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Wand of Orcus
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Magic Items
Dungeon Master’s Guide (2014)
The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
Magic Items
Acquisitions Incorporated
feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
The Orrery of the Wanderer was
decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again — and moving closer to each other all the time.
Random Properties. The orrery has the following randomly
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, which is 50 feet from the end of Topolah’s dock and the same distance away from the Second Wind. On its first turn, the void scavver swims up to the jolly boat and attacks a random character. Characters
aboard their jolly boat and return to the Second Wind. Have Krux and each character make a DC 21 Wisdom (Perception) check. Those who fail the check are surprised when Big Momma attacks: As the jolly boat
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
through tunnels and caverns for about 2 miles before passing under Rivergard Keep and emptying into the Dessarin River. The stream is sluggish, and it isn’t hard to row or pole a boat against the current
. Random Encounters. Each time the characters travel the Dark Stream to or from the Temple of the Crushing Wave, roll a d20 for a random encounter at some point during the underground voyage. d20
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lake, makes a tail attack against one random character in the boat, and dives back into the frigid water. A character with a passive Wisdom (Perception) score of 13 or higher is not surprised by the
lake in a boat, roll on the Lake Events table at the end of each hour to determine what occurs next. Lake Events d20 Lake Event
1–10 The lake is still and quiet for the next hour. A fine
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
flame spells can be found at every junction, pointing the way to the settlement. If you want to make the journey to Little Lockford more interesting, you can insert a random encounter or two as the
Tiny clockwork device that was left behind by a svirfneblin miner. The device produces a miniature flame that can be used to light a candle, torch, or campfire. Using the device requires an action. 6
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Symbol Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and
token that you carry concealed on your person. Symbols d6 Symbol 1 A dragon, emblematic of your nobility in peace and your ferocity in combat 2 A clenched fist, because you are always ready to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
without horses. They can also take a boat up the Loagrann River. Use the Random Wilderness Encounters table in chapter 3 to generate encounters, as desired. The characters can also reach Deadstone
. Airship If the characters have an airship (see the “Airship of a Cult” section in chapter 4), they can use it to reach Deadstone Cleft and avoid both the rugged terrain and any land-based random
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers approach, cloaking themselves in darkness as they unfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must
their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
find the cavern where the tower stands without getting lost. Use random encounters from chapter 13, “The Wormwrithings,” on the way to the tower. The final stretch to reach the tower is through a
narrow passage off a side tunnel, concealed by a magically protected secret door. If Vizeran’s map comes within 10 feet of the door, soft purple light outlines the word “Araj” — a drow word for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20 Wisdom (Perception) check. Sand A search of the sand yields some discarded gear (two iron spikes, an empty wineskin, a tinderbox, and a pair of pants sized for an adult human) and a random trinket
break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and sneak up on them. Taking a boat downriver, landing, and sneaking back is also a viable option. The area atop the cliffs is wooded, but an open field lies below and behind the soldiers’ position
Keep sits the creation of the tinker gnome Than: a people-launching device called a gnomeflinger (described in appendix A). If using the gnomeflinger comes up, Becklin or Darrett suggests consulting with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
ship. The journey to the ship takes 30 minutes (20 minutes with more than two rowing), but if the boat is to approach the Sea Ghost from the seaward side, another 5 minutes should be added. The ship
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
and the stars. Use the Wilderness Navigation table earlier in this chapter to determine whether a ship veers off course. Random Encounters at Sea You can check for random encounters at sea as often
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
various denizens of Rivergard going about their business. Check for random encounters once per 5 minutes during the day or once per 15 minutes at night. Roll a d20; if the result is 18 or higher, a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to determine what random trinkets the characters find in certain locations on the spaceship. None of the trinkets requires an energy cell. Spaceship Trinkets d100 Trinket 01–02 Disembodied robot
arm with a mind of its own 03–04 Wearable blanket with sleeves and a hood 05–06 Small, rectangular device that can record and play back audio of up to 1 minute in length 07–08 Glow-in-the-dark ink
