, if any limitations this campaign might have on the very large amount of D&D material that is out there and available. Races, Classes, Homebrew, and anything else I thought was important. After a bunch of modification as the campaign progressed, I decided it might just be batter to put it all here. After all, we are already putting all the session content here. Here you go, rule updates, and any other material I thought was important for the players:
There are not any significant changes from the Player’s Handbook on the process of creating a character. We will be using D&D Beyond to maintain and manage all the player characters. Any Homebrew content that is required will be created within that application.
Determining Ability Scores
Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.
The six abilities and their use in the game are described in chapter 7 in the Player’s Handbook. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.
You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. This is repeated seven times, so that you have seven numbers in total. Choosing the best of the six rolls will make up your base attribute pool for you to select where to place them into your attributes.
Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores because of your race choice.
After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
Describe Your Character
Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.
Using the information in chapter 4 from the Player’s Handbook, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. Chapter 4 in the Player’s Handbook also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.
Your character’s background describes where he or she carne from, his or her original occupation, and the character’s place in the D&D world. Your DM might offer additional backgrounds beyond the ones included in chapter 4 of the Player’s Handbook and might be willing to work with you to craft a background that’s a more precise fit for your character concept.
A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.
Your Character’s Abilities
Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.
High Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.
A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick fingered.
A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or Frail.
A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.
A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.
A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.
Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5 in the Player’s Handbook.
Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. The Player’s Handbook Chapter 7 has more information on carrying capacity.
Beyond 1st Level
As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.
When your character gains a level, his or her class often grants additional features, as derailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum.
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained.
When Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8, one per level he has achieved.
The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.
While there are two normal methods of advancement; Milestone and Experience Points, we will be using Experience Points for this Campaign. I prefer the more gradual incremental increases of the advancement to show the growth and to give the players a more gradual feeling of accomplishments.
Tiers of Play
The shading in the Character Advancement Table shows the four tiers of play. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.
In the first tier (levels 1-4), characters are effectively apprentice adventurers. They are learning the features that define them as members of classes, including the major choices that flavor their class features as they advance (such as a wizard’s Arcane Tradition or a fighter’s Martial Archetype). The threats they face are relatively minor, usually posing a danger lo local farmsteads or villages.
In the second tier (levels 5-10), characters come into their own. Many spellcasters gain access to 3rd-Ievel spells at the start of this tier, crossing a new threshold of magical power with spells such as fireball and lightning bolt. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.
In the third tierer (levels 11-16), characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access lo 6th-leveI spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.
At the fourth tier (levels 17-20), characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures.
Everything starts on the date of Mirtul 1st, 1492.
The Calendar of Harptos was the calendar used across most of Faerûn. It was created by the wizard Harptos of Kaalinth, although most people associate the word “Harptos” with the calendar. It was split into twelve months, each lasting three tendays (or thirty days). There were an additional five days that fell between months, bringing the total number of days in most years to 365.
The days making up a tenday did not have formal names. If precision was required, the number of the day and the number of the tenday were used, as in, “the fourth day of the first tenday of Flamerule”. Days of the month were typically written as the numerical date followed by the month name, for example, “15 Hammer” or “15th Hammer”. Informally or poetically, this could be spoken or written as “the 15th of Deepwinter”.
Months and Festivals
The names of the months and festivals used in Faerûn were as follows:
Harptos Month and Holiday Table
Claw of Winter
Claw of Sunsets
Spring Equinox on Ches 19
Claw of Storms
Time of Flowers
Summer Solstice on Kythorn 20
Midsummer and Shieldmeet occurs the day after Midsummer, once every four years
Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead, they are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.
Class is the primary definition of what your character can do, it’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know several priests, paladins, and devotees who share his faith.
Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more, and your existing features often improve. Each class entry in the Player’s Handbook and many different expansions includes a detailed explanation of each one.
Adventurers sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin, A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6 of the Player’s Handbook.
At different levels for each class, you will need to select a sub-class for your primary class. This is usually some sort of enhancement of your progress path. This secondary class will give you different benefits throughout your leveling career.
Sub-Class Availability Table
While there is not the possibility of a unique Homebrew class, there are many possibilities for Homebrew sub-classes that almost all classes become eligible for at different points in their profession.
With the ambush behind them, the group made their way a little further north and were led off the road by Bart to camp and hide a bit further than normal, in case any additional foes were chasing. It was at that point the night became all too familiar to the party.
