A Good Day to Bard Hard - S04E16 - Pawn, Potions and Horrors

At The Golden Dragon Magical Pawn Shop, the band traded the following items
  • Axes Butchers
  • Silvered Rapier
  • Silvered +1 Cutlass
  • +1 Longsword
  • Harmonious Symbol Clash
  • Overgrown Armour
  • Composers Pitchpipe
  • Shield of Forest King
  • Wraps of unarmed prowless
  • Staff of Distortion
  • Wand of Pytechnics
  • Greataxe of Vengeance
  • Wolf Tattoo
  • Archers Mark Tattoo
  • Hawk Tattoo
  • Time Warp shoes
  • Rocky Heart Crystal
  • Manual of Golems
  • Greataxe of Vengeance and Chaos
  • Nether Scroll of Azumar
  • Living Gloves
  • Psalms of Ephrael
  • Traveller’s Hymnal
  • Tome of Understanding - USED
  • Tome of Clear Thought - USED
  • Manual of Quickness of Action  - USED
  • Manual of Gainful Exercise  - USED
  • Manual of Bodily Health - USED
  • Tome of Leadership and Influence  - USED
  • War Tambourine
  • Instrument of illusions
Traded for:
  • Hollowblade Sword 
  • Bellhop Topper
  • Tuning Necklace 
  • Jolly Jibber’s Jinxed Tricorne 
  • Stretching Quarterstaff 
  • Marius portable stage 
  • Gloves of Glamour 
  • Cloak of many fashions 
  • Boots of the electromancer 
  • Legendary Axe (not sure which) 
  • Chromatic Teleportation Spheres 
  • Royal Chest 
  • Echo Dagger 
  • Frosty Top Hat 
  • Hat of the Trickster 
  • Tricor Feathered Hat 
  • Hat of the Crimson Corsair 
  • Phoenix Pendant 
  • Lightning Gauntlets 
  • Cloak of Billowing – Red Cloak 
  • Wavecaster's Fishing Rod 
  • Cometfall Wand 
  • Cube of Befuddlement 
  • Lucky Necklace
  • Keg of Holding
With a promise of a song and good negoatiation and haggling skills, the band ended up with 15,000 gold.
Ekham also exchanged at a 10% loss all the gems he had for diamonds

The Golden Dragon Magical Pawn Shop Jingle

(To the tune of "The Fresh Prince of Bel-Air")

Now this is a story all adventurers know,
'Bout what happens when your backpacks overflow.
If you've got cursed boots or a wand that's gone wrong,
Then the Golden Dragon's where you should belong!

Got a goblin's crown?
We'll give it a glance.
Found a haunted spoon?
We'll happily chance.
A cloak that whispers?
A sword that's alive?

We'll pay honest gold just to keep dreams alive!

CHORUS

Golden Dragon Pawn Shop! Come on through the door!
Buying! Selling! Trading! We've got magic by the score!
From potions to relics, from dragons to socks,
If it's weird or enchanted—we'll open the locks!

Need a Bag of Holding?
We've probably got three!
A Ring of Invisibility?
(If we can find where it might be...)
Need cash for a quest?
Or a bargain that's grand?
We'll beat any price*

(*That wasn't divinely planned!)

CHORUS

Golden Dragon Pawn Shop! Finest in the land!
Fairest deals and friendliest smile this side of Waterdeep's sand!
Bring your loot! Bring your treasure! Bring your mystical junk!
We'll even buy that cursed accordion from the drunken monk!
So remember these words as you roam far and wide,
With mimics and monsters and liches to fight:
When your purse is empty or your saddlebags groan—

GO TO THE GOLDEN DRAGON...

(everyone together)

...WHERE MAGIC FINDS A NEW HOME!

The band Left the Pawn shop and entered the potion shop where they exchanged an Umbungo Juice for some other potions.  paying over some of their gold.

