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Magic Items
Dungeon Master’s Guide
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently
Backgrounds
Baldur’s Gate: Descent into Avernus
gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
usually gain access to friendly military encampments and fortresses where your rank is recognized.
BALDUR’S GATE FEATURE: CITY GUARD
You may choose to currently serve in either the Flaming
Magic Items
Lost Laboratory of Kwalish
possess for the duration of this adventure.
Knight. You gain the service of any of the NPCs in the “Hirelings” section not currently with the party, who appears in a space you choose
identity of your new enemy isn’t known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you.
Ruin
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
courtyard statue. Two small braziers rest upon a white cloth draped over the altar, though neither is currently lit. An empty stone bowl sits in the altar’s center. Cloth cushions are strewn
haphazardly on the floor.
This chapel is dedicated to Sharindlar. The renegade dwarves left this place alone. Treasure If characters poke around the altar, a successful DC 10 Wisdom (Perception) check reveals a silver chain worth 25 gp tangled on one of the braziers. Near the chain is a small bloodstain.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
character pursues the missing information, cross-checking other university records reveals an unusually high number of student deaths that same year. While Strixhaven experiences the occasional rare
forbidden magic realize that these deaths occurred in the same year that student was expelled. Beyond this, no other information on the topic is currently available. If the characters mention the records
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
or carrying. Constructs automatically succeed on the saving throw. The mirror currently has three vacant cells. If the mirror traps a creature when its twelve cells are already occupied, it releases
while deactivated.) Speaking the word “Blackfire” along with a cell number frees the creature trapped in that cell. Casting an identify spell on the mirror reveals its command words and magical
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ names are Severin the Red, Galvan the Blue, Neronvain the Green, Rezmir the Black, and Varram the White. She explains the significance of the banner in area 15 and reveals the various cult signs and
with a banner (see area 15) and a useful pass-phrase (“Tiamat, our Mother and Strength”) that will allow them to reach the castle unharmed. Accepting the Deal. If the party accepts the deal, Talis
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dragon. The leaders’ names are Severin the Red, Galvan the Blue, Neronvain the Green, Rezmir the Black, and Varram the White. She explains the significance of the banner in area 15 and reveals the various
a banner (see area 15) and a useful pass-phrase (“Tiamat, our Mother and Strength”) that will allow them to reach the castle unharmed. Accepting the Deal. If the party accepts the deal, Talis prefers
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 1: Return from Neverdeath Graveyard Katerina Ladon A bizarre ritual reveals the cult of Vecna’s terrifying activities As the adventure begins, the characters are established heroes currently
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
bound to the floor as they walk along it. A detect magic spell or similar effect reveals an aura of transmutation within the corridor. The corpse belongs to Devlin Bashir, a Calishite wizard and
member of the Company of the Yellow Banner. Devlin’s goat-like features are the result of a curse, and he was killed by tomb dwarves after he became separated from his companions. Any inspection of his
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a vision of I’jin’s tomb (area 35) as it was just before the last person entered it. After a few moments, the vision reveals a person entering the chamber. A slab of wall suddenly grinds upward to
Bravus Boulderborn, hero of the Company of the Yellow Banner. The dwarf ignores any attempts by the characters to communicate with him. A loud click sounds out as the dwarf steps onto one of the floor
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(Investigation) check reveals that a dragontooth dagger (see appendix C) was the killing weapon. This was the unlucky cultist the duplicitous Varram sacrificed when he used the pool. Pool The pool is currently
doors in area 4. Broken arrows, bloodstains, and a dead cultist are strewn across the floor of the chamber. A DC 12 Intelligence (Investigation) check reveals that the arrows were shot from the north
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
(Investigation) check reveals that a dragontooth dagger (See appendix C) was the killing weapon. This was the unlucky cultist the duplicitous Varram sacrificed when he used the pool. Pool The pool is currently
doors in area 4. Broken arrows, bloodstains, and a dead cultist are strewn across the floor of the chamber. A DC 12 Intelligence (Investigation) check reveals that the arrows were shot from the north
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with them. If the characters rescue his favored son in area 5 and have the means to communicate with the chief, Yorb opens up to them. He currently has no idea his son is missing. The grungs worship the
spell reveals that the treasures radiate auras of illusion magic while in the shrine. None of these “treasures” are valuable. Locked Doors. The stone doors to area 18C are locked, with neither keyhole
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Investigation) check. Doing so reveals how many githyanki are currently stationed on level 17 of Undermountain, as well as the names of the githyanki leaders on that level. Treasure Al’chaia’s
successful DC 19 Wisdom (Insight) check reveals that Al’chaia has no intention of upholding her end of any deal. If the characters agree to question Ezria, Al’chaia and Zolcharrx escort them to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check reveals that the glyphs around each door prevent devils from passing through the doorway. Scratching away any of the glyphs breaks the magic on that door, allowing devils
wall is illusory, concealing area 47b beyond. A detect magic spell reveals an illusory wall for what it truly is. It has no substance, and creatures and objects can pass right through it. The illusory
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W17. Master Bedroom This bedroom normally belongs to Davian Martikov but is currently being used by his daughter, Stefania, and son-in-law, Dag, while they raise their baby daughter. This room
wine shipments for the past century. A cursory examination of recent records reveals that almost all shipments are made to the following locations: “BV” (the Blood o’ the Vine tavern in the village