George unharnessed the horses on the wagons, did his normal nighttime activities. Brushed the horses, checked the wagon axles for cracks and sufficient grease, the wheels for any cracks, the cargo for safety and tightness of load, and anything else to ensure that everything was in a condition for travel the next day.
Again, dinner was made by George. Even with a low standard, George had managed to make mud pies look appetizing. Even William seemed unwilling to eat the glop that had been made. Fogo created some Good Berries so that everyone would be able to eat safely. Only ISAC attempted the obscene thing called food that George had made, and even he, with his create fortitude against poison did not feel so well.
A bowl was made for Otis, with which he ate his meal like he did every other night. He would slowly spoon it into his mouth without expression or care. He would finish the bowl completely, hand it back to George, and then crawl into his tent for the night’s rest. The party had watched with great fascination as Otis was able to consume the “meal” without any difficulty or complaint.
While the camp was getting readied, Nathan expressed his happiness with the events, and cautioned about wandering around. The Deathguards stood around Nathan’s cart, with their swords out, ready for action at any time. They did not move much, they did not eat, did not look like they were planning on sleeping, and never departed for any personal business.
They would remain in this position all night without any change except for rotating around the cart to give each guard a slightly different viewpoint as the night went on. The Deathguards never spoke during any of the watches, and only seemed to communicate by some sort of hand signals that no one recognized. Even though they were armored in chain mail, no noise came from them. The normal soft jingle of chain was not there.
At some point in the night, Fogo went into the woods to conduct his ceremony to summon and then connect himself to his new companion, a wildfire spirit. A mischievous fey spirit that only druids of a certain circle can even convince to assist them in the human realm.
During the first watch with Fogo and Angelica, they were able to hear something from the road that was about 100 feet away from them, but they did not leave the camp and waiting for the morning to look at it if they remembered. Nothing disturbed the normal night sounds of insects and odd wilderness noises, but something had been on the road.
It was during the third watch that Sky thought it wise to approach the Deathguard. Once he was within ten feet, all three jumped forward and threatened him with their swords. They waved him back and once he had properly retreated, they went back into position, except that at least one of them started keeping a closer eye on all the party members, especially Sky.
8th of Mirtual of the year 1492
The last watch passed without any issues and morning arrived. The morning was like all others. George got up, made breakfast, fed Otis, got the wagons ready, and the camp was broken down. William was immediately pestering Vladimir for some additional sword fighting training.
It was clear that the guards had not rested, nor left their posts since their arrival. They have remained, silent, wary, and ready for action. Bartholomeus prepared their wagon while Nathan slowly awoke from the top of the cart.
Fwoosh, after completing the creation of his new studded leather mask disguise, went around and showed everyone his new look to ensure no one would be confused in the future about who he might be.
Everyone got back on the road with Otis in front, followed by George, and finally Nathan and his cart with the Deathguard walking on the side and rear of the cart keeping their vigilance. While this was going on, Fogo snuck in another detect magic to look over the Deathguard and seemed a little surprised by his findings.
Everyone progressed at their normal pace. Otis led, and he was not in a hurry, nor was he moving the group slowly. It was a normal movement to not tire out the horses too much for the day’s travel. As they progressed, Fogo noticed something somewhat unusual.
As they headed north, the horizon and the sky above had an orange tinge in it. Like a haze and head from a forest fire, but there were not enough woods ahead to have caused this. It was disturbing to Fogo. As they day got longer, others notice the strange coloration of the sky. All that saw it felt uncomfortable, the hair on the backs of their neck rising from the unnaturalness of it.
At some point, Nathan who had been working on something on top of his wagon, seemed to have finished it, and upon that he gave a slightly demented giggle, stood up and with a flash of fire, the paper in his hand burned into ashes, with those ashes slowly floating away from the group. The party looked forlornly at the ashes of what most likely the message that Fogo had found on the dead leader of the bandits of the previous day.
Fogo began asking the question of everyone about what everyone else’s were plans once they reach Red Larch. Avery expressed his interest in following whatever mystery was upon them with Vladimir agreed wholeheartedly. Fogo wanted to find the source of this unnaturalness. Eventually ISAC revealed that he might have some business with a friend up there.
Avery talked about his partner’s death in Waterdeep. He laid the blame on a person called Gabriel Crowe. All he knew was that the person was dirty because of being able to show his wealth in unusual ways.
