Rewards: Darkness in Nulb
At the end of the adventure, all characters receive rewards based on their accomplishments. For more information on advancement and other rewards, see the Legends of Greyhawk page on D&D; Beyond.
At the end of the adventure, all characters receive rewards based on their accomplishments. For more information on advancement and other rewards, see the Legends of Greyhawk page on D&D; Beyond.
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 (Greatsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon can be attuned to by two allies together over the course of a Long Rest. If two creatures are attuned to the weapon in this way, its bonus to attack rolls and damage rolls becomes +2 instead. Love’s Embrace This Greatsword is made of two long Scimitars…
Any gear and other mundane items found can be used during the adventure, but are removed at the conclusion of play.
Wondrous Item, common This scrap of paper bears a table with space for five names. If you write a creature’s name in one of the blank spaces on the table, it will shuffle the text to show their ranking as a duelist relative to all the other individuals named on the table. This appears to be calculated based on the number of duels the named individuals have won over the past year. The source of…
↓ Use Minimum Hit Points and Damage Rolls for this creature.
You can include an optional colour and hyphened extras if you so desire:
Armor (ring mail), legendary You have a +3 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Magic Items for Starting Characters If you’re starting a campaign for characters above level 1, the Player’s Handbook offers suggestions for how many magic items such characters should start with and the rarity of those items. Consider these approaches to determining the items each character receives: DM Choice: Choose items for each character using your own judgment. Player Choice: Let the…
*Stat blocks for these creatures (except the card drawer) appear in the Monster Manual.
Armor (ring mail), very rare You have a +2 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Those desperate to escape death sometimes make terrible bargains with wicked deities. Devoting their hearts to evil forces, these villains gain power over death and a cursed immortality that binds their minds and spirits within a desiccated corpse. Freed from mortal concerns, these mummy lords pursue their obsessions across ages. Most mummy lords linger amid the ruins of ancient palaces or…
The typical dhuthorex is a hungry and thoughtless beast, chasing prey through the depths and venturing onto land only to pursue easy prey. Dhuthorexes Strange things swim in sunless seas, but few are as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.
Magical energies unleashed during cataclysmic battles or catastrophic experiments can cause spell effects to come to life as living spells. These beings’ magical energy is persistent, and they bear features resembling those of their origin spells—usually Conjuration or Evocation spells. Living spells typically linger in the region of their creation, subsisting on ambient magical energy and…
Weapon (dart), unknown rarity Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.” Returning Weapon. The weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll. Proficiency with a Dart…
Weapon (greatclub), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Wondrous Item, Common This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv on one side and Mordenkainen on the other, or Venger on one side and Tiamat on the other. One of these figures is on the “heads” side of the coin, the other on the “tails” side. The coin has 1 charge and…
| Magic Item Table B 1d100 | Magic Item |
|---|---|
| 01–05 | Bag of Sundrops |
| 06–10 | Candle of Anti-Light … |
Weapon (any), varies (requires attunement by a Ranger) These weapons are carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Their hilts and shafts are bound in hair from a fey creature. This magic weapon channels the natural magic found in the elements of nature. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it,…
Weapon (maul), unknown rarity Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.” Returning Weapon. The weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll. Proficiency with a Maul…
Wondrous Item, Uncommon This gaudy purple hat allows the wearer to perform some minor magical feats. The hat has 3 charges and regains 1 expended charge daily at dawn. Top to Bottom: Hasty Sugarbomb, Halberd of the Peacock, Harp of Valor While holding the hat, you can expend 1 charge to cast the Find Familiar spell from it as a Magic action instead of its normal casting time, pulling the familiar…
Weapon (war pick), unknown rarity Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.” Returning Weapon. The weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll. Proficiency with a…
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