As the band left the potion shop they are summoned by a haunting looking man in top hat and a red trench coat with black trim

Hi my fellows, I have been looking to draw in high-paying clientelle, and as it turns out adventures are some of the wealthiest folk in the land. So this attraction is to draw in those clientele and huge profits

One of the latest attractions in town is the House of Unspeakable Horrors! It was initially intended to be something fun to draw in tourists - give them a scare in exchange for some coin - but one of the designers was thinking about how to draw in high-paying clientele. 

So rather than fill this House of Horrors with Actors and Fake blood, use actual monsters and traps that can maim and kill.It may seem ridiculous but the thrillseekers will love it, and pay to put their life on the line.

While its unlikely anyone will die within this house, pain and injury are definitely on the table. Before it is ready to be opened, however, I need some adventurers to test it out! 

You seem like a likely band of merry folk, I can pay a small sum of money for you to be the first group to try this out.


As it turns out, adventurers are some of the wealthiest folks in the land and so an attraction that draws them in can yield huge profits! 

One thing to note is that the designer requests the party not to be too destructive with their work! 

Kill the creatures, but don’t go smashing down walls or doors as there will always be a way to continue without doing so. It might help get to the exit faster, but it doesn’t really test the experience!

After some negoationation they move to a total price of 70,000 gold to test and provide feedback.

House of Unspeakable Horrors

The Opening Hall

The band step into the House of Unspeakable Horrors and are bathed in blood-red light being cast out by lanterns along the wall with ruby-colored lenses. The air smells foul and old, despite the fact that the structure is relatively new. There are artificial cracks and stress marks on the floor that make it seem as if it has been around for decades. The hall before you curves off to the left and then to the right in a zig-zag pattern and you can make out a large bear trap resting in the middle of the floor. As the doors close behind you and the silence of the House sets in, it is quite easy to forget that this is all part of a designed experience!

Bo finds the first Bear trap by stepping on it, the rest are avoided.

Lemmog gets the Key and opens the door to the next area

The Skeletal Chambers

The band glance into a room with three doors on the opposite side. Each one has a number painted upon it in a large picture frame. Strewn about the area are skeletal remains, some of which are chained to the walls by shackles. One of these skeletons is twitching and creates an unsettling clattering as its bones smack against the stone floor. At the center of the room is a campfire that is burning brightly and fills the air with the scent of charred meat as you can see a mysterious chunk burnt to a crisp inside the flames. 


Lemmog takes the door marked 1
The left-most passageway contains a large cluster of red spider egg in the corner to the left of the door at the opposite end of the hall. 

Bo and Ekham the middle door marked 2
The center passageway has a small dragon’s head mounted on the door on the far wall. 

Gribble and Hieronimo the last door marked 2
The right-most passageway has a nest containing a bright green egg halfway across the hall.

As soon as Lemmog, Ekham and Gribble touch the door handle they are spun into the room and the large beasts within attack them immediately
Hieronimo  and Bo follow in to help

Lemmog faces and Kills a Large Spider
Bo and Ekham face and Kill a Dragon Wrymling
Gribble and Hieronimo face and kill (not before it takes chunks out of Gribble) a Giant Scorpion

After the Battle

Once all of the monsters are defeated, the band find that they are still trapped in their corridors. The doors each have a large padlock to give clear indication that a key is required. 

They will need to engage with their unique decorations to find the keys needed for them to escape! The rooms are intentionally kept limited in decoration to direct players to where the keys are hidden. 

left-most passageway 

Lrmmog tears open the spider egg sacs near the door to find the key. This releases hundreds of baby spiders into the area. To make matters worse, as the egg sacs are ripped open, the torches on the wall have their flames snuffed out. The spiders do not bite or cause damage, but this almost invokes fear as an entire swarm of spiders crawl over the Lemmogs body as they dig through the sticky goop of the eggs to find the key and open the door. 

