Bastion Hauntings
| 1d100 | Haunting |
|---|---|
| 01โ07 | Cursed Hireling |
| 08โ15 | Free-Roaming Spirit โฆ |
| 1d100 | Haunting |
|---|---|
| 01โ07 | Cursed Hireling |
| 08โ15 | Free-Roaming Spirit โฆ |
Caliddo Haruvex This small, bare room has more vault doors, just as in area I53; Caliddo Haruvex carries these two keys as well. Thereโs also a remarkably well-hidden secret door here; a character searching this room discovers the hidden latch to open it with a successful DC 22 Intelligence (Investigation) check. Creatures: A Graveknight in archaic armor stands in this room, clutching aโฆ
The riverboatโs cavernous coin vault is a soggy hold filled with sacks full of coins wagered by the casino guests. The room is dimly lit by swinging neon lanterns on the walls. Iron Cage. The heavy wooden door to this room is locked (DC 15). Beyond the door is an iron cage that encases the whole room, with metal bars 1 foot apart. The door to this cage has a sturdy Lock (DC 20). Vault Guardians.โฆ
A horse and rider stand before prop bookshelves and books, addressing the audience before him, expecting an answer. A book is propped on the horse, which has blinders on, and the rider is dressed as a knight. When the rider catches your eye, he beckons you over, inviting you to participate. This is a game of cleverness operated by a Reveler of Stories (Hero) * . Characters must bet one ticket,โฆ
Armor (double mail), uncommon Metal armor made of songsteel rings like a bell or chime when it clangs against an object. When wearing the armor, you can call out to Volund as a Bonus Action. Until the end of your next turn, you take 5 less damage from all attacks that hit you. Once you use this feature, you must finish a Long Rest before you can use it again. Also called tvifold brynja, the ringsโฆ
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.
Multiattack. Diorite makes 3 Eldritch Bolt attacks. Up to three of these attacks can be replaced by Stone to Flesh. She also makes one Sculptorโs Claws attack. Sculptorโs Claws. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage, and the target must succeed on a DC 15 Constitution saving throw or have the Restrained condition. The target can repeat the saving throw at the end ofโฆ
The paved pathway splits into various offshoots that lead to small courtyards, around which stand exquisitely crafted crypts topped with leering gargoyles. These structures, built of polished dark stone, are grand and gaudy, with the family names of the dead chiseled above each cryptโs door. The air is filled with the sound of flapping wings and chittering as bats take off into the night sky inโฆ
Those who were particularly sadistic in life and died consumed by wicked mirth linger as Kacklesโghostly figures that drift above the ground, always flitting just out of sight. Adorned in tattered cloaks and concealing hoods or hats, their hollow laughter echoes through dark places, fading in and out to confuse and terrify their victims. Kackles always carry lanterns lit with ghostly flames, theโฆ
This small chamber serves as the final resting place for two skeletal corpses welded in place against the eastern wall with a blob of precious metal. Two would-be thieves entered the gardens from the Underdark by way of the well (area G4), after collecting the coins from the bottom of the pit in that chamber. They barely made any progress into the ziggurat before Xabazhut emerged from the Astralโฆ
General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Parry. If youโre holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonusโฆ
| 1d100 | Magic Item |
|---|---|
| 01-07 | Potion of Pugilism |
| 08-26 | Potion of Comprehension โฆ |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Potion of Pugilism |
| 08-26 | Potion of Comprehension โฆ |
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.
| 1d100 | Magic Item |
|---|---|
| 01-07 | Potion of Pugilism |
| 08-26 | Potion of Comprehension โฆ |
Areas within Memoryโs Rest Sanatorium have the following features unless its description says otherwise: Ceilings. Rooms and hallways have 12-foot-high ceilings, though doors and entryways are just 10 feet high with transom windows for ventilation. Lighting. Rooms and hallways are bathed in violet Bright Light that seeps from narrow glass tubes running along the ceilings and walls. Locks. Someโฆ
When characters in Baldurโs Gate need to get around, one of the best methods is a series of mobile teleporters built by Narwin Cottle. Cottleโs Wainwright has produced and put into use more than a dozen of these conveyances, which appear to be elegant carriages. Most roam the Upper City, with occasional trips into the Lower City or even the Outer City to drum up interest. The distinctiveโฆ
| 1d100 | Magic Item |
|---|---|
| 01-07 | Spell Scroll of Protection from Evil and Good |
| 08-26 | Instrument of Scribing โฆ |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key โฆ |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key โฆ |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key โฆ |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key โฆ |
This filthy room stinks of mold and stale sweat. Four piles of rubbish are draped in rotten blankets and old cloth. You hear a squelching whinny as two large abominable creatures stir. They have the silhouette of horses but seem to have the flesh and loose anatomy of humans. They hobble about the room on four limbs, drooling large drops of putrid saliva onto the stained floor. The piles areโฆ
Level 4 Divination (Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous This spell puts you in contact with a god or a godโs servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase orโฆ
| 1d100 | Magic Item |
|---|---|
| 01-07 | Spell Scroll of Protection from Evil and Good |
| 08-26 | Instrument of Scribing โฆ |
| 1d100 | Magic Item |
|---|---|
| 01-07 | Spell Scroll of Protection from Evil and Good |
| 08-26 | Instrument of Scribing โฆ |
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