Books hold a dangerous kind of power- that of education. However, some books are even more dangerous, and in a fantasy setting, this can be taken to an extreme. Imprisoned spirits, magical traps, forbidden spells, and more can await those who cross the blue velvet ropes of the great Library of Helvirae.
Here are a few grimoires of power that can be found in a magical library, and their powers: 1. Miadral's Comprehensive Tome on the Dangers of Labyrinths: This midnight-blue leatherbound tome has a curious criss-crossing maze pattern embossed in the cover, and the pages fold outwards in myriad directions, marked with incredibly dense maze patterns. Those who study it find that their minds make patterns of geometry in unusal things- the fall of leaves on the forest floor, the interesting paths of dogs as they cross a market. The knowledge eventually drives them to madness, and after studying it for a total of 12 hours or more, the target is subject to a Maze spell, with no limit on its duration. 2. Volume II of Fumeblight's Permutations on Mythical Chronomancy: This simple paper tome delves into the famed and feared wizard Fumeblight's experimentations with time-control magic and the 'grandfather paradox' which he attempted before his untimely vanishment. The spells contained within might be decrypted by an enterprising villain or wacky mage to kick off a time-travel based campaign. 3. Unfälle der Wesentlichkeit: A tome with a heavy grey leather and darkened steel edging, this tome has been misfiled due to its possession by a vile mage, and is actually a philosophical tome on the benefits of social supports to the most vulnerable in society. 4. Khufhraa's Spectacles of Famous Dark Arts: Written only a few years ago, this tome details some of the vilest and most horrid feats of dark magic ever performed. Although it does not contain the actual spell formulae, there are musings on how the spells might be re-created, including the Rain of Colourless Fire, the Dread Curse of Ravenloft, and Ozymandias' Great Deception. 5. Az'Gonoth's Imprisonment: Bound in warm red leather, this tome is the receptacle of the pit fiend Az'Gonoth, whose soul was shriven from his immortal form. Those who open the tome are subject to a Magic Jar effect (Charisma saving throw DC 21) to be possessed permanently by the Pit Fiend. 6. Triumphs of Abnormal Dreams: This simple folio is wrapped in a fold of shimmery unicorn-leather. Simply holding the tome in both hands confers a Charisma score of 18. Those who sleep after reading the tome experience dreams of tremendous empowerment, and can cast Creation on waking up. You must finish a long rest before you can use this ability again. Also posted on Game Masters Stash on 23 July 2021. The Necromerchant is a disquieting and unsettling trader, one who travels by magical means and appears in places unexpected. Their stock in trade is necromantic objects and materials, and their offers are sometimes startling- the price sometimes involves the body (or parts thereof) of someone recently deceased, oftentimes only moments beforehand. They might request a lock of hair of someone who has died, the ashes of someone who was disintegrated, the head of a king, the fingers of an archer, or something similar.
Here are some of the goods that the Necromerchant might offer in trade: 1. Thief's Hand: The mummified hand of a thief, guaranteed to open any lock. By lighting one finger of the hand, the user can cast Knock. Once all five fingers have burned down, the grisly relic loses its power. 2. Ghoul Throat: The throat of a hanging victim, to be wrapped like a scarf around the wearer's throat. While worn, it allows them to speak perfectly with the previous owner's voice and idioms. After an hour, it shrivels and withers to dust. 3. Dead Eyes: These flexible lenses filter the world in shades of wispy grey, and confer disadvantage on any Perception checks which rely on sight, while worn. However, the user is immune to any gaze attacks which rely on making eye contact. 4. Saint's Fingerbone: If used as an additional material component while casting a spell which inflicts radiant or necrotic damage, the target has disadvantage on saving throws against your spell. 5. Unearthly Femur: The thighbone of an ancient hero, able to absorb one last spell. On a failed saving throw against a spell which would damage or cause a condition to affect the user, this bone can be used to counter the spell's effects, crumbling away to glittering dust in the process. 6. Corpse Britches: Made from the flayed skin of a willing victim, these thin leather pants adhere to the wearer's skin permanently. Thereafter, a single gold piece can be drawn from the 'pocket' of the britches. Once this ability has been used, the wearer must finish a long rest before the ability can be used again. Also posted on Game Masters Stash on 7 July 2021. A remote and esoteric specialist store, the Mineral Bazaar is almost a myth among elementalist mages, stocking rare and hard-to-get mineral components as well as interesting and specific pieces. The proprietor is a gargantuan and gravelly-voiced Earth Elemental by the name of Cobble, brooks no insolence and is characteristically hard-edged in all his offers.