Once again, they camped further away from the road than previous camps. Bartholomeus once again chose the location and assigned four members of the party to assist in removing any trails they might have left between the road and the camp sight.
Again, the oddity of normalness filled the camp. George settled the wagons and horses, prepared the camp, and made dinner. Vladimir went forward to chat with Nathan about the Deathguard. It was revealed that these were specially assigned to Nathan by his father and that they only truly only obeyed his father. They should not be seen any time in the future unless his father was involved with something.
Nathan also talked a little about his siblings. While he is a mage, he told Vladimir that his older sister Oedelphina is much more skilled in magic and his older brother Drake prefers the sword. He also revealed that his father Alexander has been the head of the family for the last 30 years, and that the Axedredge family has been around for over 400 years. He also told Vladimir that while his brother is a nice guy, they should watch out for his sister who is well known for being manipulative and cunning.
While waiting for Vladimir to come back and help train him with the sword again, William was completely surprised by Fwoosh who had snuck up on him and made him fall and toss his weapon. Fwoosh delivered a lecture in which Vladimir also agreed about being prepared and be watchful of his surroundings.
Once the watches started, Fogo started by testing his new Wild Shape and transforming into a Giant Rat, a shape he only recently became familiar with. The sky continued to concern the party members as they could see the ominous orange sky to the north. They also noticed that even without any light, the Deathguard seemed to be completely at ease in the darkness and did not seem to have any difficulty in seeing in the dark. It was odd that they never seemed to be exhausted, even though they have not yet rested since they showed up.
Vladimir continued to have difficulty in sleeping. The disease wracking him in pain and uncomfortableness. Wrought with hot and cold chills, his sleep was disturbed at best. Tonight though, his sleep seemed much more difficult than normal, he seemed to be rocking back and forth as if dreaming something truly horrifying. He was relieved from being forced to handle the second watch as Fwoosh took all the responsibility himself.
Otherwise, it was a normal night. The same as usual. No extra noises, the horses were not nervous, Otis snored gently, and the Deathguards kept guard against anything that might show up, including members of the party.
9th of Mirtual of the year 1492
The next morning was almost monotonous. It was the same as every morning. George got up, made breakfast, fed Otis, conducted his wagon check, and finished by harnessing the horses. Bart took care of Nathan’s wagon and horses. ISAC was feeling uncomfortable about the Deathguards, something just did not feel right. Something was seriously wrong about those guards. Fogo relayed that he had seen magic within the Deathguards to ISAC and the others. It left a lot for all of them to ponder on.
Fogo, using his magic was able to confirm that Vladimir had caught some sort of disease from the Giant Rats and would need a magical healing more powerful than what the party could deliver. They would need to see a priest in Red Larch and hope that they would be able to assist.
As they moved north the ominous and dark orange sky became clear to everyone. It was like a large haze hanging in the sky. The weather itself was dry and very hot, much warmer than what it should be at this time of the year. It should be a cool sprint day but felt more like the beginning of a hot summer. Again, it was something not so natural. The air was very still and stagnated.
When asked about the weather, Otis explained that while the weather has been odd, nothing like this. Besides the weather, Otis plans on taking some alternative routes after Red Larch. He did not like the weather, and he really did not want to get in-between the Axedredge boys in some sort of family squabble.
“It’s like playing politics, it’s the quickest way to get your throat cut, usually in a dark alley where no one is watching you.”
They continued to travel north with nothing occurring during the day. It was just another slow and boring day for everyone. Being on guard for so much time looking for additional ambushes or bandits was slowly dragging everyone down. It was getting dreary, dusty, and uncomfortable. As they moved on, they began seeing more farms, but the road was lonely. The was no one else on the road, not merchants, not guards, like it was an abandoned road.
About midday they finally caught sight of Red Larch. It was a welcome relief for many reasons. They stopped at Bethendur’s Storage. It was four large buildings made of big stones. All the wagons were led around the back and parked.
They were greeted by and well-dressed man and several large burly men. A quick negotiation between Otis and the man resulted in Otis being able to store his cart in a regular storage room. George maneuvered their cart over and then he and the large burly men unloaded the cart and sealed the door. The horses were put in a pasture that was just behind the buildings.
Otis paid the party the promised 100gp, minus the penalty from Rassalantar, and an additional 50gp as a bonus for helping so much.