Central passageway

The key in this central corridor is within the mouth of the dragon’s head that is mounted on the door. The key is at the back of its throat, but as Ekham reaches his hand deeper inside the dragon’s mouth, the mouth begins to close. It never bites down enough to actually harm him, but makes him very wary. The teeth just scrape against their flesh as they grasp the key.

right-most passageway 

Gribble sits on the egg in the center of the room and cracks it open.  It is unfortunately filled with acid. When the egg is cracked, the acid splashes on the floor and spreads across the area. The acid is viscous and does not spread far, so it is always a dangerous ordeal to snag the key! The pair used Mage hand to grab the key to avoid further acid damage.

reunited (and it feels so good)

Once everyone has retrieved their keys and made their way into the next short hallway, they are presented with one final door that requires all three of the keys to open!

The Blood Pipes

The door swings open to reveal a room bathed in red light. It is ten feet wide and thirty feet long, but a path opens up to the left on the far side. The band can hear the sound of flowing liquid and can see little splashes of red popping around the corner. It appears to be blood, but the red light of the hall makes it difficult to be certain. There is also a chest pressed against the wall on the far side of the hall. Resting against the front of this chest is a thin piece of wood with the words “Free Prizes!” written upon it in black ink.

Ekham tells everyone to not fall for the obvious trap and move one through the pipes.

Around the corner are the blood pipes themselves. A blood like substance fills the bottom few inches of the pipes and pours out of each end into drains in the floor. The pipe is just over fifteen feet long and is only about three feet wide, so most will have to crawl through the tunnel to continue onward. The tunnels are cast in complete darkness so the party will need to provide their own light or make the crawl blindly.

Once the band gets through the first tunnel, they come to a cramped hallway whose entire floor is coated in blood. The drains are hard at work, but there is a constant three to four inches of liquid on the floor regardless. There is also a corpse resting in the middle of the path. 

At the other end of this short hallway is yet another blood pipe, but this one is five feet longer than the first. At the far end of this pipe the band see more of the deep red light illuminating the area beyond as well as a powerful stream of water blasting across the pathway. 

The band crawl once again, but as they get to the far end, the pipe tilts slightly upward, resulting in the blood-like substance being even deeper than normal. By the time they are at the exit, the “blood” is nearly eight inches deep and they are still forced to crawl through it. Fortunately, when they make it to the other side there is a gargoyle head mounted on the wall that is spraying out a high pressure blast of water that they use to clean themselves off. Once water is applied, the blood-like substance washes off surprisingly well. It doesn’t even leave their clothes stained!

Bathroom Break

The path beyond the pipe splits in two directions.
 
The paths are rather narrow - only wide enough to accommodate a single person at a time. 

Both are cast in red light from the lanterns mounted on the wall and continue for roughly twenty-five feet before coming to a wooden door. 

deadly Plant life

The band are met with the smell of mold as soon as they open the door and see that the hallway is filled with huge mushrooms! They have a white stalk and black caps with white polka dots decorating them. These mushrooms grow out of the floor, walls, and ceiling and are up to two feet tall! 

Lemmog gets spored by the mushrooms, while the rest of the band avoids them.

The path forward is not obscured and you can see that it open up to a room beyond… but it will be quite a challenge to make it through without disturbing the mushrooms.

alluring roses

Past the mushrooms are an absolutely beautiful set of black roses in a small flower bed along the wall. They give off an intoxicating aroma. Hrorpmo becomes overwhelmes to spmell the roses, but when he does so the bulb explodes in a violent spray of thick black goo that covers his face. Attempting to wipe off this substance seems to just make it worse as it spreads and stains flesh. 

Opposite the roses is a single door with a black rug leading up to it.

Not so thrilling vampires

The band push open the door and step into a rather large room - stretching roughly forty feet in each direction. At the center of the room are three coffins, one of which is more ornate and elevated on a stone platform. 

Just next to the entryway is a masterfully crafted organ with pipes of gold. Ekham immediately starts playing the organ. A banging noise is then heard from the coffins.

On the left side of the room from the entrance is a workbench that contains a few tools including some tongs, a hammer, and a saw. 

A bit further down that same side of the room is a door - the only other one in this room.

On the right side of the room is a large hutch that is currently closed. 

And finally, on the far side of the room, they can see a large, square hole in the floor, which Lemmog approaches.

an Inconvenient Resting Place

Within the coffins at the center of the room are vampires. 