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Specklenose and Zolt, are also Feenia’s parents (see the “Evil Kite” random encounter). After Feenia was caught stealing props, her parents were forced to surrender their shadows to Endelyn as
shadows in the “Goblin Shadows” random encounter; if those shadows were destroyed, Specklenose and Zolt have their normal shadows back and are no longer being shunned. The lighting rig built over the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again — and moving closer to each other all the time. Random
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
who come within 5 feet of the boilerdrak recognize it isn’t a dragon, but a mechanical device. After the baaz draconians are defeated, proceed with the “Fewmaster Gholcag” encounter. Vogler
nearest a random character. 2 A blinded bozak draconian (see appendix B) with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
cursed with wererat lycanthropy. Andras carries keys that open the concealed door leading to area 23. Prisoners Mack Francache, the neutral wererat leader of Moghadam’s thieves, is the unwilling subject
the controls to this strange torture device, he causes Francache’s lycanthropy to transform the rat into a duplicate of Big Gadai, to the pain and horror of everyone involved. When the rat is in human
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magic might act in unpredictable ways, not recharge as often as normal, or add random effects to keep the characters on their toes. One aspect of this unpredictability comes into play in the
impossible to understand her. Oddly, that something is a complex clockwork device, which Gildha stuck in her mouth to keep out of enemy hands during the attack. If the device is removed, the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
located in. Dreadwood Random Encounters d20 Outer Fringe Middle Reaches Dreaded Deeps 1–3 2d6 goblins 2d6 skeletons 4d6 skeletons 4–5 2d6 elf veterans 1d10 zombies 3d10 zombies 6–7 3d6 bandits 2d6
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters first reached the road, six duergar watching invisibly started following them at a safe distance. Twelve more duergar soldiers are stationed in guardhouses concealed within the rocky walls of the
(Survival) check to guide their boat safely and inconspicuously to an empty dock. If the group check fails, nearby guards notice the characters but don’t immediately identify them as a threat. However, you
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
black sphere holds the demon in place, and appears to be slowly draining away its essence.
The balor Tarnhem is bound here by the magic of Acererak, who has fashioned a device from a sphere of
and is unmoored. It travels throughout the tomb at random, though is confined by the tomb’s magic to stay within its rooms and corridors rather than boring through the walls. This sphere can be
Magic Items
Infernal Machine Rebuild
This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything
Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Mysterious Magic Many of the strange events that occur in this chapter are a result of Murgaxor Grenshel manipulating Dean Tullus using a mysterious orb. This device, Murgaxor’s orb (see below
creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the cursed creature is incapacitated.
After either of these effects ends, the affected
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
side tunnels concealed by rock formations. The party must make a DC 20 group Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) check. If this group check succeeds, the party finds
gnomes (see “Changing Svirfneblin Attitudes”). Random Encounters. For each day of exploration, check for random encounters using the tables in chapter 2 and adjust the drow pursuit level as necessary. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Located in just 15 feet of water, this small fishing boat is named for the exquisite, silvered fishing pole its prior owner once possessed. The fishing pole, worth 200 gp, rests with the wreck
lays a hand on it. The ship sits approximately 100 feet below the waves. Random Encounters The Coast Random Encounters table and the Azure Sea Random Encounters table provide ideas for the sort of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
link their city’s mercantile district with the world above. The water is 15 feet deep. A character can pole a boat through a canal at a speed of 10 feet. Random Encounters. Aquatic creatures wander the
canals. Check for a random encounter once every per hour while the party is swimming or moving by boat anywhere on a canal. Roll a d20 and consult the following table: d20 Encounter 1 1d4 + 1 ghouls
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hit points, and immunity to poison and psychic damage. In addition to functioning as a normal mirror, each security mirror acts as a magical scrying device, allowing guards in the security office
1d3 security guards (use the thug stat block) to the holding cells (area A17). The cheater is released the next dawn, escorted by security to a boat, advised never to return, and sent upriver.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
device known as the Machine of Lum the Mad. The best details on the device’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the
the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant. Destroying the Servant. The servant can be destroyed
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn’t have total cover against






