```metadata title: Better Items by Ariadne's Codex description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{position:relative,top:-20px # Better Items V3 ## By Ariadne's Codex of Strings ___ }} {{banner 5e Compendium}} {{footnote 70+ Items of every rarity to add flavor to your games! }} ![background image](https://cdn.midjourney.com/82ce6128-ee68-4475-a111-96a03c4d042a/0_0.webp){height:174%,position:absolute,left:0px,top:-500px} \page # Archive's Inventory Warm greetings, honorable planeswalker! Welcome to the exclusive inventory of the threadmaster's archive. We've gathered here a commendable assortment of unique wonders, items and artifacts from all across the multiverse. We hope you enjoy the collection! Remember to log anything you want to borrow with Threadmaster Fallow. He can get really cranky when stuff goes missing. : #### Arcanist's Tools *Adventuring Gear (Artisan's Tools)* : Tools used for carving sigils, runes and arcane circuitry, including but not limited to: magic stylus, gemstone conduits, chemical batteries, and we mustn't forget the renowned arcane hammer! Find below a few options of what a player proficient with Arcanist's Tools can do: : ***Construct Crafting:*** Using these tools, a skilled arcanist can build an obedient construct. For every point of CR the construct has, 20 hours and 1000 GP of materials must be expended, in addition to special components left to the DM's discretion. : ***Enchantment of Force:*** A common infusion for bludgeoning weapons. By spending one hour carving a temporary magical glyph, its damage type becomes force instead of bludgeoning / slashing / piercing. The infusion lasts for an amount of hours equal to the level of the character that carved it. : Creatures with expertise in Arcanist's Tools spend half the amount of time and materials. Feel free to come up with new options along your DM! We recommend giving players a new option each time their proficiency bonus increases \column {{position:relative,top:350px #### Shield of Gems *Shield +1, Very Rare (requires attunement)* : A shield made with rare gems charged with primal astral energy. Once the first prototype was completed, the Starfolk celestials considered it a travesty and mandated the end of the project. Few of these shields still remain, collecting dust in the vaults of the Arcanists' Lodge. : While holding this shield, you have a +1 bonus to AC. The shield has 3 charges, and regains 1d4 charges every day at dawn. When attuned to it, you can expend a charge and use a bonus action to manifest one of the following abilities: : ***Sapphire:*** You summon a 15-foot long horizontal force barrier centered on the shield and facing away from it. This barrier has 50 hit points, which it expends to block projectiles that pass through its space. The barrier is dispelled when it reaches 0 hitpoints. Creatures can move through it as if it were difficult terrain. This barrier lasts for a minute or until dispelled, and moves with the shield. : ***Ruby:*** You cast the *Wall of Fire* spell 5 feet in front of the shield. : ***Opal:*** You cast the *Wall of Force* spell 5 feet in front of the shield. It lasts for thirty seconds. : ***Diamond (consumes 2 charges):*** You and up to 4 creatures within 15 feet gain advantage on saving throws against spells and magical effects for 1d4 + 1 rounds. }} {{watercolor1,top:-1525px,left:355px,width:450px,background-color:#AFD5F0,opacity:80%,transform:rotate(180deg)}} ![Arcane Shield](https://media.discordapp.net/attachments/1105918269992480819/1211374228042158120/arcane_shield-Photoroom.png-Photoroom.png?ex=65edf72a&is=65db822a&hm=ac719013fdc81374e92b7cbdefba29b7b096373052e3df070f63932cd8dd15c9&=&format=webp&quality=lossless&width=4068&height=4068) {position:absolute,top:15px,right:20px,width:430px,mix-blend-mode:multipl} {{watercolor10,top:590px,left:-50px,width:450px,background-color:#BBAD82,opacity:80%,transform:scale}} ![Arcanists Tools](https://media.discordapp.net/attachments/1211688747616444528/1211688836086628362/small_trinket_tools-Photoroom.png-Photoroom.png?ex=65ef1c2a&is=65dca72a&hm=800436678f91c563b5c1aee1214f4f781bb281d05a869eff5266b0b83437dbe9&=&format=webp&quality=lossless&width=3350&height=4050) {position:absolute,top:660px,right:400px,width:380px} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Inventory}} \page {{watercolor9,top:-520px,left:990px,width:380px,background-color:black,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-520px,left:990px,width:380px,background-color:black,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-520px,left:990px,width:380px,background-color:black,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:black,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:black,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:black,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:50px,left:-200px,width:350px,background-color:#D4AF37,opacity:80%,transform:rotate(95deg)}} {{watercolor9,top:50px,left:-200px,width:350px,background-color:#D4AF37,opacity:80%,transform:rotate(95deg)}} {{watercolor9,top:50px,left:-200px,width:350px,background-color:#D4AF37,opacity:80%,transform:rotate(95deg)}} {{watercolor3,top:-620px,left:-565px,width:310px,background-color:#D4AF37,opacity:80%,transform:rotate(145deg)}} {{watercolor3,top:-620px,left:-565px,width:310px,background-color:#D4AF37,opacity:80%,transform:rotate(145deg)}} {{watercolor3,top:-620px,left:-565px,width:310px,background-color:#D4AF37,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-450px,left:-250px,width:310px,background-color:#D4AF37,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-450px,left:-250px,width:310px,background-color:#D4AF37,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-450px,left:-250px,width:310px,background-color:#D4AF37,opacity:80%,transform:rotate(145deg)}} ![mechanical pseudodragon](https://media.discordapp.net/attachments/1211688747616444528/1211690258505404456/pseudodragon-Photoroom.png-Photoroom.png?ex=65ef1d7d&is=65dca87d&hm=a4471b6364c75a10921be9c8477cf68cc1012f88f9ccfc41726abbd8585194ac&=&format=webp&quality=lossless&width=4068&height=4068) {width:515px,position:absolute,top:10px,left:-90px,mix-blend-mode:,transform:rotate(-deg)} ![bracers](https://media.discordapp.net/attachments/1211688747616444528/1211690483449991218/bracers_of_opulence-Photoroom.png-Photoroom.png?ex=65ef1db3&is=65dca8b3&hm=cd7665575ca8f9806e4676f903424b28894bb48fced47f482f0a42da71beccc3&=&format=webp&quality=lossless&width=4068&height=4068) {width:405px,position:absolute,top:495px,left:0px,transform:scaleX(-1)} \column {{position:relative,top:35px,left:-10px #### Mechanical Pseudodragon *Wondrous Item, Legendary (requires attunement)* : An amazing construct familiar, at least in theory. No mechanical pseudodragons have been found already built, only blueprints and instructions to construct them, which were diligently followed by arcanists of the City of Strings. The result was this little devil of a construct, which will act benevolent, but will secretly plot the demise of its owner. What's worse, the ultimate objective of these creatures always is to replicate themselves, and form a mechanical swarm to take over the universe. It's not a joke, that's what they do... : Blueprints and deactivated specimens of Mechanical Pseudodragons are kept under the strictest custody because of the existential threat they pose to life, as they would raze entire worlds to obtain resources to make more of themselves. Only a 9th level upcast of the *Arcane Rescripting* spell can twist them against their evil, genocidal nature. Being authorized by the Aurinoir to keep a Mechanical Pseudodragon is a symbol of power and influence within the City of Strings, for it denotes the tremendous arcane prowess and knowledge of the construct's owner. :: #### Pauldrons of Villainous Opulence *Wondrous Item, Legendary (requires attunement)* : These impressive pauldrons turn any suit of armor they are affixed to into a suit of fine *plate armor +3*, colored in silver and red enamel. They were probably a poisoned gift from a skilled arcane smith of yore to one of their enemies. : *Cursed Item:* once you attune to these pauldrons and affix them to a suit of armor, you are powerless to remove them or the armor. An aura of queasy opulence protrudes from you in a 30 foot sphere -- sapient creatures within that area perceive you as decadently wealthy, wasteful and unlikeable. Non-sapient creatures naturally mistrust you and feel threatened by your presence. You may be attacked by the more aggressive specimens of either group. : The pauldrons are sentient, and will slowly try to turn you against your allies, friends, family, and eventually the world at large, attempting to stir resentment in you... to guide you down a villainous path of destruction and murder. Genocidal conquerors from across the ages have been known to own pauldrons very similar to these... }} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:365px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:400px,left:20px,opacity:80%} : {{pageNumber,auto}} {{pageNumber,auto}} {{pageNumber,auto}} {{footnote Unbreakable Vaults}} {{footnote Unbreakable Vaults}} {{footnote Unbreakable Vaults}} \page {{watercolor9,top:-420px,left:970px,width:380px,background-color:#D4AF37,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-420px,left:970px,width:380px,background-color:#D4AF37,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-420px,left:970px,width:380px,background-color:#D4AF37,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:#D4AF37,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:#D4AF37,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:#D4AF37,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:380px,left:-200px,width:350px,background-color:black,opacity:80%,transform:rotate(65deg)}} {{watercolor9,top:380px,left:-200px,width:350px,background-color:black,opacity:80%,transform:rotate(65deg)}} {{watercolor9,top:380px,left:-200px,width:350px,background-color:black,opacity:80%,transform:rotate(65deg)}} {{watercolor9,top:-550px,left:-550px,width:310px,background-color:black,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-550px,left:-550px,width:310px,background-color:black,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-550px,left:-550px,width:310px,background-color:black,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-350px,left:-270px,width:310px,background-color:black,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-350px,left:-270px,width:310px,background-color:black,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-350px,left:-270px,width:310px,background-color:black,opacity:80%,transform:rotate(145deg)}} ![garlic](https://media.discordapp.net/attachments/1211688747616444528/1211690772039082034/garlic_wand-Photoroom.png-Photoroom.png?ex=65ef1df8&is=65dca8f8&hm=5cf5564087dc6846ffe8cd765daa3293adb796890a956b754ee57005221730b6&=&format=webp&quality=lossless&width=4068&height=4068) {width:505px,position:absolute,top:60px,left:330px,transform:rotate(-45deg)} ![tomeprimeval](https://media.discordapp.net/attachments/1211688747616444528/1211691014289629244/primeval_tome-Photoroom.png-Photoroom.png?ex=65ef1e31&is=65dca931&hm=6e8273a7046106c89deb55c788c33e8a379832fb47bcf7e62d07745c4a151e3c&=&format=webp&quality=lossless&width=3350&height=4050) {width:375px,position:absolute,top:525px,left:410px,transform:scaleX(-1)} {{position:relative,top:35px,left:-10px #### Wand of Gold & Garlic *Wand, Very Rare (requires attunement)* : Made by a primeval alchemist with a sense of humor, this wand can freely transmute heads of garlic into sand-like grains of gold. It will not transmute anything else under any circumstances, but it does reek of garlic all the time. Because of its potential to wreck the economy of the material plane, the *Wand of Gold & Garlic* is safely contained deep within the vaults of the Aurinoir Order. : This wand can also be used as a spellcasting focus that grants a +2 to your spell save DC and spell attack bonus. While attuned to this item, all cloud-based spells smell of garlic and deal double damage to creatures of vampiric origin. : ***Cursed Item:*** After you transmute a hundred and one heads of garlic into gold, the next time you attempt the transmutation, you must succeed on a DC 18 Charisma saving throw or be turned into a mound of golden sand. This transformation kills you instantly. :::: #### Tome of Primeval & Deep Speech *Wondrous Item, Rare* : This leather bound tome looks similar to most of the scholarly texts you'd expect to find in an arcanist's library, save for the chains and locks. Nothing about it is particularly strange, though it seems to be crafted backwards for most languages. : Inside, you'll find a comprehensive guide on how to understand, speak and write the primeval tongue (not to be confused with primordial, the language of elementals), an antique dialect that is often credited as the first language, and the one in which most spells and arcanisms were first devised. With the help of this book's subtle magic, you can reach an intermediate level in primeval after devoting 40 hours to its study. : The second part of this book covers Deep Speech, the tongue of the void, which can also be learned in 40 hours. The preface reads: *Nothing good comes of learning Deep Speech -- aberrations will be drawn to you, and you'll suffer endless temptations and manipulations to study the dark arts borne of the chaos beyond time and space. But knowledge comes first, and it must be recorded, ruinous as it may be.