He does, however, enjoy Amethyst Cakes, and those who bring him a gift of the rare food earn his effusive thanks and a change in his demeanor. Among his wares are the following items: 1. Liquid Metal - Stored in a small double-walled glass vial, this very fluid silver liquid can be poured into mechanisms or onto a surace, hardening into steel-like consistency within seconds. This can be used to create sculpture or repair damage, but also to jam locks irreparably (100gp per vial). 2. Crystal Geode - These small, rough stones can be thrown, breaking open to cause an uncontrollable growth of colourful quartz crystals in a 20-foot radius, some even human-sized. Creatures within the area take 4d6 piercing damage, with a dexterity save (DC 13) for half damage. The crystals deteriorate naturally over time, or can be broken with application of blunt force or thunder damage. (450gp per stone) 3. Obdurium Ingots - This gloosy-black metal is even harder than adamantium, and can only be melted in the depths of the Elemental Plane of Fire, such is its hardness. These small ingots are incredibly dense, around 6" by 2" by 1" and weighing nearly 120 pounds. The metal is all but unbreakable, and is heavily sought-after by metallurgists, alchemists, and master armourers. 4. Magmajel - This dangerous substance is harvested from the border of the Plane of Fire, and somehow defies all laws of nature in its deliciousness. Although its density and heat are instantly lethal to humans, the flavour has been described by those immune to fire as 'beyond description'. It is served in translucent, glowing cubes around one inch in size. All mortals known to have attempted to eat the substance have died. (50gp per cube) 5. Heeblestone - This light stone is suffused with bubbles, making it light and easily carved with a spoon or similar tool. It can be used for sculpture, and weighs only about half a pound per cubic foot. It can be sourced in large chunks, up to about house size, and is considered 'a bit weird' by those who dwell in the Elemental Plane of Earth, who would like to see it removed. (25gp per pound) 6. Foilsilver - This light metal has the substance of fabric, and can only be harvested in thin scraps from beneath the mightiest of earthbergs. The metal flutters like jaggged ribbons, although it is harder than steel. This metal is rare but just an oddity, with no specific usage identified by its sellers. (100gp per sheet, about hand-size) Also posted on Game Masters Stash on 23 June 2021. The Ethereal Emporium is a mysterious shop, welcoming all business but hard to get to. You see, it's located in Liberjinn City, on the Elemental Plane of Air. This is a city inhabited by elemental spirits and freed Djinn, and its architecture defies both gravity and most physics. The shop's owner and merchant, Kharidi the Austere, is a warm and effusive host, offering conjured tea of fantastical flavours while doing business, as well as small lozenges of a jelly-like sweet, rolled in sparkling sugary dust. His wares are equally fantastical, but well worth the trip, and he is as willing to purchase as to sell any magical items he finds interesting.
Among his wares are the following: 1. Blue smoke - A rigid, slightly opaque substance, from paper-thickness to a full inch thick, and entirely immune to fire damage. Those touching it can feel no warmth through it, no matter the intensity of flame on the other side. It weighs next-to-nothing but can be somewhat brittle. This is popular for making expensive decorative windows, but can also be fashioned into other shapes- a shield or dome, perhaps. 2. Essence of Sunlight - This tea, harvested from floating earthbergs high in the Elemental Plane of Air, has been exposed to perhaps the purest sunlight in creation. Drinking the tea feels like dawn's first kiss upon the face, midday's harsh rays overhead, or the golden afternoon light, depending on how it is brewed. Popular among those who cannot actually enter sunlight for any reason, and incredibly exotic. Sells for 100 gold pieces per pound (twice the value of actual gold). 