Money and Items of Value
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.
Upon completion of the adventure, each character may select one treasure bundle listed below.
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of yourโฆ
Characters selecting this option randomly determine a magic item from the table below and receive 63 GP.
Drunken Dragon Handout Buy the House a Round. For 20 GP, a character can buy a drink for everyone in the taproom. For the next 24 hours, that character has Advantage on Charisma (Persuasion) checks made in the keep. Solicit Rumors. Once per day, a character in the tavern can make a DC 10 Charisma (Persuasion) check to glean a rumor from the bartender or a chatty patron. On a successful check,โฆ
The winner receives 25 GP. Second- and third-place chuggers win 15 GP and 10 GP, respectively.
Wondrous Item, common A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which itโs inserted. Once it unlocks something, the key d isappears.
Cilanthรฉ has her wealth stockpiled in her lair. Old wooden chests hold 715gp in various coin values, a dragon-themed cutlery set made of gold (650gp), three paintings of her previous lair (400gp each), a Sword of Life Stealing and a Tome of Understanding.
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.
Upon completion of the adventure, each character may select one treasure bundle listed below.
When you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a uniqueโฆ
| 1d100 | Magic Item |
|---|---|
| 01-07 | Potion of Water Breathing |
| 08-26 | Potion of Climbing โฆ |
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
From a distance, will-oโ-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-oโ-wisps feed on the life force of those they lay low. Roll on or choose a result from the Will-oโ-Wisp Ambushes table to inspire how a will-oโ-wisp imperils itsโฆ
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.
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 ropersโ toothy maws. If these tentacles are severed, ropersโฆ
Characters selecting this option randomly determine a magic item from the table below and receive 63 GP.
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Characters struck by the bizarre nature of โOrcusโsโ commands can take the Search action and make a DC 15 Wisdom (Insight) check. On a success, the character realizes a deception is afoot. Friendly Dragon. If he becomes Friendly, Nezzarum tells the story of his coming to the temple and the cultโs subsequent arrival (see โ Adventure Background โ). If the characters havenโt defeated Xia yet,โฆ
Once the distillery is powered down, Eliya gives the party a banknote they can cash in for 750gp for their help. Aldur promises to name a future product in the partyโs honour, and hands them one of the Immovable Rods from the ransacked factory floor.
Zavi offers the party 300gp, money earned from a recent masonry commission. After the ritual, Sofia and Beneta can heal the party. Beneta praises the partyโs efforts and gifts them one of her feathers that acts as a Spell Scroll (Dispel Evil and Good).
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You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on aโฆ
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key โฆ |
This content is part of the Legends of Greyhawk: The Tear-Stained Idol. You can unlock it by purchasing the book in our marketplace.