While Ekham is playing the organ, Lemmog grabs a wooden stake from the pit, and Gribble grabs garlic, then together as Lemmog lifts the lid of the coffin,. Gribble lobs in a garlic grenade and they wait for the screams then silence. They repeat this for each coffin.

As soon as the door is touched all three coffin lids fly off revealing desicaqted vampires and a key in the middle coffin which opens the door.

The Hall of Traps

As the band open the door to leave the room of vampires they immediately see that the floor just in front of them drops off into another spike-filled pit!

Beyond the pit are two spinning blades positioned in the middle of the passageway, threatening to slice in twain any who stumbles into them. 

These blades oscillate up and down in a slow pattern, making avoiding the blades all the more difficult. 

Near the second set of blades, there is a body lying on the stone with a pool of blood around it. the trap gauntlet 

This entire next area is simply a set of traps that the party must overcome! The obstacles and their DCs are as follows: • 

Spike Pit The first person so jump will realize that there is a spell over this area to increase gravity, so while ordinarily this is a simple jump, it requires a check! 
Spinning Blades This was tricky for a lot of the band who either failed once or so many times they were almost sushimi

Fire Breath Statue - Past the blades is a large demon head mounted on the wall that emits a large cone of fire on a regular interval. The band figured out the timing by either pure dexterity or intelleigence.

Beyond the blast of flame is a final chest up against the wall. Within this is a reward for the band offered up by the owners of the House of Unspeakable Horrors, also a Lucky Necklace and a small thank you note for the band, but mentions that their adventures within the House are not yet over!

The Bridge of Despair

Before the band is a rickety-looking wooden bridge supported by thick ropes anchored to the wall. The gaps between the boards are wide and the wood seems to be partially rotted. It hangs over a pit of complete magical darkness. The bridge twists and connects to a small stone platform with a lantern at its center, before winding around the corner and out of their sight.

The final obstacle the band encounters in the House of Unspeakable Horrors is a set of wobbly wooden bridges that are suspended over a black void. It is impossible to tell how far down the pit goes as there is a shroud of magical darkness covering it! 

As the band members progress, Gribble falls into the darkeness, then Lemmog and Bo almosty does but starts to fly.

At the far side of the bridges is one last door with a sign on the front that reads “Gift Shop”. 

In the Pit

Those who sliped off the bridge fall roughly 30 feet and lands in a soft, fluffy pile of cloth. There is an employee down at the bottom that asks them if they had a good time and helps them out of the pile before gesturing to a door near the other side of the room. 

He tells them that beyond the door is a stairwell that will take them up to the gift shop where the rest of their group should be waiting for them.

He asks them to clear the area as fast as possible and to keep their voice down to keep the thrill going for the rest of the group! 

The Gift Shop

The band open the door to the gift shop and see shelves packed full of merchandise behind a counter. Mugs, shirts, and pins that all read “I Survived the House of Unspeakable Horrors!” 

Some have an image of the entryway sign while others show some of the traps and terrors you faced within! 

One pair of shirts displayed up front read “I crawled through the thorns!” and “I evaded the mushrooms!”. 

There is also a sitting area and even a bar where you can order drinks! 

Standing behind the counter is a young human woman wearing a House of Unspeakable Horrors t-shirt and waving excitedly. 

The woman behind the bar - Katrina - does offer the band up a free drink as a thanks from the owners of a job well done and she also gives them each a pin that they can attach to their outfits that displays the bloodied text “HoTH”! 

They are reunited with the band members that plummeted into the pits below as they step into the gift shop from a door across the way. 

The band can purchase souvenirs from the shop if they want to take something with them, but their job of testing the House out has been accomplished and they can go.

Below are some of the items that Your party may one to take a parting gift with them from the gift shop before they leave. 

