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Magic Items
Dungeon Master’s Guide
vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its
magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature
Magic Items
Dungeon Master’s Guide
The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.
Most believe the lich-god Vecna the
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
Magic Items
Keys from the Golden Vault
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to
capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Cleansing Chamber Basins. Three dry stone basins are evenly spaced across the east wall.
Cabinet. The doors of a stone cabinet in the southwest corner hang open.
The cabinet’s former contents
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X34. Wizard’s Bedchamber A white marble bed stands in the center of this bare stone room, its mattress long since rotted away. Golden hawks perch atop the bed’s corner posts. The room’s remaining
protect the room’s contents from theft, but they have been bled of their magic and can no longer harm anyone. Treasure The four golden hawks are worth 250 gp each.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Contraband One of the cult wagons overturns on a difficult corner or when a wheel breaks on a rock. Of the crates that tumble free, one smashes open, revealing dozens of beautiful items of jewelry
members are angry that people saw the contents of their spilled cargo. Their instructions, direct from Wyrmspeaker Rezmir, were to keep the material secure and secret. Witnesses who show much interest
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Contraband One of the cult wagons overturns on a difficult corner or when a wheel breaks on a rock. Of the crates that tumble free, one smashes open, revealing dozens of beautiful items of jewelry
members are angry that people saw the contents of their spilled cargo. Their instructions, direct from Wyrmspeaker Rezmir, were to keep the material secure and secret. Witnesses who show much interest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been
wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
room, which is lit by a brazier of hot coals. A large bed rests in one corner, a desk in another. Resting atop the desk is a handsome, iron-banded chest secured with a sturdy padlock.
Unless she is
springing into action. If Rezmir is killed, the contents of the iron chest on her desk teleport away, leaving the chest empty. Treasure Rezmir carries keys to this room, the lock on the chest, and to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
for defeating evil. Book of Exalted Deeds The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance
and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hidden in a compartment in one of the bedposts. A character who searches the bed notices that a knob on one of the bedposts is loose and can be removed, revealing the compartment inside. The contents
of the chest are described in the “Treasure” section below. A secret door in the north corner of the east wall can be pushed open to gain access to the loading winch (area W16). Treasure Inside the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Sepulchers This corner of the dungeon holds a pair of dusty crypts. 14a. Southern Crypt The door to this room is engraved with a large rune, while the door frame is carved with leering dwarven
and is 7 feet long, 3 feet wide, and 3 feet tall. The contents of the sarcophagi are as follows: The northern sarcophagus contains the moldy bones of a dwarf with corroded bits of armor clinging to it
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
black marble statue lie shattered on the floor. In the northeast corner of the room, four derro use hammers to clear rubble from a blocked passage. Four zombies accompany them, clawing mindlessly at the
antlers hang from the far wall. Five derro cluster around an open chest in the center of the room, examining its contents. Two slack-jawed zombies stand nearby, watching for intruders.
Three derro
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Al’chaia’s Quarters Al’chaia commands the githyanki forces in the Crystal Labyrinth and Crèche K’liir. This room serves as her quarters. The chamber’s contents are as follows: Al’chaia. Al’chaia
level 17.
Dragon. Zolcharrx, a female young red dragon, is curled up in a corner of the room, watching Al’chaia wearily.
Furnishings. A huge, well-carved canopy bed standing against one wall has a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
alarming or threatening manner, she hastily whispers, “Don’t be frightened. We’re on the same side.” Ezmerelda is hunting Strahd, but her efforts to corner the vampire have so far been thwarted, and she
cocoon’s contents: d6 Cocoon’s Contents 1 A wooden mannequin wearing a gown. 2 A Barovian witch (see appendix D). She screams like a wild animal and begins casting spells. 3 A Strahd zombie (see
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
its wheels have fancy gold trim. A brass lantern hangs from each corner, and red drapes cover a tombstone-shaped window on each side. A steel padlock secures the back door, hanging from which is a
flinders by the explosion, and the contents of the wagon (see “Treasure” below) are destroyed as well. A character inside the wagon spots the trap automatically (no ability check required) and can disable
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, and the like) and bags hang from the many pegs along the walls. Use the Giant’s Bag Contents table to randomly determine what’s inside any bag or sack the characters happen to open. Any noise the
the dozen or so items in the place. Treasure. A javelin of lightning is wrapped in an old rag, which is stuffed under a cloak thrown into a far corner and shielded from sight by three spears and a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
chamber are tiled in a dark green color, and the ceiling is tiled light green. A seaweed bed fills the northeast corner. In the center of the room stands a small table with a small bench beside it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
deep. A nook in the northeast corner contains two corpses preserved by the seawater. The cave’s back wall is flat, with a large opening in the southeast corner.
The flooded cave is difficult terrain
this furniture have been pushed into a corner. A large wooden door to the north is ajar.