* : }} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:365px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:400px,left:420px,opacity:80%} : {{pageNumber,auto}} {{footnote Unbreakable Vaults}} \page {{position:absolute,left:225px,top:35px # Artifacts of Omniturgy }} ![Daguerreotype of the Void](https://media.discordapp.net/attachments/1105918269992480819/1185250983614369873/tomfarlane_window_to_the_astral_void_nebula_the_far_realm_from__15cc0a9f-8e2b-4b0f-b826-c4ce7f8b6122_2.png?ex=65eb36ff&is=65d8c1ff&hm=fb5bf52d67fa65f1144d758c42c1d13fb92dc77e2dcb56b794f7c1075067f3e3&=&format=webp&quality=lossless&width=437&height=437) {width:325px,position:absolute,top:80px,left:50px,transform:rotate(-4deg)} ![Outsider's Helm](https://media.discordapp.net/attachments/1105918269992480819/1185258859443523634/tomfarlane_an_alien_helmet_with_a_glass_visor_in_the_style_of_a_e105255f-35fe-4b9b-bc7f-04b2e7c943df_1.png?ex=65eb3e55&is=65d8c955&hm=4f16cb59fbe91cc17ada604d38decf1e4dafa460b62ae22a4e4d3e9ae8b23411&=&format=webp&quality=lossless&width=585&height=585) {width:325px,position:absolute,top:370px,left:420px,transform:rotate(4deg)} ![Reality Splitter](https://media.discordapp.net/attachments/1105918269992480819/1185310273809158186/Remove_background_project_31.png?ex=65eb6e37&is=65d8f937&hm=461187f22988caee6e85cefc36011c42e1072e2ff3f924d3bda030fdc49092d4&=&format=webp&quality=lossless&width=437&height=437) {width:365px,position:absolute,top:660px,left:20px,transform:rotate(3deg)} :::::::::::::::::::::::::: #### Outsider's Helm *Wondrous Item, Very Rare (requires attunement)* : The mad realms beyond reality are impossible to explore, as their very nature will twist your psyche and your body, transforming you into an unrecognizable aberration sooner rather than later. Because most magic functions poorly outside the confines of reality, it's very difficult to counter... but omniturgy works exactly the same, interestingly enough. : While wearing this helm, you gain 120 feet of blindsight, but lose any sight-based senses. Additionally, you are immune to psychic damage and to effects that would make you roll on a madness table. Its protection goes somewhat beyond that, as well: your body and soul cannot be warped by aberrant powers, rendering you immune to an *Aboleth's* aquatic disease, for example. \column ::: #### Ambrotype of the Void *Wondrous Item, Legendary (requires attunement)* : This strange camera-like artifact has the likeness of an eldritch celestial body in its lens. It's highly unnerving to look upon. You could swear... its outer rays move and writhe like aberrant tentacles. : While attuned to this item, you can use an action to take a picture of a creature you can see within 60 feet of you, who must succeed on a DC 18 Charisma saving throw or have their likeness stored within the camera. While their picture is saved, the creature has disadvantage on all Wisdom, Intelligence and Charisma saving throws. The Ambrotype can have up to three pictures stored in this way. When you finish a long rest, the Ambrotype's memory is wiped. ::::::::::::::::::::::::::: #### Reality Splitter *Pistol, Legendary (requires attunement)* : Arguably the most powerful firearm in the world, a Reality Splitter fires bolts of pure destructive omniturgy, granting it a unique damage type known as *lethality* damage. Lethality damage cannot be mitigated in any way, as your molecules and any magic you cast to abjure it are ripped apart by a wave of reality-shattering force. It is one of the only weapons in the universe that can seriously damage entities from the ruinous realms. : The Reality Splitter deals a base of 11 (3d6) lethality damage, and you have a +3 to attack and damage rolls made with it. Additionally, it doesn't need to be reloaded, and deals an additional 3d6 lethality damage on a critical hit. {{watercolor7,top:5px,left:20px,width:400px,background-color:goldenrod,opacity:100%}} {{watercolor10,top:5px,left:20px,width:400px,background-color:goldenrod,opacity:100%}} {{watercolor2,top:-50px,left:400px,width:500px,background-color:white,opacity:100%}} {{watercolor2,top:-50px,left:400px,width:500px,background-color:white,opacity:100%}} {{watercolor8,top:-150px,left:-800px,width:500px,background-color:lightblue,opacity:80%,transform:rotate(90deg)}} {{watercolor8,top:-150px,left:-800px,width:500px,background-color:lightblue,opacity:80%,transform:rotate(90deg)}} {{watercolor8,top:-150px,left:-800px,width:500px,background-color:lightblue,opacity:80%,transform:rotate(90deg)}} {{imageMaskEdge1,--offset:46%,--rotation:181 ![](https://cdn.midjourney.com/ee41def5-b2e7-4633-b796-d3e9a864368a/0_3.webp){height:100%,bottom:1005px} }} {{imageMaskEdge1,--offset:35%,--rotation:90 ![](https://cdn.midjourney.com/ee41def5-b2e7-4633-b796-d3e9a864368a/0_3.webp){height:100%} }} {{imageMaskEdge1,--offset:35%,--rotation:-90 ![](https://cdn.midjourney.com/ee41def5-b2e7-4633-b796-d3e9a864368a/0_3.webp){height:100%,right:0} }} {{imageMaskEdge1,--offset:45%,--rotation:1 ![](https://cdn.midjourney.com/ee41def5-b2e7-4633-b796-d3e9a864368a/0_3.webp){height:100%,bottom:px} }} {{footnote Gardens of Omniturgy}} {{pageNumber,auto}} \page {{imageMaskEdge,--offset:0%,--rotation:0 ![](https://media.discordapp.net/attachments/1181425099820253274/1182084966159491133/black.jpg?ex=65e8ecea&is=65d677ea&hm=caa8bf954498d7caad65154e61700aa4571e47cbb38921e50b789b45de082b4a&=&format=webp&width=624&height=468){height:300%,left:-560px,top:-850px,transform:rotate(50deg)} }} {{imageMaskEdge3,--offset:4%,--rotation:190 ![](https://media.discordapp.net/attachments/1181425099820253274/1181994780285223033/white.jpg?ex=6583156c&is=6570a06c&hm=06536414d6ca8aca2231fd47d4e51946bb6575e38399a72ead27172135a1332d&=&format=webp&width=265&height=471){height:200%} }} ![Soul Catalyst](https://media.discordapp.net/attachments/1181425099820253274/1182109497800544477/catalyst.png?ex=65e903c2&is=65d68ec2&hm=f14830bda4492180f2f7e7bb9e2843af72fb1072f10ad2520bcb812f0770ca64&=&format=webp&quality=lossless&width=4067&height=3050) {position:absolute,top:570px,right:30px,width:380px,mix-blend-mode:} ![ring](https://media.discordapp.net/attachments/1181425099820253274/1182117036395069561/uroub.png?ex=65e90ac8&is=65d695c8&hm=a0254951994695577b1651e78dff8f0c3cf97095d634664379743b368a777c41&=&format=webp&quality=lossless&width=3098&height=4068) {position:absolute,top:-110px,right:310px,width:600px,mix-blend-mode} {{position:relative,top:480px,color:white ##### Visage of the Punished Seer *Wondrous Item (mask), Artifact (requires attunement)* : This accursed mask seems to be made of bark and stone, but the face it depicts looks far too real to be a simple carving. The eyes shine with a truth better left to the imagination. : This mask shows a terrible reality. Whoever puts it on must succeed on a DC 15 Wisdom saving throw or take 23 (5d6 + 5) psychic damage and be *stunned* by deathly visions until the end of their next turn. A creature that succeeds this saving throw can attune to the item for 1d4 days by witnessing the prophecies that led to the seer's death. In this story, they are of Ragnarök. : While attuned to this mask, your Wisdom score increases by 2. : The power of prophecy flows from the mask onto its wearers. While attuned, you can cast the following spells through the mask requiring only verbal components (spell save DC 20): *At will: locate object, detect magic, see invisibility* *3/day each: clairvoyance, scrying* *1/day each: foresight* : While using this mask, you cannot be detected by divination magic unless you wish to be. }} \column {{position:relative,top:-32px,left:0px,color:whit ##### Ring of Eternal Struggle *Ring, Artifact (requires attunement)* : This ring hides within itself the power of death and rebirth, the eternal struggle, present in all Ink-forged. The battle is to the strong... : You can activate and deactivate this item by speaking its command word, *Ouroboros*, as an action or bonus action. While active, you take 5 points of necrotic damage at the start of each of your turns and whenever you miss an attack roll. This damage cannot be mitigated in any way. While active, every attack roll you land against a hostile creature deals an additional 5 points of necrotic damage and heals you for 10 hit points. If you have less than half your total hit points, you heal for 15 hit points instead. : While this ring is active, whenever you reduce a creature of CR 1 or higher to 0 hit points, you gain a charge. This item can hold up to three charges, that are lost if left unused after a minute. When you are reduced to 0 hit points, a charge is expended and you drop to 1 hit point instead. : You can also expend a charge to manifest a powerful but risky enchantment. Your next melee attack deals additional necrotic damage equal to your missing hit points, up to a maximum of 50 additional damage. If you miss, you are instantly reduced to 0 hit points. }} {{pageNumber,auto}} {{footnote The Path of Ink}} \page {{imageMaskEdge,--offset:0%,--rotation:0 ![](https://media.discordapp.net/attachments/1181425099820253274/1182084966159491133/black.jpg?ex=65e8ecea&is=65d677ea&hm=caa8bf954498d7caad65154e61700aa4571e47cbb38921e50b789b45de082b4a&=&format=webp&width=624&height=468){height:200%,left:-1px} }} {{imageMaskCorner34,--offsetX:-0%,--offsetY:52%,--rotation:0 ![](https://media.discordapp.net/attachments/1181425099820253274/1181994780285223033/white.jpg?ex=6583156c&is=6570a06c&hm=06536414d6ca8aca2231fd47d4e51946bb6575e38399a72ead27172135a1332d&=&format=webp&width=265&height=471){height:200%} }} ![Pandora's