Below are some of the items that they can find! 
Each of the items come at a cost of 1-5 silver pieces. 
  • Shirts, mugs, and pins all with "I Survived the House of Unspeakable Horrors" on it 
    • Other phrases such as 
      • "I Fell in the Bottomless Pit!", 
      • "I Danced with the Vampires", and 
      • "I Went Through the House of Unspeakable Horrors and all I got were these Lousy Scars!" 
  • Spider, vampire, and demon plushies 
  • Creepy button-eyed dolls 
  • A wind-up coffin that pops out a vampire 
  • Web-in-a-can spray - The button on top can be pressed to spray forth fake spider webs! 
  • A jar of the fake blood from the Blood Pipes

For Hydrica:

Hollowblade Sword

Blade’s central part is missing long its length.
Weapon (any slashing), Rare. Requires Attunement.

Origins: A fallen angel.

This strange blade’s central part is missing, as if it was made as a contour instead of a weapon. This weapon changes its nature and colour whenever it slays a creature, letting the user know who they have just slain. Legends tell of a powerful angel who wielded the blade, punishing the sinful and the wicked until one day the blade turned bright yellow, meaning that he has slain a rightful, good entity. The shock was so great that it caused him to fall from the skies, casting the blade aside.

You have a +1 bonus to attack and damage rolls made with this weapon.

Additionally, whenever you kill a creature, the centre of the blade changes colour, as it is filled with spiritual essence of the victim, granting the weapon additional powers.

If the most recently slain creature was evil, the weapon shimmers with bloody red. Whenever you inflict damage with this weapon you may add 1d4 necrotic damage to it.

If the most recently slain creature was neutral, the weapon shimmers with ghastly white. Whenever you inflict damage with this weapon you may add 1d4 force damage to it.

If the most recently slain creature was good, the weapon shimmers with bright yellow. Whenever you inflict damage with this weapon you may add 1d4 radiant damage to it.

For Bo:

Bellhop Topper

Wondrous item, uncommon

This deep purple top hat is ringed with a velvet ribbon and secured with leather straps and belts. The hat has 3 charges and regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of the hat's charges and speak its command word, tossing it onto the ground in an unoccupied space within 5 feet of you. When you do, the hat magically flattens and expands into a purple, circular disk 3 feet in diameter and 1 inch thick. The disk duplicates the effect of the floating disk spell, except that the disk is opaque and remains within 10 feet of you, instead of 20. You can end the spell early using an action to speak the hat's command word again. When the spell ends, the disk transforms back into the hat.

Tuning Necklace

Wondrous item, common

This necklace has a small pendant made of coiled wire wrapped in a layer of black sponge.
While wearing the tuning necklace, you have proficiency in Charisma (Performance) checks made while singing, as your voice is automatically tuned to the correct key and notes for any accompanying music.

Jolly Jibber’s Jinxed Tricorne

Wondrous Item, uncommon (requires attunement)

A bright red tricorne with a ridiculously oversized rainbow feather. It smells faintly of rum and coconut oil.

  • Life of the Party: You gain advantage on Charisma (Performance) checks when singing, dancing, or telling tall tales.
  • Slapstick Luck: Once per long rest, when you fail an attack roll, ability check, or saving throw, you can reroll it — but you must narrate the failure in an over-the-top comedic fashion.
  • Parrot Projection: As an action, you can summon an illusory talking parrot for 10 minutes. It repeats whatever you say in a silly voice. No combat benefit, but great for distraction.

Whenever you roll a natural 1, the hat loudly shouts “YARR, TRY AGAIN!” in a magically amplified voice.

Hat of the Trickster Buccaneer

Wondrous Item, uncommon (requires attunement by a Bard or Rogue)

Lore: Once owned by the con artist “Peacock” Jax, who could talk his way out of a hanging and into the captain’s quarters in the same night.

A flamboyant purple hat with a peacock feather that glitters in torchlight. The brim always seems to tilt at a roguish angle.

  • Flashy Distraction – As a bonus action, you can flourish the hat to distract enemies. Choose one creature within 30 feet that can see you; it must succeed on a DC 14 Wisdom saving throw or have disadvantage on attack rolls against creatures other than you until the start of your next turn. Usable a number of times equal to your Charisma modifier per long rest.
  • Illusionist’s Flair – You can cast Minor Illusion at will, but only to create visual illusions of coins, jewels, or small pirate trinkets.
  • Silver-Tongued – You gain proficiency in Deception. If you already have it, your proficiency bonus is doubled for Deception checks.