Mounted on the wall next to the door, seemingly left untouched, is a shelf of books and scrolls. It has been
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 3 19. Gallery A decorative, wrought iron staircase in one corner of this room leads down to the servants’ quarters (area 12) and up to the castle roof (area 29). Colorful rugs
mounted on a wooden base stands in a corner by the door; it is part of the room’s decor, not a toy. Development If the characters capture one or both children and use them as leverage to obtain Sansuri’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
small glass Vials. A character who drinks the contents of a Vial gains the memory it contains (regardless of whose memory it was originally). The last thing any of the hags wants is to face a group of
grow densely around a long central pool, and harsh bird cries pierce the air.
A Chimera dwells in this room, often lounging in the water or sunning itself in the southwest corner. The hags flatter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
interest the characters. Under the bed are three vials of antitoxin, a healer’s kit, and a vial of holy water. D5. First Mate’s Cabin A frost-covered bed is shoved into one corner under a wooden
equipment remains. The ropes and nets are salvageable, as are the contents of the barrels. Barrels. The characters must use a crowbar or similar tool to pry open a frozen barrel. The first barrel
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The southwest corner hides an entrance to the tomb annex (area B41). B30: Guard Captain’s Burial Room A cobwebbed human skeleton in decorative pauldrons stands at attention against the west wall of this
sit askew in this chamber, their lids chewed through and tossed aside. Near them lie the bubbling remains of a giant rat. Piled in the southwest corner of the room is a mound of rubble.
This burial
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
pulls open to reveal a similarly sized exhibit room in area V3. V5: Curator’s Office A solid oak desk stands on a plush carpet in the center of this office. In the southeast corner, a strange, human
this room to area V1. Pass Card Stash. Characters who take a minute to search the boxes find a small, partially open box in the southwest corner. Inside are three palm-sized pass cards, each stamped with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Zorzula, and Zulkrod.
X4. Xardorok’s War Room This rectangular room has two sets of double doors, one to the north and the other to the south. A brazier of glowing-hot coals stands in each corner
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
on the floor. 5. Barracks This room is set aside for Sansuri’s cloud giant guards. Five beds are spaced along the outer wall, with a barrel of wine and a crate of food stashed in one corner. Three
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. If the characters seize all this treasure, don’t bother rolling to determine the exact contents of each sack
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
toppled on the floor.
This playroom and its contents belong to Bubba Wugga, a sapient doll created by Uncle Nibblecheek. Bubba Wugga (see area C9) usually sleeps in the cradle, which is big enough to
Nibblecheek occasionally entertains guests in this sitting room. Secret Trapdoor. In the northeast corner, a trapdoor is cleverly hidden in the floor. Any character who takes 1 minute to search the room for
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Contents d4 Description 1 Two worker robots attempt to corner a three-eyed giant toad in this room. All three creatures ignore the effects of radiation. If the characters capture or slay the toad
strewn about, and all are in poor condition. When the characters explore an unnumbered room, roll on the Unnumbered Rooms table to determine the room’s contents. Unnumbered Rooms d12 Description 1–2
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
signs of frescoes that once covered the walls here. A half-dozen ruined chandeliers hang from the cracked ceiling. In the northeast corner is a black gate.
Creatures. A vampire spawn keeps watch here
pillars.
In the southwest corner is a black gate.
A character who succeeds on a DC 10 Intelligence (Arcana) check can tell that the rift is channeling elemental forces. If the check succeeds by 5
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
should make another attack less likely. Nargis then points out where Zenia sits at a corner table. Meeting with Zenia Two Silent Verse guards sit at a table near the stage with Zenia, but they depart to
leading the group, whose outfit is all sequins and bright feathers.
The divas wave and proceed to the stage. There, Diva Luma pulls a small silk bag from her belt and hurls its contents upward, standing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
top of the cupboard are the room’s only decoration. A folding screen obscures the far corner of the room.
Alessia’s collection of cat figurines include sculptures made of glass, ceramic, and wood
reopened, the previous contents are gone and the cabinet’s shelves are filled with foodstuffs—fresh bread, dried meat, flasks of clear water, fruit, sweet cakes, and more. Once used, this property of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Fragile Box. A wooden box in the southeast corner of the room holds a collection of well-written but worthless Yun dynasty romance novels. The box has AC 10, 3 hit points, immunity to poison and
scholar notes that the bones likely belong to common folk who rose up in revolt and ended the Yun dynasty. Hungry Ghosts. An otyugh hides among the debris in the northwest corner of the room. When it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
with a clatter that warns the armorer and the smith of trouble. The giants immediately shout and come out fighting. Also in the room, near the forge and bellows in the southwest corner, are five
the coffers or the spilled contents, thick iron bars drop from above the entrance. This portcullis can be lifted by someone who makes a successful DC 25 Strength (Athletics) check. At the same time






