| Magic Item Table B 1d100 | Magic Item |
|---|---|
| 01–05 | Bag of Sundrops |
| 06–10 | Candle of Anti-Light … |
| Magic Item Table D 1d100 | Magic Item |
|---|---|
| 01–20 | Bottled Abyss |
| 21–40 | Null Chalk … |
Wondrous Item, Artifact (Requires Attunement) This treatise, composed by Iggwilv the archmage, documents the Abyss’s layers and inhabitants and is widely regarded as the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been…
Wondrous Item, Very Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Weapon (Scimitar), Very Rare (Requires Attunement) This pair of mithral (Give) and obsidian (Take) Scimitars are connected by a sturdy chain. When you make an extra attack as a result of using the Scimitars’ Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage. The Scimitars have a collective 10 charges and regain 1d6 + 4…
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key … |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key … |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key … |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key … |
Elf, Female, 40 (Gladiator) Sorrel leads a bandit gang of four Berserkers. She was promised easy money if she worked for Ossymar. "The gang leader wears a thick coat made from the hide and fur of an arctic fox. She leans on her chipped spear and spits when she sees you."
| d6 | Goal |
|---|---|
| 1 | I shall find a route through the Bloodfjord Mountains never before traveled by mortals. |
| 2 | To avert Ragnarok, I must carry a prophecy to a far-flung land. … |
Wondrous Item, very rare (requires attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by…
Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by…
| Magic Item Table I 1d100 | Magic Item |
|---|---|
| 01–12 | Mastery Gem |
| 13–16 | Astral Sea Piercer … |
| 1d6 | Trinket |
|---|---|
| 1 | An empty perfume bottle that smells faintly of longing |
| 2 | Three love letters in the same handwriting, signed with different names … |
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Wondrous Item, Artifact (Requires Attunement) The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil. The Book of Exalted Deeds rarely lingers in one…
Any gear and other mundane items found can be used during the adventure, but are removed at the conclusion of play.
Dyrrn is known to its followers as the Corruptor, the Stealer of Thoughts, the Slithering Lord, and the Foul Labyrinth. In the lore of the Gatekeepers, it is said that Dyrrn plants thoughts in the weak minded—the seeds of terrible ideas that fester and grow. Those who are particularly brilliant often draw the attention of the Foul Labyrinth, which hungers to consume unique minds.
Any bargain offered by an utterly unknowable, unfathomable power such as those that position themselves within the realm of Druskenvald must be carefully considered by you, your character, and the GM. These gifts are not to be offered lightly and should not be accepted lightly; their mere presence should herald significant roleplaying opportunities now and in the future.
In the golden age of the Empire of Dhakaan, bugbear cavalry would lead assaults mounted on worgs or dire tigers. Dolguuls are a brutal mockery of these champions. Formed from a blend of stone and bone, the dolguul has the upper torso of a mouthless bugbear merging into a hunched, eyeless quadrupedal shape with a vicious maw. One of the Dolguul’s limbs ends in a massive blade. The other terminates…
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