Nathan on the other hand, requested a high security location. They backed his wagon into the secure area and the three Deathguards all went in with it. With some familiar chanting and a flash of light, Nathan came out alone from the room. The stone doors were pushed closed. Doors that were a foot and a half thick. With a flash of magic circles on the door, Nathan and the proprietor locked the doors.
Nathan then paid the party their promised 250gp. He expressed his happiness in the employment of the party and looks forward to a future employment of them. It was revealed that the cart had come from the Axedredge gnomish workshop.
When asked for directions, he directed them to the Allfaiths Shrine further up the street. The entire party headed to the shrine hoping for a priest of better magical ability than they had. They were greeted by the two priests within.
They were quickly able to explain the issue and because of Angelica belonging to the Order of the Gauntlet Vladimir was able to get the healing for free and he finally felt healthy and relieved. Imdarr took Angelica to the side and wanted to know if she was here to investigate the issues in the area. She queried about the current issues and what was happening. He talked about the odd weather and how the whole town seems more suspicious of each other. There were strange men in stone masks, and word of a plague at Lance Rock. He directed them to the constable for more information and assistance. They were also told Gaelkur’s is a hotspot for old men to gossip.
The party then decided to divide and conquer their information gathering. Angelica and Avery went to the constable, whereas Fogo, ISAC, and Sky went to Gaelkur’s, while Vladimir and Fwoosh stayed at the shrine. They agreed to meet later at the Blackbutter Inn.
At Gaelkur’s, it seems that it was a used tool and barber shop, and possible dentist. A group of several old men were all chatting on the side while one of them was getting a haircut. Fogo and Sky wandered the crowded aisles while eavesdropping on the old men gossip.
While his companions were snooping, ISAC found a seat and contemplated his existence. He seemed to be suffering some sort of existential crisis. Having a one-sided conversation out loud to himself, ISAC seemed confused on how to move forward. During the one-sided conversion he expressed his feeling that they should stay with the current group, it should provide some safety.
With Fogo approaching the old man group asking about what there was to do in town. He was told about the different places to drink and eat as well as a few other stores that were in town. Red Larch is just a small town. He asked about the ghost in town and was corrected that there was some girl that had claimed she had talked to a ghost. The girl was the daughter of Minthra “Minny” Mhandyvver.
Not gaining much more, they all headed to the Blackbutter Inn to meet the rest of the party.
Meanwhile at the shrine, Vladimir chatted with Imdarr. They talked about possible employment with the constable and the issue with bandits in the area. The primary focus of the discussion was around a dream that Vladimir had. Asking for help to interpret it, and any details about demons and devils. Imdar told about other types of elemental dreams that others have had, but nothing concrete.
“Fire, a lot of fire. Some sort of figure. Towards the end of the dream, two horns split out from my head while I was burning. But it could have just been my fever.”
Lymmura and “Pick” talked about where clock towers might be and about geography in general. He also attempted to get his ring identified and find a possible contact. Fwoosh seemed concerned about finding someone can help identify magic items.
Before the two departed, they looked for any similarity with the different statues of the gods and their symbols with the one that they had found on the dead body in the middens in Amphail as well as the mysterious golden statue. With nothing else needed at the shrine, they decided to head to the Blackbutter Inn to find the others.
On the way to the Inn, Fwoosh showed the golden statue to Vladimir. Fwoosh was concerned that it was sucking his energy because it was warm to his touch, but cold to anyone else’s. They decided that Vladimir would hold the statue for now until they were able to figure out more about it.
At the butcher’s location, Angelica and Avery approached and went into the store front where they met a large woman wielding a pair of massive cleavers. They purchased a very small amount of meat before heading to the last building to find her husband Harburk Tuthmarillar the constable.
At the last building they found Harburk sharpening a bunch of knives. Angelica took charge about asking about any details on current issues in the area. They were told that bandits were the most immediate concern. Given a map of the area with several points marked, they were requested to handle them with their mercenary friends. The group was also given some history about the area. The oldest civilization was the drow, followed by orcs, and then finally dwarves before mostly humans moved into the area. The whole area is littered with ruins and old remains from thousands of years.
The conversation also led to the Axedredges and that there was a family issue in progress. He said that Nathan was not a bad sort, just peculiar. The town of Red Larch needed that family for bringing in different metals that they do not have locally.
Deciding to go to the Blackbutter Inn and let everyone know about their new assignment from the constable, the two stopped at the shrine to satisfy Avery’s curiosity about who the two priests worshipped.