    Hat of the Crimson Corsair

    Wondrous Item, rare (requires attunement by a creature with proficiency in Persuasion or Intimidation)

    Lore: Said to have belonged to the infamous pirate queen Seraphine “Redfeather” Veyra, the hat is rumoured to have been blessed by a sea goddess in exchange for a daring rescue of a shipwrecked pod of dolphins. Many who wear it claim to hear faint sea shanties on the wind.

    This flamboyant tricorn hat is adorned with a long crimson feather that never wilts, even in the fiercest storms. The brim always seems to catch the wind dramatically, and the feather sways as if to the rhythm of the sea.

    • Sea’s Swagger – While wearing the hat, you gain a +2 bonus to Charisma (Persuasion) and Charisma (Intimidation) checks.
    • Feathered Familiar – Once per long rest, you can pluck the feather from the hat (it regrows instantly) to cast Find Familiar without material components. The familiar always takes the form of a parrot, gull, or other seabird, and can speak simple phrases in Common and one other language you know.
    • Captain’s Command – As a bonus action, you can issue a booming command to allies within 30 feet. They gain advantage on their next attack roll before the start of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all uses after a long rest.
    • Storm’s Blessing – While aboard a ship or within 1 mile of the sea, you have advantage on saving throws against being knocked prone or moved against your will.

    For Heironmyo:

    Frosty Top Hat

    Wondrous item, uncommon

    A light dusting of snow covers the brim of this bent and beaten top hat. While wearing it, you can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection.

    As an action, you can speak the hat's command word and throw it into an unoccupied space that you can see within 10 feet of you. When you do, a snowman magically appears from below the hat. Its body is made from three stacked spheres of snow, two arms made of forked branches, and pieces of coal in place of its eyes and mouth. The snowman uses the ice mephit's statistics with the following changes:
    • The snowman understands Common but can't speak.
    • The snowman is a Medium creature, instead of Small, and can't fly. It moves by rolling its bottom-most snow sphere like a wheel.
    • While the snowman remains motionless, it is indistinguishable from an ordinary snowman.

    The snowman obeys your verbal commands (no action required by you) and takes its turn immediately after yours. If you don't issue any commands, it defends itself from hostile creatures but otherwise takes no actions. The snowman remains for 1 hour, until it dies, or until you use an action to speak its command word again, at which point it crumbles to powdery snow. Once this property of the hat has been used, it can't be used again until the next dawn.

    Boots of the Electromancer

    Wondrous item, uncommon

    These boots hold 5 charges. Whenever you expend all your movement in a single turn, they regain an expended charge. If you used the Dash action this turn, you can expend any number of these charges as a bonus action to unleash a bolt of lightning at a creature within 30 feet. That creature must succeed on a DC 13 Dexterity saving throw or take 1d6 lightning damage per charge expended.

    Stretching Quarterstaff

    Wondrous item, Very Rare

    This quarterstaff has a mechanical property that allows it to elongate and acquire the property of reach and thus have a wider range if needed. This weapon also allows it to be used as a pogo stick to extend one’s unarmed attacks, so that unarmed attacks also receive the reach property.

    When handling this weapon, you have a bonus to attack and damage rolls made with it.

    Lightning Gauntlets

    Wondrous item, very rare (requires attunement)

    Unarmed strikes made while wearing these gauntlets deal an additional 1d6 lightning damage. If you have a creature grappled, that creature takes 1d10 lightning damage at the start of each of its turns.

    In addition, whenever you successfully land an attack against a hostile creature while wearing these gauntlets they gain 1 charge, or 3 charges on a critical hit. Whenever these gauntlets reach 10 charges, all charges are automatically consumed, and your next successful unarmed attack deals an additional 5d6 lightning damage.