3. Airfluid - This substance, developed by Kharidi himself, is harvested from the admixture of the Elemental Planes of Air and Water. It is a nearly invisible liquid that sloshes heavily and fizzes like soda water if disturbed. Drinking this allows a water-dweller to breathe air, or an air-breather to breathe water, for six hours. He stresses that after this, they must return to their own environment, as the body rejects another dose until someone has finished a long rest. 4. Gellybirds - These curious animals, native to the Elemental Plane of Air, make for fascinating pets. They appear somewhat like jellyfish with intangible fronds fringing all of their tentacles, but 'swim' through the air, and are entirely unaffected by gravity, even upon reaching another plane where it would normally apply. They are small, up to human-hand-size, and have no intelligence whatsoever. They must be fed on sunlight daily, and wilt away like old balloons if not exposed to direct sunlight (or its essence) at least once per day. 5. Soarwood Bonsai - These tiny trees grow on small rocks, and levitate lightly. They are cheap curios that Kharidi is happy to give away as gifts to make a larger sale, or go for around 10 gold pieces each. Several are decorated with exotic coins hung on their branches, or tiny clay humanoid figures. 6. Stalker Skin - This somewhat hush-hush offer is made from a magically preserved skin of an invisible stalker. This inside is quite sticky, and once donned, it cannot be removed easily, or in one piece. It can be worn like a cloak, making someone naturally invisible for as long as they remain at above one-half their maximum hit points, although they can still make attacks, and so on. After they are damaged, Kharidi explains, it starts to unravel and parts of them show through it. Also posted on Game Masters Stash on 19 June 2021. The enormously-sized ruby known as The Heart of Sune was unearthed over four hundred years ago from a valley below a volcanic caldera. On first cutting the gem, a humble jeweler realized its value, and no less than three deities demanded it for themselves. In desperation, its finder dedicated it to Sune, goddess of beauty, and begged for sanctuary from the patrons he had spurned. For such a princely gift, he was elevated to Sune's realm of Brightwater. Once it had been named for her, Sune left it to lie on the earth, content at ownership of such an item. Since its naming, the Heart has passed through the hands of warlords, thieves, and spellcasters, been used as the phylactery for no less than two Liches, and served as the focus for one world-ending spell engine (being removed at the last moment).
The Heart of Sune Wondrous item, unique Anyone who sees this gem instantly knows that it is the most beautiful and valuable gem to exist, and has the desire to own it, within their usual means and alignment. Touching the gem instantly confers the knowledge of the gem's name and ownership, and grants immunity to any effect that causes the Charmed or Frightened conditions. The gem can be used as a spell focus for any spell which requires a costly material component, without being consumed itself. Its value for this purpose is infinite. How the Heart of Sune can be use in your game: - Word that the Heart of Sune is coming up in an auction immediately draws thieves. The PCs might be hired to guard it, or to steal it themselves- or both. - The Heart of Sune has been siezed by a powerful Thayvian mage to form the focus of the Crimson Lens of Destruction, an artifact she has invented. The Lens is strong enough to destroy any army large enough to stop it. Stealing the Heart from under the noses of the Thayan Knights defending it will be the only way to deactivate the artifact. - It is long rumoured that Shar, goddess of the night, hungers to own the gem. When it is stolen from Sune's temple three nights before the lunar eclipse, Sune calls in favours from all her allies to recover it, cracking every mirror in the city. If it cannot be recovered in time, Shar's power will be increased and a thing of incredible beauty will be lost to the world forever, turning an inky-black as it transforms into the Heart of Midnight. Also posted on Game Masters Stash on 25 May 2021. Spellbooks as treasure items are rarely rolled up, because they only benefit one class (Wizards), take a lot of time to fiddle around with to pick which spells are included, and can't be used to do anything else (unless you let the book get used as a set of scrolls, or something similar). A way you could change this is with a simple rule: spellbooks are spell focus items which can grant a bonus to saving throw DC, or to attack and damage rolls, for specific spells based on how powerful they are. This unlocks them for use by other classes who can use the spells, but keeps them more useful for a wizard.