With everyone together again at the Blackbutter Inn, they were greeted by a young half-elf. She seemed surly and unhappy but seated them and took their orders. While it is hot outside, the inside of the inn was cool, almost cold. Though the walls were thick stone, it would not have been enough to have kept the building at such a low temperature. They all noticed that there was a slight breeze in the room, but from where they could not determine, just that the air was just swirling around.
Their drinks were served by a youngish red head who seemed willing to tease and flirt with the group. When she dropped off the drinks, she chatted up the group. She told them about the strange men in stone masks that had been going around frightening the quarry workers but blamed it on the old men group at Gaelkurs for playing pranks. She also talked about how the occasional dead body has shown up at Bethendur’s Storage, and then just quietly burned by Aergo and his men.
She did reveal that her boss was a wizard and that the other girl was the boss’s granddaughter who was brought out here after her parents had perished. She told them that he occasionally will sell magic items and will usually purchase magic items that had been “found”. Avery jumped on the possible chance of finding an instructor to teach him magic. She told the party that they should come back in the morning to meet Dhelosk.
Once she left, the group shared about what they had found and talked about deciding what their plans would be in the following few days. Getting two rooms for the night, they split into two groups with Fogo, Fwoosh, Sky, and Avery in one room and Angelica, Vladimir, and ISAC into the other.
At some point before everyone went to bed, Vladimir realized he no longer had the statue in his possession and that he must have lost it, until a knock at the door revealing Fwoosh with the statue in his hand.
And that is where the session ended.
It was a great session. A 100% role play episode. The party finally reached Red larch and are almost ready to start the main adventure. Did they pick up the clues they needed?
Dessarin Valley, a lightly settled region of caravan towns, isolated homesteads, and uninhabited wilderness just a week’s journey from Waterdeep.
Nothing of note to the wider world has happened here for hundreds of years.
The frontier long ago receded farther northward, leaving behind a quiet backwater littered with ruins. These days, the Dessarin Valley has little in common with the popular conception of the Savage Frontier. Winters are hard here, but the hordes of ores and other hungry monsters are a long way off from these parts.
If the Dessarin Valley isn’t quite as wild and lawless as it once was, it’s still lightly settled territory that serves as a route to distant lands. Residents in places such as Red Larch or Triboar boast that their humble settlements are “the Gateway to the North.” Through these lands pass hundreds of caravans and keelboats each year, linking the great ports of Waterdeep and Neverwinter with places such as Everlund, Mirabar, or Silverymoon. The steady caravan traffic breathes life into the towns of this area, supporting businesses in the settlements along the Long Road. Inns cater to travelers anxious to sleep safely within sturdy walls and enjoy good food by a warm fire instead of camping by the side of the road.
In addition to catering to caravans and travelers heading to or from the far North, the Dessarin Valley is a breadbasket for the hungry populations of Waterdeep and Neverwinter. The farms and pastures of the area produce grain, livestock, poultry, apples, and hops, then ship them downriver (or drive them down the Long Road) to the coast. Few people become rich from farming, but farmers in the region do well for themselves provided the weather cooperates.
The village of Amphail, famous for its horse breeders, lies on the Long Road, a good three-day ride north of Waterdeep through rolling farmlands. By night or in a snowstorm, a traveler can locate this quiet, beautiful village by the thick stands of dusk wood and spruce that cluster along the road nearby. In summer, the stench of horse manure gives outsiders ample evidence of the town’s presence.
This farming village is pleasant to the eyes of all. In hot summer weather, though, it is only pleasant to the noses of those who like horse manure. The folk of Amphail is famous for breeding and training horses. They have traditionally equipped the noble families and armies of Waterdeep and the armies of Neverwinter, as well as merchants and satraps of Amn and Calimshan.
Amphail’s horse farms have traditionally equipped the noble families and armies of Waterdeep and Neverwinter, as well as merchants and satraps from Amn and Calimshan. Amphail grays are famous across Faerûn as intelligent, loyal, and hardy personal mounts. Most soldiers, however, prefer the larger, more powerful, glossy black chargers that Amphail’s breeders produce.
Amphail is a small but prosperous place, the sort of town a hurried traveler can ride through without noticing much of interest, thereby missing a great deal.
Magic items are gleaned from the hordes of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.
Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a potion of healing, are the most plentiful. Some legendary items, such as the Apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost because of wars, cataclysms, and mishaps. Even uncommon items can’t be easily created. Thus, many magic items are well-preserved antiquities.