    For Gribble:

    Wavecaster's Fishing Rod

    Wondrous item, Very Rare Rod Requires Attunement

    Fisherman's Friend. you gain a +2 bonus on your spell attack modifier while holding this rod. In addition, you ignore half cover when making a spell attack.

    Professional Fisher. You gain a +5 bonus on skill checks to catch fish using this rod.

    Aquamency. This staff holds 10 charges. You can expend charges to cast one of the spells in the table below. The rod regains all charges after you finish a long rest.

    Aquamancy Spells

    Charges

    Spell

    1

    Shape Water

    2

    Water Walk

    5

    Control Water

    8

    Maelstrom

    For Ekham:

    Phoenix Pendant

    Wondrous item, rare

    This beautiful ruby pendant has the appearance of a phoenix flourishing its wings.

    If you smash this pendant on the ground within 5 feet a creature that has died within the last 10 minutes, flames lash out of the remnants of the pendant and surround the body of the deceased.

    After a few seconds, the flame subside and the creature is returned to life with 1 hit point, covered in ash.

    Royal Chest of Holding

    Wondrous Item, very rare (requires attunement)

    This gilded chest is inlaid with gemstones and etched with the crest of a long-forgotten kingdom. Its magic is designed not just for storage, but for protection.

    • Capacity: Holds up to 3,000 pounds or 300 cubic feet.
    • Weight: Always 30 pounds.
    • Arcane Lock: The chest is permanently under the effects of the arcane lock spell. The attuned owner can open it without issue.
    • Royal Wards: If opened by anyone other than the attuned owner, the chest releases a burst of radiant energy (20 ft. radius, 4d8 radiant damage, DC 15 Dex save for half).

    • Summon to Throne: Once per week, the chest can teleport to a location you designate as your “throne room” or safehouse, even across planes.
    • Planar Caution: Placing the Chest of Holding inside another extradimensional space (Bag of Holding, Portable Hole, etc.) causes both to rupture, ejecting contents into the Astral Plane.

    Cloak of Billowing – Red Cloak

    Wondrous item, common

    While wearing this cloak, you can use a bonus action to make it billow dramatically.

     Cloak of Many Fashions – Red Cloak

    Wondrous item, common

    While wearing this cloak, you can use a bonus action to change the style, colour, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. 

     Gloves of Glamour

    Wondrous item, uncommon

    These beautiful leather gloves match perfectly with any outfit, even changing their color and size to meet the requirements of the person wearing them.

    While wearing these gloves, you cannot get dirty, even when falling directly into mud or other such filth.

    Additionally, your weapons and armor gleam pristinely at all times while these are on your hands.

    Tricor Feathered Hat

     Wondrous Item, Rare, Requires Attunement

    Lore: The Tricor Feathered Hat was first crafted by the bard-sorcerer Luthien Vey, who claimed the feathers from a phoenix, a couatl, and a djinni. It became a symbol of charm, cunning, and escape — perfect for adventurers who prefer style with their sorcery.

    This flamboyant wide-brimmed hat is adorned with three long, iridescent feathers — one crimson, one sapphire, and one emerald. Each feather hums faintly with arcane energy, and the hat seems to subtly adjust its style to suit the wearer’s mood.

    • Threefold Feathers — The hat contains three magical charges, one per feather. Each feather can be activated once per long rest to invoke its unique magic:
    • Crimson Feather (Fire’s Flair): As a bonus action, you can wreathe yourself in harmless flames for 1 minute. During this time, melee attackers take 1d6 fire damage when they hit you.
    • Sapphire Feather (Mind’s Clarity): As an action, you can gain advantage on all Intelligence, Wisdom, and Charisma saving throws for 1 minute.
    • Emerald Feather (Wind’s Grace): As a bonus action, you can cast Misty Step without expending a spell slot.
    • Featherlight Step — While wearing the hat, your movement speed increases by +5 ft, and you leave no tracks unless you choose to.
    • Arcane Panache — You gain +1 to Charisma (Persuasion) checks when interacting with creatures who can see the hat.