Arcane Spellbook Spellbook, uncommon (+1), rare (+2), or very rare (+3) While holding this spellbook, you gain either a bonus to saving throw DC, or to spell attack and damage rolls, of spells from a specific school of magic. This bonus is determined by the spellbook's rarity. In addition, when you use the Arcane Recovery feature, you can use one spellbook to increase the combined number of spell levels you recover by the spellbook's bonus. Each arcane spellbook is of one type from the list below: - Book of the Battlemage: bonus to evocation spells. - Book of the Bonewarden: bonus to necromancy spells. - Book of the Farseer: bonus to divination spells. -Book of the Mindshaper: bonus to enchantment spells. - Book of the Shadowcaster: bonus to illusion spells. - Book of the Summoner: bonus to conjuration spells. - Book of the Transmogrifist: bonus to transmutation spells. - Book of the Warder: bonus to abjuration spells. Also posted on Game Masters Stash on 12 May 2021. Potions can take a variety of shapes, sizes, colours, consistencies, and flavours. In practice, these differences won't change much about gameplay, but remembering that "that sloshy glowing blue potion was the potion of Haste, but the treacle-y red one that smells of strawberries was a potion of Healing" can be fun. Older editions included rules for these, but if you want to add some extra details, here are some tables you can use, as many or few of them as you like:
Potion Bottle Shape: 1 - Squarish jam-jar style bottle 2 - Tall, tear-drop bottle 3 - Vial with flattened bottom 4 - Spherical bottle 5 - Flattened disc-shaped bottle (like Cognac) 6 - Faceted diamond-shaped bottle Potion Colour: 1 - Dark green 2- Blue 3 - Golden/yellow 4 - Red 5 - Uncoloured 6 - Shifting colours Potion Consistency: 1 - Thick, honey-like consistency 2 - Syrupy consistency 3 - Chunky/blobby consistency 4 - Milky consistency 5 - Watery consistency 6 - Effervescent or bubbling consistency Potion Flavour: 1 - Vile flavour (almost toxic) 2 - Unpleasant (spinach, or worse) 3 - Salty taste 4 - Bland taste 5 - Sweet, pleasant taste 6 - Almost unpalatably sweet Also posted on Game Masters Stash on 11 May 2021. The Rite of the Sightless Eye inscribes an incredibly intricate series of magical runes on a creature's iris. The ritual is quite dangerous, and the slightest mistake can ruin the magic, as well as the medium on which it is inscribed. However, many judge the reward as being worth the potential risk. Some powerful magic-users have been known to perform this ritual on some of their most useful and valuable servants, allowing them increible power to discern foes hidden by magical auras.
The runes glow when revealed, blinding the user when that eye is opened. For this reason, many wear a leather patch or crystal monocle to hide the eye, which takes a lot of adjustment. However, when the eye is in use, it allows the user to view and focus in on magical auras, granting incredible acuity. Rite of the Sightless Eye Rare magical ritual, permanent (requires attunement) The user is blinded in one eye, permanently taking disadvantage on any sight-based Wisdom (Perception) checks, and reducing the range of any ranged attacks to two-thirds, rounding down to the nearest 5 feet. When activated, this grants the user Truesight to a range of 30 feet, and activates Detect magic. Both of these effects require concentration to use. Also posted on Game Masters Stash on 24 April 2021. Jhayeta's Alchemies Shop is a creaky and dim old place run by Jhayeta, a half-orc master alchemist who brooks no nonsense. She prefers the dim lighting, and objects if anyone tries to lighten either the mood or the light level. She brews extremely fine goods, but cares little for finicky details like 'taste' or 'smell'. After all, her kind can eat rotting carcasses from a garbage bin for all that humans care, so why should she compromise her product by catering for extra details which only dilute the effect?
Jhayeta's alchemical and magical potions often have extra effects, but sometimes they can be a little... surprising. Any time you drink one of them, roll 1d10: Roll --- Result 1 - Potion acts as intended, lasts for 10% longer duration. 2 - Potion tastes like rotting fish carcasses after the seagulls have finished with it. Make a Constitution saving throw (DC 12) or be Poisoned for the next 1d3 rounds. 3 - Potion has an enormous amount of sugar. You gain advantage on Initiative rolls for the next 1 hour, and then take 1 level of exhaustion. 4 - Potion restores your arcane energy. You regain 1 expended spell slot of 1st or 2nd level. 5 - The potion is exceptionally strong, and you only need to take half the dose. Don't remove it from your sheet, and the next time you drink it, there is no additional effect. 6 - Potion makes your mouth dry out uncontrollably. You need to drink a gallon of water in the next hour, or you take 1 level of exhaustion. 7 - Potion causes uncontrollable (loud and smelly) flatulence for the next hour. Anyone trying to detect you with smell or hearing has advantage on their rolls. If anyone is around you, you are shamed unless you can blame a nearby dog. 8 - Potion has healing effects. You regain 8 (1d8+3) hit points. 9 - Potion focuses your mind. You gain +2 on saving throws against effects which make you Charmed or Frightened for the next 1 hour. 10 - Potion makes you full of energy. You have advantage on Athletics and Acrobatics checks for the next 1 hour. Also posted on Game Masters Stash on 4 March 2021. The Lunar Lace is a ballgown crafted of mithril wire and giant moth-silk threads, reinforced by magic. It was crafted by a master artist for a considerable sum of gold, and protects its wearer almost as well as a suit of steel chain, with none of the weight or bulk. Its beauty is incredible, but its worth is indescribable to those who understand its powers.