Box](https://media.discordapp.net/attachments/1181425099820253274/1182093540940062780/Box_of_Sins.png?ex=65e8f4e6&is=65d67fe6&hm=7f19ae31b503406af64373bff30148a962c0bae5b37a32f9426967582544f0ba&=&format=webp&quality=lossless&width=3035&height=4068) {position:absolute,top:-30px,right:160px,width:520px,transform:rotate(-5deg)} {{color:white,wide,text-align:center,position:relative,top:460px ##### Pandora's Box *Wondrous Item, Artifact* : *"Foolish girl, that Pandora. So eager. Her curiosity was the death of us all. To think we had a chance at redemption, to think the Mad God's corruption could have been cleansed... now, we all bow to the ichorous curse. Pandora was killed by the box, in the end. That blighted artifact... It yearns to be opened. To unleash chaos upon the land. To fulfill the most ruinous of purposes."* : This small wooden box is an artifact from another land and another time. It's an old, decrepit thing that can very easily be mistaken for a worthless reliquary. Those who touch it, however, are immediately taken aback by the overflowing power within the artifact, and know, deep within their hearts, that the object is primordially evil. : The box contains power and corruption in equal measure and can only be opened by a creature of non-lawful alignment. It takes a full minute to open, as the energies of the ancient lock slowly give way to the chaos inside. All creatures within 120 feet of the box when it opens must succeed on a DC 15 Constitution saving throw or be instantly killed. If the creature that opens the box survives this deathly wave, they are blessed by the chaotic power of the artifact. They immediately recover all their hit points, features, and abilities, and are cleansed of any curse, disease, or poison. While within 120 feet of the box, they can increase two ability scores of their choosing to 26 and gain 50 temporary hit points at the end of each of their turns. These benefits last for as long as the box stays open. : While open, the box spawns 1d6 + 3 Harbinger Draugen and 1d4 Harbinger Trolls every minute. After the first hour, it spawns a single Harbinger Revenant instead of the Trolls. If the box is kept open for 24 hours, it spawns a CR 30 Leviathan of Ink. After summoning it, it is considered empty and spawns no more creatures. If the creature that opened it is alive and within 120 feet of the box, a ghastly voice, thick with cruelty and satisfaction, offers three wishes to its opener. These wishes are granted with evil intent, always bringing great suffering to the world in their fulfillment. Once used in this manner, the box cannot be opened again until a century is passed. : A creature of lawful alignment can attempt to close the box. They must spend a minute in communion with the artifact, spending their action to maintain concentration on the ritual. At the start of each of their turns, they take 20 necrotic damage. All creatures spawned by the box will attempt to interrupt the closing ritual at any cost. After the box is sealed in this manner, it cannot be opened again for one month. }} {{pageNumber,auto}} {{footnote The Path of Ink}} \page {{imageMaskEdge,--offset:-0%,--rotation:270 ![](https://media.discordapp.net/attachments/1181425099820253274/1181994780285223033/white.jpg?ex=6583156c&is=6570a06c&hm=06536414d6ca8aca2231fd47d4e51946bb6575e38399a72ead27172135a1332d&=&format=webp&width=265&height=471){height:100%} }} {{imageMaskEdge1,--offset:1%,--rotation:269 ![](https://media.discordapp.net/attachments/1181425099820253274/1182084966159491133/black.jpg?ex=65e8ecea&is=65d677ea&hm=caa8bf954498d7caad65154e61700aa4571e47cbb38921e50b789b45de082b4a&=&format=webp&width=624&height=468){height:100%} }} ![Hand mouth](https://media.discordapp.net/attachments/1181425099820253274/1197654236230582372/Hand_Master.png?ex=65ea31ed&is=65d7bced&hm=26c35022915b866a0b0e14e3062f015640e57569fe3ae8be6ae4b8833a83f51f&=&format=webp&quality=lossless&width=2057&height=3050) {position:absolute,top:10px,right:420px,width:380px,transform:rotate(0deg)} ![Mirror](https://media.discordapp.net/attachments/1181425099820253274/1184267029251883058/Broken_Mirror.png?ex=65e7a29e&is=65d52d9e&hm=dd965018c60d6be3ab7f47c1cabd34e29c6478a76150c99a84a390aaa975841a&=&format=webp&quality=lossless&width=2050&height=3502) {position:absolute,top:-70px,right:-0px,width:430px} {{position:relative,top:420px,left:-35px,text-align:center, {{position:relative,top:3px ##### Hand of the King *Wondrous item, Artifact (requires attunement)* }} : Not to be confused with a monkey's paw, the Hand of the King is a conduit to the mad realms, and carries power drawn from the Thread of Madness. To attune to it, you must chop your right hand at the wrist and press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. : ***Cursed Artifact.