Ahead. Go through the glowing portal to Jotunheim footprint (Area 2). Down. Climb back down Yggdrasil’s trunk to the ground.
The party is soon approached by Lotus, a lithe tabaxi scout captain with panther-like features. Lotus, typically responsible for imparting martial training to the villagers, brings the party an important message, a missive from the guardian naga herself. In it, Safar bids them to keep careful watch over her tower and the Solant Mote, her most prized possession, while she is away. As soon as she…
Wondrous Item, rare (requires attunement) This Gold Piece has deep scratches on one side. It has 3 charges and regains all expended charges daily at dawn. When you make a D20 Test, you can expend 1 charge to replace the d20 roll with a coin flip. On heads, the roll is treated as a 20 (though you don’t score a Critical Hit with an attack roll or activate any other effects which trigger on the…
Manyhorn Guild Brokers are the senior officials who draft, organise, and oversee trade negotiations between their guild and other parties. These include negotiations between other Manyhorn guilds, as well as other cities, kingdoms, or political groups. Manyhorn Guild Brokers are generally exceptionally cool-headed, especially in a crisis. They pride themselves on their ability to use logical…
Boggarts in Lorwyn are born into communal warrens where laws and hierarchies are considered suggestions. The oldest and most powerful boggarts, known as “aunties,” serve as respected leaders who keep the peace. Lorwyn boggarts value sharing knowledge and past experiences with their communities. Many are willing to brave great dangers in pursuit of new experiences, and adventurers are common.…
Lorwyn kithkin live in pastoral villages called clachans and welcome outsiders into their communities. These kithkin collect their cultural heritage in a tome called the Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwyn’s incarnations of nature.
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Weapon (crossbow bolts), uncommon When a target takes damage from this magical crossbow bolt, any ongoing spell of level 3 or lower on the target ends. Once it deals damage to a target, the bolt is no longer magical.
You touch a corpse and leave a magical mark. You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make the mark Invisible. A creature that takes the Study action to specifically examine a corpse automatically detects it, whether visible or Invisible. Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy),…
Lorwyn and Shadowmoor are perfect places to set games that highlight whimsy or delve into shadowy themes. The adventures in this chapter, which highlight sabotaged inventions and chaotic disruptions, are just two such options. This chapter presents details about the Aeghith, a community gathering place in the village of Burrenton (in Lorwyn), as well as example adventure outlines set there.
Wondrous Item, common While carrying this blackened silver coin, if you fail a Death Saving Throw, you treat the save as a success instead. Then the coin crumbles into dust. If you carry more than one Hel’s Coin, you gain the following curse instead. If you succeed on a Death Saving Throw, you treat the success as a failure. Then one Hel’s Coin crumbles to dust. This curse remains until there is…
Type: Vehicle (Water) Cost: -- Weight: -- The smallest of the flat-keel longships, the karvi can traverse shallow waters to transport goods, fish, and even raiders. While a karvi can be used in battle, it is often used as a general-purpose river and coastal ship. Its size and shallow keel make it less ocean-worthy than other longboats. While a knarr is used for transporting livestock, it is…
Wondrous Item, unknown rarity (requires attunement by a DC 20 Intelligence (Arcana) check) This strange tome is reputed to have been originally penned by the first human civilization that long ago disappeared beneath the rising seas. It grants its bearer insights needed to peer into secretive realms, at the cost of a growing suspicion of others. Language: Celestial. Attunement Check: Intelligence…
“Mother always said that my lilac eyes were bad luck. That I was born bewitched and would be led to wickedness. But Miss Mayville says they’re blessed and a sign that greatness is in my future. She loves my eyes. She hired me because of my eyes, you know.” - Geneva Fairchild - Evil nests in Wickermoor Village. Folk go about their daily routines, and the pigeon hag watches and waits for the return…
Tree branch bigger than a longship. Thick, crevassed bark and leaves with golden acorns. A cleft in the bark contains a portal. You see before you a branch of Yggdrasil, gnarled, ancient, and mightier than the gods themselves. Though they provided such welcome handholds on the ascent, the thick bark ridges grab and catch at unwary ankles here. At the branch’s first fork lies a thick mat of…
Potion, very rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Weapon (punch knife), rare This punch knife stands out from others being made of a dark wood that’s harder than iron. You gain a +1 bonus to attack rolls and damage rolls with this magic weapon. When you hit a creature with this weapon, you can roll and expend a Hit Point Die. The target takes extra Piercing damage equal to the roll, and you regain the same number of Hit Points. A singular wide…
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound…
Camouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers’ toothy maws. If these tentacles are severed, ropers…
From a distance, will-o’-wisps look like lanterns bobbing in the dark. Through the windows of abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o’-wisps feed on the life force of those they lay low. Roll on or choose a result from the Will-o’-Wisp Ambushes table to inspire how a will-o’-wisp imperils its…
Be a Master of Classes Bards from the College of Adventurers learn from heroes of old and stories of legend. Bards are jacks of all trades, and, for the College of Adventurers, this statement rings even truer. They combine all the skills of their companions into one, allowing them to be versatile and supportive. While not having a direct goal, many adventurer-studying Bards live to tell tales of…
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the…
Type: Heavy Armor Cost: 350 GP Weight: 65 lbs Armor Class: 17 Strength: 16 Stealth: Disadvantage Also called tvifold brynja, the rings of this chain mail are doubled, so each pair is passed through by four pairs of other rings. It is very heavy and bulky.
When the characters enter the Fields of the Crow, Raum’s voice rings out upon the wind: “Such strong wills have entered the rows. I can feel your souls struggle to cling to your flesh. Now you scurry like rats in a maze. No more than three creeping hours until you are lost forever. Come to me in the heart of the fields. Feed me your secrets and drift into eternal sleep.” After entering the…
The characters return to the Northlands in the Wolfheim region and can make their way easily to meet Kosktup Farleap and Sly Raven in Hvalfell. The captain is overjoyed at the prospect of affixing the magical dragon-shaped figurehead to the prow of his new longship, under construction here. He takes the Mother’s Comb, promising to give it to their patron, along with any useful information they…
Armor (ring mail), rare You have a +1 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.
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