The Lunar Lace Magic armour (light), rare (requires attunement) This magic armour grants an AC of 14 + Dex modifier (max +2), although its appearance is that of very fine mundane clothing. The wearer can cast Moonbeam once per day as a 3rd-level spell, and is immune to the damage of the spell when cast by the dress. Also posted on Game Masters Stash on 4 February, 2021. A relic of the Last War, this life-size porcelain construct is said to see with incredible insight and perception, being able to predict the future with uncanny accuracy. It is similar to a Warforged in construction, and they can share some kind of similarity with the Oracle, but it seems to lack the spark of individuality and soul which a true warforged possesses. It speaks with a soft, feminine voice and slightly halting tone.
Statistics: The Oracle has an Intelligence score of 20 (+5) and a proficiency bonus of +5 with any skill, allowing it to answer questions on everyday topics or sagely specifics with an impressive level of competence, as well as having competent conversational skills. However, if allowed to digest knowledge about a topic for at least an hour, with detailed back-and-forth questioning to every level of specificity it can imagine ("Did the attacker come from the east end of the alley, or the west?", "Was the attacker left-handed or right-handed?", "Were the pieces of dirt on its shoes brown, or more of a grey colour?", "Did the attacker speak with an Aundairian accent, with emphasis on rolling 'R's and mellifluous intonations?", "The dagger they used, was it heavy on the pommel, with a drop-tip, reinforced fuller, and steel-alloy construction ?", and so on), then it can then use this knowledge to construct a detailed answer to a single complex question ("Who was the attacker, and where can we find them?" with 94% accuracy ("The attacker was Harlan Nalban, a fallen paladin of the Silver Flame, left-handed, and with a heavy tread on his right foot due to a battlefield injury. He spends time in an inn in Sharn called the Burnt Candle between 4 and eight bells of an evening. He will likely be forewarned of your coming, and forearmed."). However, on a roll of 95-99, it delivers slightly incorrect information ("The attacker was Harlan Gnoban, a paladin of the Silver Flame. He can be found in the Burning Lantern and is four armed."). On a roll of 100, it shudders and clicks, spewing incomprehensible gibberish ("Attacker left forearm candle fallen baker's dozen."). Whatever the result, it shuts down for seven full days following this service to recharge. Also posted on Game Masters Stash on 16 December 2020. This mystical beacon calls the souls of the fallen, storing them in safety. They are known as the signature of the angels who herald the Halls of the Dead, although their appearance often causes unsettlement in those who are not particularly ready to die.
Beacon for the Breathless Wondrous item, rare This intricately-filigreed silver lantern glows with a silvery-blue light, and while it is opened, a soft noise like a high whistling wind can be heard. It sheds brilliant light in a 30-foot radius and dim light for an additional 30 feet. You can use an action to close the lantern, reducing the light to dim light in a 5-foot radius. Any creature in the light gains advantage on death saving throws. The beacon has five charges when created. For one charge, the bearer can cast Spare the Dying on a creature in the light. For three charges, the bearer can cast Revivify on one creature in the light. For five charges, the bearer can cast Raise Dead on one creature in the light. Once per day, the bearer can inflict two death saving throw failures on one ally in the light, to restore one charge. Also posted on Game Masters Stash on 5 November 2020. This ornate shield is intended as a mobile fortification, and one or two have been known to turn the tide of battle, reshaping the battlefield and changing the flow of combatants.
The Wall Armour (shield), uncommon (requires attunement) This +1 shield weighs nearly twenty pounds, and requires a Strength score of 16 or higher to use in combat. As a full action, the wielder can place the shield standing upon the ground and cause it to grow into a 15-foot wide and 10-foot high wall, with the hardness of cut stone. The wall remains in such a position for one hour before transforming back into a shield. Also posted on Game Masters Stash on 24 October 2020. The Anvil of Legend, crafted of a single pure block of mithril and said to hold the heart of a star within its depths, is one of the finest artefacts ever. Every hammer-blow imbues objects crafted upon it with tremendous sorcery, with no need for an inelegant fire-based forge.