    For Lemmog:

    A Legendary Axe

    For All:

    Keg of Holding

    Wondrous item, Rare

    A barrel weighing considerably less than its wooden exterior would suggest, weighing only 25 pounds regardless of its contents. The keg can hold up to 500 gallons of liquid. For each different liquid poured the top of the key a new faucet appears.

    Liquids in the keg of holding spoil twice as slow as they would in a regular barrel; liquids also retain the temperature in which they were when poured into the keg until they spoil. If the plug at the top f the keg is opened and turned upside down all liquids will mix and pour out.

    Chromatic Teleportation Spheres

    Wondrous item, very rare

    Within this fine, velvet lined navy blue case are six beautiful shining spheres, each 4 inches in diameter. Their colors are green, red, blue, yellow, orange, and purple.

    A creature with proficiency in Arcana can set one of these spheres on the ground and chant the command word, at which point the sphere will slowly open and expand into a runic circle four feet in diameter. This process takes one hour and destroys the sphere. When finished, this acts as a permanent chromatic teleportation circle.

    When standing within any of these chromatic teleportation circles, a creature can concentrate and speak aloud the color of another circle.

    That creature will be instantly teleported to the spoken location along with anything they are holding or wearing up to 300 pounds.

    Only a creature that has visited the other teleportation circle or has been vividly described its location can teleport successfully. Once a creature has used this teleportation network, it cannot do so again for 24 hours.

     Cometfall Wand

    Wondrous item, rare

    This wand holds 3 charges.

    It regains 1d3 expended charges daily at dawn.

    When an enemy fails a saving throw by 5 or more against one of your spells that requires a spell slot, you can use a bonus action to expend 1 of the wand’s charges.

    If you do, a massive chunk of rock and ice appears in the sky and plummets towards the target.

    All creatures within a 10 foot radius sphere centered on the target must make a DC 15 Dexterity saving throw, taking 3d6 bludgeoning damage and 3d6 cold damage on a failed save, or half as much damage on a successful one.

    In order to activate this feature, there must t be a clear, unimpeded path from your target to the open sky

    Cube of Befuddlement

    Wondrous item, uncommon

    You can use an action to throw this 2 inch diameter cube at a location up to 60 feet away.

    The creature nearest the cube with an Intelligence score of 6 or higher must succeed on a DC 13 Wisdom saving throw or become captivated by the cube.

    On a captivated creature's next turn, it uses its action to pick up the cube and attempt to solve its puzzle.

    That creature makes a DC 13 Intelligence saving throw.

    On a successful save, the creature solves the puzzle and is free from its allure.

    On a failed save, the creature is not successful and continues to be captivated by it.

    If the creature has not solved the cube after 5 rounds, it throws it to the ground in frustration and is freed from its captivation.

    A creature is also prematurely freed if the cube leaves its hands for any reason or if it takes damage.

    Once this cube has been used, it can't be used again until the next dawn.

    Echo Blade

     Dagger, rare

     Whenever you are damaged by a spell, you can use your reaction to speak a command word and store a copy of that spell within this dagger.

    This does not prevent or mitigate any of the effects of the initial spell.

    During that same day, you can use your action to unleash the copied spell from the dagger with the same spell level, bonus to hit, and spell save DC as the initial casting of the spell.

    Once this feature has been used, it can't be used again until the next dawn.

    Lucky Necklace

    Wondrous item, uncommon

    Whenever you roll a 1 on a weapon attack roll, the next weapon attack roll you make is made with advantage

    Marius’s Portable Stage

    Wondrous item, uncommon

    This item appears to be an ordinary piece of wood.

    It is approximately one square foot and weighs less than a pound.

    If you place this piece of wood on the ground and speak the command word, it will instantly transform into a stage five feet wide and two feet tall with you standing at the center.

    If there is not room to deploy a stage, it will instead become a podium.

    If there is not room for either of these items, the activation fails.

    You can speak the command word a second time to transform the stage or podium back into the piece of wood.

    While standing atop the stage or behind the podium, your voice is amplified to three times its normal volume and you have advantage on Charisma (Persuasion) checks against ordinary townsfolk

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