Rarity provides a rough measure of an item’s power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn’t typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn’t get in the way of your campaign’s story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event.
If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table. The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.
Magic Item Rarity Table
1st or higher
50gp to 100gp
1st or higher
101gp to 500gp
5th or higher
501gp to 5,000gp
11th or higher
5,001gp to 50,000gp
17th or higher
These listed prices and approximate availability are dependent on the Campaign itself. There is also the possibility of growth magical items that change as specific conditions are met.
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class’s spell list.)
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise.
A magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
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.
An item can be attuned to only one creature at a time and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item.
A creature cannot attune to more than one ring of protection at a time.
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused the item unless the item is cursed.
Some magic items bear curses that bedevil their users sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most methods of identifying items, including the identify spell, fail to reveal such a curse, although ore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed.
Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
There might also be different special circumstances on how a specific cursed item can be removed. It might require a quest, bath it in the blood of a beast, or any other story related set of actions to end the connection to that cursed item.
Magic Item Categories
Each magic item belongs to a category: armor, potions, rings, rods, scrolls, staffs, wands, weapons, or wonderous items.
Unless an armor’s description says otherwise, armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as chain mail or plate.
Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object. Most potions consist of one ounce of liquid.
Potions are consumable magic items. Drinking a potion or administering a potion to another character requires an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up.
A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.
When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.
Potion Miscibility Table
The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer.
02 to 08
The mixture becomes an ingested poison of the DM’s choice
09 to 15
Both potions lose their effects.
16 to 25
One potion loses its effect.
26 to 35
Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can’t be halved in this way.
36 to 90
Both potions work normally.
91 to 99
The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.
Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun.
For example:A potion of healing might increase the drinker’s hit point maximum by 4, or oil of etherealness might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect.
Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring’s description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring’s magic to function.
A scepter or just a heavy cylinder, a magic rod is typically made of metal, wood, or bone. It’s about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds.
Most scrolls are spells stored in written form, while a few bears unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood. A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words fade, or it crumbles into dust.
Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it. Scrolls are the most sought-after item for Wizards to allow them to copy that spell into their spell book and expand out their repertoire. Note that by copying a spell from a scroll to a spell book, that scroll is destroyed in the process.
A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.
Scroll Mishaps Table
A surge of magical energy deals the caster 1d6 force damage per level of the spell.
The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.
The spell affects a random location within the spell’s range.
The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.
The caster suffers a minor but bizarre effect related to the spell. Such effects last only if the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example:A fireball might cause smoke to billow from the caster’s ears for 1d10 minutes.
The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.
A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds.
Unless a staff’s description says otherwise, a staff can be used as a quarterstaff.
A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.
Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers.
Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or longbow.
Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catch- all category.
Wearing and Wielding Items
Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand.
In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.
Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust.
Armor made by the drow might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped characters.
When a non-humanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.
Multiple Items of the Same Kind
Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks.
Items that come in pairs – such as boots, bracers, gauntlets, and gloves – impart their benefits only if both items of the pair are worn.
A character wearing a boot of striding and springing on one foot and a boot of elven kind on the other foot gains no benefit from either item.
Activating An Item
Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules for their activation.
If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.
A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the silence spell.
Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.
Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spell casting ability when you cast a spell from the item. If you have more than one spell casting ability, you choose which one to use with the item. If you don’t have a spell casting ability-perhaps you’re a rogue with the Use Magic Device feature – your spell casting ability modifier is +0 for the item, and your proficiency bonus does apply.
Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.
Magic Item Resilience
Most magic items are objects of extraordinary artisanship. Thanks to a combination of careful crafting and magical reinforcement, a magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extraordinary measures to destroy.
Homebrew Magic Items
The following magic items are all ones that can be found in the game, many have already been found, but do exist somewhere. All these items can also be found in D&D Beyond so any of them can be easily added to the character sheets in D&D Beyond if ever needed.
Amulet of the Monotone Voice
Wonderous Item, Common (requires attunement)
There are many instances where a person is unable to speak, from physical damage, lack of proper vocal cords, or any other reasons. This amulet will allow the wearer to speak what is on their mind. The sound of the voice will very clearly emanate from the wearer’s mouth even if they never open it up. The voice will be in a medium normal speaking volume in a generic genderless voice that is only able to deliver their worded content in a strict monotone. No matter high excited, angry, or any other emotion that the wearer might be feeling or displaying physically, the voice will never vary in loudness, tone, and delivery.