Most of the secrets it once held have been lost, but it is still used to create magical items, when the need is great. For now, it is under a sheet in an isolated tower, put aside until someone can find a use for it. How you can use the Anvil of Legend in your games: - Perhaps an enemy force has seized the tower, equipping their troops with rapidly-forged magical weapons. It must be taken back, but perhaps the regular army cannot be spared- adventurers will be needed. - For a PC whose magic [item] has been broken or destroyed, this might be a place they need to seek out to make a replacement. Perhaps the tower is now monster-haunted or has spiritual guardians to defend it. - If the tower is inhabited, perhaps the master-smiths have found that the star-heart at the centre of the anvil is finally dying. A replacement must be found before it dies altogether, or perhaps only one last mighty object can be made using its power. Also posted on Game Masters Stash on 29 August 2020. The legendary fountain of Golden Plaza was gifted to the city by the Duveron family to demonstrate their incredible wealth. For nearly a century, hundreds of gold coins each day have tumbled forth from its mouth and into the sink below, where they vanish, unless someone takes them. The family has declared that all of the coins come from their coffers, and that they can spare so much of their wealth that they can afford the cost, and that any who need to partake of their bounty is welcome to it. The homeless have all built their own houses, the poor are well-off, and the Duveron family enjoys the love of all of the city. For now, most of the coins tumble unheeded, and all in the city want for little.
How you can use the Coin Fountain of Golden Plaza in your games: - Poor PCs who arrive in the city might be amazed by the incredible wealth on display, and almost-utopian happiness here. If they question how everyone is so comfortable, the smiling citizens direct them to Golden Plaza, where they can help themselves to some free coins. There are guards present in the plaza, but only to stop people fighting over the coins, and they gently help any PCs who need a hand. - If you want a darker turn, the utopian period might have been brief, and free wealth available might have led to rampant inflation, completely overturning the intended effect of the fountain. A constant riot is fought over the coins spilling from the fountain's basin, and the price of even simple supplies like a loaf of bread or a chicken has spiralled, putting it out of the reach of any but the most wealthy. The magic fountain has led to a city wracked by theft and violence, and undoing its magic might be the only way to bring the city back to any kind of balance. - The Duveron family, beggared by the constant flow of wealth generated by their ancestors, are desperate to undo the magic and cut off their losses. They surreptitiously seek out assistance in another city to undo the magic and save their legacy. Also posted on Game Masters Stash on 26 August 2020. This ancient device is fabled to be able to contain any fiend or outsider.
Hand-beaten from black iron, the 'box' is a cube about 13 feet on each side. The front bears a door graven with ancient and powerful sigils which glow with fiery heat, and the top bears rooflike spires. It is generally wrapped around with chains of iron and blessed silver, and held within a building designed around the great artifact. It must weigh several tonnes, and from time to time, it rocks roughly, as if whatever is within it is trying to escape. How you can use the Sanctus Box in your games: - This box currently contains a fiend of unimaginable power- an Infernal that, if unleashed, would swiftly raze an entire city and then return to the Hells where it might declare war on the Greater Devils and Demons which imprisoned it to begin with. Such a being's freedom would b sought only by the most violent and nihilistic cults. - The box has trapped a powerful Solar, and has been leaching its essence for centuries. Worse, the Devil responsible for the deed has been masquerading as the Solar all this time, corrupting the church to its very core. Even if freed, the Solar's power is sorely depleted, and it may require mortal agents to prosecute its duty for years to come. - Knowledge of the Box's location in a ruined and abandoned city hits the market, and there is a rush of vile cults, agents of chaos, and good-hearted agencies all competing to reach and claim the Box before their rivals can. Adventuring groups might be hired in to assist, or even to defend it from any comers. Also posted on Game Masters Stash on 13 August 2020. The mage Emorn The Hilarious crafted this as a prank when commissioned to forge a suit of plate armour for a young knight. The knight's family were aghast at the joke, but the young knight, without better protection, donned the bizarre armour and competed in the tournament.