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her apprentices (of which she currently has none). The chamber has the following features: Plated Walls. At the end of a short hallway is a 20-foot-high domed chamber with seven narrow alcoves. Every
. A detect magic spell reveals a strong aura of abjuration magic engulfing each alcove, which is just spacious enough to accommodate a single Medium creature. The crystal dome in the ceiling is the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Company of the Yellow Banner. Looting the body reveals several items of interest (see “Treasure” below). Treasure Sephirius wore no armor but carried a +1 yklwa (see “Buying a Special Item” in chapter 1
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
tapestries and a successful DC 20 Intelligence (History) check reveals their locations in the Sword Coast region. The blue dragons are attacking a caravan crossing the desert of Anauroch, the white and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
and a successful DC 20 Intelligence (History) check reveals their locations in the Sword Coast region. The blue dragons are attacking a caravan crossing the desert of Anauroch, the white and black
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
“Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide. Mystics’ Camp Three tents surround a smoldering campfire southeast of the amphitheater. A search of the camp reveals one empty
bedroll in each tent. The camp belongs to the yuan-ti in area 3 and is currently unoccupied. Characters can follow their tracks in the sand (one wavy line left by a serpentine creature plus eight sets of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
establishment is not who they appear to be. Finding the impersonator reveals a powerful monster of your determination, whose defeat ends the stage. Inanimate Trauma No people are found in the Dran
. However, each patron is vulnerable to one type of food currently being hurled around the inn. If that type of food hits a patron, they immediately vanish. When all the patrons have been vanquished in this way, the stage ends.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventure you are currently running. If you prefer to start the adventurers at 3rd level and dive into the Elemental Evil plot immediately, begin with the “Rumors of Evil” clues. If you wish to start
“Rumors of Evil” clues and events. Trouble in Red Larch When the characters arrive in Red Larch, a few minutes of conversation with any NPC reveals that the townsfolk are concerned about strange events
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Sansuri for a few months. She had him hurled from the battlements for joking about her quick temper and kept his harp as a memento. Banner of the Krig Rune. This magical war banner (see appendix B
) hangs from a varnished wooden rod bolted to the door. The rod is mounted 20 feet above the floor, and the banner is 9 feet long. 20. Thullen’s Bedroom Sansuri’s younger brother, Count Thullen, sleeps in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
drow mage named Naxa, who is wearing a Cloak of Arachnida she found here. The cloak allows Naxa to climb on walls and ceilings, and she is currently on the vault’s ceiling. Meeting Naxa. If the
characters search the room or call out for Naxa, she reveals herself. Naxa is Vaeve’s twin sister. She doesn’t want to fight and is looking for a safe exit from the citadel. As Vaeve feared, Naxa snuck into
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, give the players a copy of handout 24 in appendix E. It shows the control panel atop the iron lectern, as well as the wall engravings and rusty pipes. Inspection of the pipes reveals traces of the same
experimentation. Blue Dial. This dial can be turned to the left or right, and it snaps back to center if released. The blue dial determines which wall crystal is lit. Currently, the crystal under
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. A wooden drawbridge allows passage over a steep ditch surrounding the keep. The bridge is currently drawn shut.
Two guards stand before the raised bridge. As you approach, one of the guards shouts
Banner for the Keep Gatehouse Services The gatehouse offers the following services:
Lower the Drawbridge. The drawbridge usually remains raised night and day. To lower or raise the bridge, wheels
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
duration of this adventure. Knight. You gain the service of any of the NPCs in the “Hirelings” section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC
NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, a hammer, a rusty hand saw, a hooded lantern, a few 10-foot lengths of hempen rope, and a stack of firewood. Treasure. A careful search of this area reveals a case of twelve +2 bolts left behind by
the fortress by the smell of death, the snakes followed, entering this area through the arrow slits. The snakes are currently coiled up in the north section of the room, and emerge to attack anyone who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door.
The hut is an outhouse, currently empty. Many tracks lead to and from it. C3. Kennel and Sled Storage Six friendly sled dogs (use the wolf statistics) are housed inside this kennel. They bark
a banner depicting the town’s heraldry: a stone watchtower on a dark blue field, with a horizontal red fish facing to the right under the tower.
The servant is a fourteen-year-old tiefling
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
light, the Glass Arboretum sits at the heart of the Gardens of Decay. At first it appears to be a lush conservatory filled with vivid flowers and verdant trees, but closer inspection reveals that the
-shifting fractals that periodically coalesce into scenes from worlds throughout the multiverse. Each window is a planar portal to the world currently visible in the window. Usually these images are random
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Eberron Sourcebooks These resources are currently available as ebooks via the Dungeon Master’s Guild at: DMsGuild.com The Eberron Campaign Setting and Eberron Campaign Guide both provide an overview
lot to offer. If you’re going to stay home, Five Nations reveals more information about the nations at the heart of Khorvaire, while Dragonmarked expands on the dynasties that dominate the magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clans. The invading drow from levels 10 and 12 have enslaved the troglodytes that once dwelled here and have traded occupation of this area more than once. The drow of House Auvryndar are currently
Door. A seam in the rock wall reveals a secret swivel door covered with oily troglodyte secretions. Anything that touches the oily door carries the mildly revolting stench of troglodytes for 1 hour or






