- 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
- 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
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!CHORUSGolden 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!)CHORUSGolden 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!
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
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!The Skeletal Chambers
After the Battle
left-most passageway
Central passageway
right-most passageway
reunited (and it feels so good)
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.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.
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.
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!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.Not so thrilling vampires
an Inconvenient Resting Place
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!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.In the Pit
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!”- 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, uncommonThis 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, commonThis 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, uncommonA 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:
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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