While wearing this amulet the wearer has an advantage on all roll’s verses Insight checks, or any magic that would cause the user to tell the truth. In fact, even under a Zone of Truth the user has a 50% chance of being able to tell a lie anyway.
This magic item must be attuned to for it to function for the wearer.
Crafted by: Blight Seed x5 (Alchemist)
This bottle contains enough oil to cover up to 10 square feet of surface area. Once this oil is rubbed into the surface of vegetation, it will soak half a foot into it. Vegetation soaked in this oil becomes as soft and malleable as wet clay and retains any physical manipulation done to it.
The oil dries after 10 minutes, causing the vegetation it was rubbed on to become solid again.
Bracer of Elemental Demise
Wonderous Item, Common (requires attunement)
Created by a loving Djinni mother for her half-breed son. Knowing that she would not be able to remain in this world and to protect him, she created a magical item to help him survive in the rough world.
When the wearer is reduced to zero hit points their body disintegrates into a warm breeze, leaving behind only equipment they were wearing or carrying. They reappear a random distance away and in a random direction from where they were reduced to zero hit points. They are transported a distance equal to 2d6 x 10 in feet. When they reappear, they are at one hit point and have nothing on them except this bracer.
This function can be used only once per long rest.
Broken Sword of Weal and Woe
Weapon (dagger), Common (requires attunement)
Originally the dagger of a soldier named Benny. After a disastrous battle with Benny bravely defending all is friends and fellow soldiers, Benny was the last survivor to face the enemy. He swore that no more of his friends would die, and he dove into the opposing group. He was able to kill all the enemies but himself had endured numerous wounds, most of which were fatal. The next day Benny and the rest of the military unit was found by those that had managed to flee the ambush. There was Benny on top of all the dead bodies, slumped over with nothing but this broken dagger in his hands.
Once per long rest, the owner can freely cast Augury to see what fortunes await them in their endeavors. This dagger, while broken is still able to function as a normal dagger in combat and gives the user the capability to have advantage in the first strike in a combat if the user has been surprised.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wonderous Item, Common
Some creature parts have powerful, yet fleeting, magical energies within them. The motes from elementals for example hold traces of their former essences in them but disperse rapidly upon the destruction of their original form.
An enchanted vial is inlaid with several runes designed to keep any magical resource within from dissipating while the lid is closed and is often the only way of transporting certain parts back to a workshop for crafting.
Items that require an enchanted vial to be harvested are fragile by nature and must be stored inside an enchanted vial quickly to prevent degradation. Any attempt to harvest a material that has an enchanted vial as a requirement must be initiated within one minute of the death of its creature.
This tool can be used a maximum of five times afterwards it disintegrates into powder. At each attempted use, roll a d20 and if a 1 is rolled, the vial is immediately destroyed.
Wonderous Item, Common
You regain 1d4 hit points when you swallow this pill. If more than one is swallowed, then all after the first do 1d4 damage instead.
Eye of Elemental Protection
Wondrous Item, unknown rarity (requires attunement by an Item auto attunes to the nearest person once acquired during the first long rest.)
A small golden statue made of what appears to be gold with four different arcane symbols with a vertical oval above them all. This small magical item comes with five charges that renew up to 1d6 charges every day at dawn. It has two different functions. It can allow the user to cast an Absorb Elements for one charge or a Protection from Energy for three charges.
Note that the Absorb Elements can be up cast for the cost of additional charges. One charge for each level it is being up cast.
Long Sword +0 (Ember)
Weapon (long sword), Rare (requires attunement)
While this is only a +0 weapon, it still counts as a magical weapon for overcoming damage resistance. It has the following powers:
Sheds light in a 20-foot radius upon command
On a critical hit, it deals an additional 1d6 fire damage
Once per long rest, as a bonus action the owner can cast Fire Bolt as the spell for 2d10 fire damage and +6 to hit.
Ember was created over 600 years ago when the time of nobles and barons’ rules over the area. Little is known of its origin. A flame symbol is etched along the blade neat the hilt.