Although his appearance drew confusion and laughter, the flexibility of the magically-hardened ceramic plates allowed him to avoid blow that might have felled him otherwise, and he placed second in the tournament, and won glory and renown, as well as enough money to go to a reputable wizard for armour. Nevertheless, Emorn's prank was told for many years through the knight's family, and the suit of armour is still displayed as a warning to be careful what you ask for. Emorn's Plate Shirt Magic armour, unique, requires attunement This enchanted shirt is nearly unbreakable, and grants an Armour Class of 16 + Dex modifier (max +2). Although its appearance is notable, it does not draw disadvantage on stealth checks, except any made to blend into a crowd. Also posted on Game Masters Stash on 5 August 2020. Tear-catchers are a cultural tradition of the Eastern Baronies, whereby one who has lost a loved one stores the tears they shed, and pours them upon the grave of their departed after a year.
However, the one that inspired it all is the magic item Lachrymatoria, the Saver of Sorrows. This tiny glass bottle, inlaid with gold and bound around with ancient necromancy, has a gold stopper depicting a weeping maiden. The legends tell that the god Aelarion's sorrow was so deep that he wept seas of tears for his slain sister, until Nïa the Necromancer forged a bottle of soulsteel strong enough to contain it. By catching his tears, the mortal realms were saved from drowning. The story continues, and tells that when it had stored up all his sorrow, a galaxy's worth of despair and loneliness and misery, it changed him, and stripped the misery from him. His sorrow was truly gone. Its purpose served, Lachrymatoria was put away and forgotten, where it passed many times into the hands of mortals. When used by mortals, the magic is even stronger- those who pour their tears into it forget the existence and history of those they have lost. For some, this is sweet release from their agony. For others, this mystery only worsens the loss. Lachrymatoria, the Saver of Sorows Wondrous item, unique, requires attunement by shedding tears into the bottle over a year When used, the target becomes subject to a Modify Memory spell which removes the memory of the person who they have lost, forever (no saving throw). Also posted on Game Masters Stash on 31 July 2020. This magic item is forged by trapping a spirit of chaos and destruction within an ensorcelled glass bottle, bound with protective inscriptions. When it shatters, the spirit explodes in a wave of rampant annihilation, engulfing the area in carnage.
Demon Bottle Potion, very rare As an attack, this potion can be thrown up to 50 feet. The round after it lands, at the start of the thrower's turn, it explodes, and each creature within a 20-foot radius centered on that point must make a Dexterity saving throw. A target takes 4d6 acid, 4d6 cold, 4d6 electricity, 4d6 fire, 4d6 psychic, and 4d6 thunder damage on a failed save, or half as much damage on a successful one. How you can use Demon Bottles in your game: - A devastating explosion causes terrible destruction to a city block, tearing up an entire building and slaying or harming dozens. Witnesses say that a figure at the heart of the explosion was diving for a glass bottle at the moment of eruption, and that the bottle bore glowing runes upon its surface. - A chaos sorcerer has been crafting Demon Bottles and is distributing them to select clients, who are using them to wreak havoc across the city, taking hundreds of lives. His lair is hidden inside a demiplane rife with chaotic magic, and stopping the flow of these weapons is paramount to keeping the city safe. - Powerful demons sometimes use these weapons in war, laughing off the energy damage as they wade into their opponents. Also posted on Game Masters Stash on 29 July 2020. The cursed Shire Shoes are a dreadful magic item, made from the living skin of a halfling, and able to hide the wearer's tracks.
Shire Shoes Wondrous item, rare (requires attunement) While wearing these shoes, you gain the benefits of Pass Without Trace. However, Halflings gain advantage on any weapon attacks against you. How you can use Shire Shoes in your game: - A villain preying upon a Halfling community might be seeking a target to craft the perfect pair of these leather shoes. The assassin wants shoes to allow themselves perfect stealth, and has seized several targets. One has survive and fled their tanning shed, stumbling into town with bleeding extremities and clearly wounded. - This assassin might be a member of a vile society who all wear these shoes, silencing their steps right before they silence their victims. A counter-society has sprung up, recruiting paladins of the Halfling pantheon to serve justice upon these scoundrels. - The creation of a wicked necromancer, the first pair of these shoes are renowned to shed absolute silence whereever their foot falls, and were cut from the skin of Brandobaris himself. Heroes of the Halfling race have sought for centuries to steal these back, and the person who accomplishes such a feat would earn great renown, and definitely a second breakfast. Also posted on Game Masters Stash on 22 July 2020. |
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