*** While attuned to this item, you don't cast a shadow and begin aging at ten times your normal rate. Whenever you kill a humanoid creature with your hand, however, you become a year younger, as you feed on the soul of your enemy. : ***Mad Conduit.*** Objects you touch with your bare right hand begin to rust and decay rapidly, taking 3d8 necrotic damage per turn, unless they are magical. A creature hit by an unarmed strike or a melee spell attack made with the Hand of the King takes an additional 3d6 piercing damage plus 3d8 necrotic damage and must make DC 20 Wisdom saving throw or gain a random madness effect from the short-term madness table (5e SRD). : ***Hope Devourer.*** The Hand of the King has 10 charges. As a reaction to an ability check, attack roll, or saving throw made by a creature within 60 feet of you, you can reduce the roll by an amount equal to the charges you choose to expend. If the creature then fails to meet the DC, you recover 1d4 + 1 charges. You recover all charges after finishing a long rest. }} \column {{position:relative,top:435px,left:30px,color:white,text-align:center ##### Mirror of Things Great and Terrible *Wondrous item, Artifact (requires attunement)* : Within the small, hand-held, broken mirror, you can see your reflection, or at least who you could have been, had you taken the correct path in life. : While attuned to this item, your Charisma score increases by 2, up to a maximum of 24. In addition, you become extremely lucky at times, only to find that luck turned back against you in others. Any natural roll of 19 or 20 is considered a critical success for you, but a natural roll of 1 or 2 is considered a critical failure. : ***Mirror Mirror, on my hand...*** As a reaction to rolling a critical success on an ability check, saving throw, or attack roll, you can use the mirror to store that critical within the artifact and roll again. You must take the new roll. : For the next hour, you can replace any roll of the same type as the first (ability check, saving throw, or attack roll) with a critical success. : ***...Will I ever not be Damned!?*** After you use the mirror, it turns dark with gloom, and cannot store another critical success until it is purged. While in this state, decrease your Charisma score by 4. In addition, you are unable to score critical hits on your attacks. : To cleanse the mirror, you must use a reaction to turn one of your attack rolls or saving throws into a critical failure. Once you do so, the artifact is restored. }} {{pageNumber,auto}} {{footnote Ruined Asgard}} \page {{imageMaskEdge4,--offset:4%,--rotation:270 ![](https://cdn.midjourney.com/577199dd-9817-4122-947e-3ed191eb792c/0_1.webp){height:100%,left:280px} }} {{watercolor4,top:-40px,left:-60px,width:500px,background-color:purple,opacity:40%}} ![Ariadne's Lost Spellbook](https://media.discordapp.net/attachments/1211688747616444528/1211692571777175552/ariadne_s_spellbook-Photoroom.png-Photoroom.png?ex=65ef1fa5&is=65dcaaa5&hm=2676a3d386462d8895b088ede0f02c919ef358c73587ecabc0115ca2989487c7&=&format=webp&quality=lossless&width=4050&height=4050) {position:absolute,top:-20px,right:440px,width:340px,mix-blend-mode:multipl} :::::::::::::::::: #### Ariadne's Lost Grimoire *Wondrous Item (Spellbook), Artifact -- "Fallow dear? Have you seen my book? I must have... misplaced it. Yes, I checked the dimensional rift... No, Pixie didn't swallow it... this time. You have to treat her better! She behaves very well for an Astral Dreadnought!"* : The first page of this spellbook reads "If you ever find this, please return it to 66 Stringweaver Avenue, City of Strings, Astral Sea. I would be most grateful, love!". The book shimmers expectantly, yearning to be used. You won't get in trouble for casting a couple of spells, right? Ariadne can wait. : To use this spellbook, one must be able to cast spells of 6th level or higher and have an Intelligence score of at least 15. To anyone that does not meet these requirements, its scripture seems nonsensical. : Using the spellbook, you can cast the following spells as ritual spells: *teleport, magic circle, glyph of warding*. The spellbook has 10 charges. You can expend 1 or more of these charges to cast one of the following spells (save DC 18) from it: fallow's theorem (1 charge), slow (2 charges), pulverizing radiance (3 charges), disintegrate (4 charges), power word: penance (5 charges), plane shift (7 charges), time stop (9 charges), or wish (12 charges). : The Spellbook regains 1d4 + 3 charges every dawn. Each time you cast a spell from this spellbook, there is a 5% chance of Threadmaster Guilliam Fallow noticing you and teleporting the book away from your hands and back to the City of Strings. This happens automatically if the *Wish* spell is ever casted from the Spellbook. : ***Overcharge.