Proficiency with a long sword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Mask of Painful Faces
Wonderous Item, Common (requires attunement)
This mask has the bearing of a face in pain when in its normal state. The magic item allows the wearer to create the illusion of them being someone else but only their face changes. This illusion can be changed only once per short rest. All the faces that are created will appear to be in some sort of pain or mental struggle. None of the faces will appear at peace. It is not able to change the user’s gender, nor will the wearer’s clothing be altered in any way. The wearer’s voice can be altered, but all the voices will be gravely and sound like the person’s throat has been damaged.
Unlike most illusion spells, if the user is touch in any way, the effect will not be disabled or change at all. In fact, there is a distinct chance the person touching the user might still be fooled by the illusion. With a DC 20 to make the determination that there is in fact an illusion on the user. However, if the wearer is attack and takes any form of physical or magical damage, the image will flicker, but still not revealing the exact features. Once the user has taken five or more hits, the mask will cease functioning until a short rest is taken.
This item must be attuned to function. Once attuned the mask will not fall off, or can it be removed until the attunement has been ended by the wearer. The mask itself has 10 hit points and no armor class, so it is easily destroyed even when worn.
Monocle of Verisimilitude
Wonderous Item, Common (requires attunement)
Originally owned by an old hanging judge from hundreds of years ago, this monocle helps the wearer to discern the difference between lies and the truth. It allows the user to have advantage on all Insight checks when trying to see if the target is telling the truth or not. This function can be used as many times as the wearer’s proficiency bonus. This is reset after a short rest.
A side effect of attuning to this object causes the user to grow a long and thin mustache that end in sharp tapered tips, no matter the gender of the wearer. When using the special function, a single eyebrow is caused to be raised as if pondering some great fact, as well as causing the user to immediately reach to one of their mustaches ends and twirl it.
Potion of Cure Lycanthropy
Wonderous Item, Uncommon
The encroaching madness, the changes to personality, extra body hair, all of these are possible symptoms of an infection of Lycanthropy. This potion will cure any lycanthropic infections if it is consumed within a month of the infection being inflicted.
Ring of Biting Retort
Ring, Common (requires attunement)
A ring made by someone who has an overabundance of mocking humor. Resembling a mouth with a set of sharp teeth this ring does not look pleasant in any way. Made of some sort of silverish metal, it never seems to be tarnished or able to get dirty in any way.
By wearing and attuning to this ring, the wearer can heal an individual 1d4, but takes 1 point of damage every time it is used. To active the healing action, the wearer must first insult the recipient of the healing as meanly as possible. Once the insult has been hurled the ring takes a bite of the wearer’s finger doing the damage and then spitting blood onto the healing target.
The ring may heal as many times as the proficiency bonus of the wearer per short rest. The ring cannot be used to heal the wearer of the ring.
Wonderous Item, Common
Spirit paper is a versatile tool that resembles a square of bleached papyrus. The secrets of its production were only recently discovered, and reverse engineered from secrets brought back from distant necromantic cults. By performing a small ritual with the spirit paper shortly after slaying certain creatures, a copy of that creature’s soul is bound to the spirit paper for later use. These copies are not a true soul and are more akin to an echo. These echoes do retain all the memories from its original body, and a few crafting techniques utilize these echoes to grant an item a low level of sentience or to mimic the abilities of their incorporeal reflections.
Using spirit paper is often the only way to harvest anything useful from creatures with incorporeal forms. Any harvesting attempt made for a creature part that has spirit paper as a requirement is done using a Wisdom (Religion) check rather than the usual check and is rolled separately for each item. Once a sheet of spirit paper has been used successfully to harvest an item, it cannot be reused, even if the item it contained is released.
Unlike most harvestable materials, materials that require spirit paper to be harvested dissipate very quickly after the death of its creature. Any attempt to harvest a material that has spirit paper as a requirement must be initiated within 1 minute of the death of the creature and takes 10 minutes to successfully complete.
Each Spirit paper can only be used once.
Stick of Fancy Nature Lights
Weapon (club), Common (requires attunement only and only usable by Druids)
Within some deep forest hundreds of years ago, a Great Druid carved out different wooden sticks and clubs to help those newly ordained with their concentration and spell casting. Some of these objects have spread out as hereditary objects used by Druids ever since that time. When a Druid uses this object as a focus for any spell casting, the craved head on the object will lean back and belch forth a bright green flame that will remain lit above the object until the spell duration ends.
While wielding this object, a Druid will gain advantage on all concentration checks when taking damage. When this object is used as the component for the Shillelagh spell, the caster will have advantage on their first attack using this object. This is available every time that spell has been cast using this object as a component.
Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.