*** You can give the spellbook additional charges by infusing it with spell slots. The spellbook regains an amount of charges equal to half the level of the spell slot you use on it, rounded down. Spells of 7th level or higher may overcharge Ariadne's Spellbook, allowing it to gain temporary charges above its maximum of 10. These additional charges last for an hour and expire if not used. {{pageNumber,auto}} {{footnote Threadmaster's Archive: Inventory}} \page {{imageMaskEdge4,--offset:5%,--rotation:90 ![](https://cdn.midjourney.com/577199dd-9817-4122-947e-3ed191eb792c/0_1.webp){height:100%,right:290px} }} \column {{position:relative,top:-20px #### Aeryn's Starplate *Plate Armor, Legendary (requires attunement)* : Deep within the Sanctuary of the High District, Lord Castellan Luther keeps the blessed armor of Aeryn the White, or so they say. The Grand Master uses it on occasions, a brilliant piece of plate lined with starshards. It's probably the greatest piece of mirrorsilk crafting Lyntas --and the world-- has ever seen. : While wearing this Armor, your AC becomes 22 and you gain resistance to slashing and piercing damage, as well as immunity to radiant damage. Additionally, you cannot be blinded as a result of exposition to a source of light (as with the sunbeam spell). ::::::::::::::::::::::::::::::::: : ***Celestial Graviturgy.*** You can cast the *levitate* and *feather fall* spells at will while attuned to Aeryn's Starplate. : ***Arcane Bulwark.*** While attuned to this armor, you have advantage on saving throws against spells and other magical effects. In addition, you are immune to the *irradiated* condition. As a reaction once between long rests, you can absorb a single spell of 6th level or lower that you see being cast within 60 feet of you. The caster must succeed on a DC 20 Charisma saving throw, or the spell fails and you gain temporary hit points equal to five times the level of the abjured spell. : ***Extraplanar Hold.*** If attuned to this armor, you may don or doff it as a bonus action. When not worn, it is stored in an extraplanar space and cannot be reached. If its user dies, the armor appears in an unoccupied space within 15 feet. }} {{watercolor3,top:470px,left:400px,width:400px,background-color:lightblue,opacity:100%}} ![Stardshard Plate](https://media.discordapp.net/attachments/1211688747616444528/1211692928557125722/starplate-Photoroom.png-Photoroom.png?ex=65ef1ffa&is=65dcaafa&hm=5ecce8fe07b6dc579737feff7d8f446981faf3e7d2793fd81904cf6f0a7f6e9d&=&format=webp&quality=lossless&width=4050&height=4050) {position:absolute,top:250px,right:-10px,width:470px,mix-blend-mode:darken} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Inventory}} \page {{position:relative,top:-35px #### Fallow's Mauve Relic *Wondrous Item, Artifact (requires attunement)* : In the cosmic expanse of the Astral Sea, there exist small ruptures in space-time, dark singularities that swallow anything that approaches them, including light and magical energy. Guilliam Fallow was, long ago, tasked with the investigation and development of countermeasures to these celestial bodies. : The young Threadseeker disappeared for a decade after leaving for some field study. Needless to say, the entire city of strings counted him dead, or worse. He returned, not having aged a day, with tattered robes and clutching this orb between his hands. }} ![Mauve Relic](https://media.discordapp.net/attachments/1211688747616444528/1211693637855879178/mauve_relic-Photoroom.png-Photoroom.png?ex=65ef20a3&is=65dcaba3&hm=587dc071cf4564deb5861edb8fa2ac7a2c923badc42ba0e6fa337374f80786ab&=&format=webp&quality=lossless&width=4050&height=4050) {position:absolute,top:210px,left:15px,width:420px,,mix-blend-mode:multipl} {{watercolor6,top:-390px,right:400px,width:600px,background-color:violet,opacity:80%}} ::::::::::::::::::::: {{position:relative,top:30px Fallow managed to contain a Dark Singularity in this artifact, a feat that hasn't been replicated to this very day -- Guilliam himself refuses to approach another of those ruptures ever again. He does not even wish to be close to his artifact, instead entrusting it to his apprentice and fellow Threadmaster, Garas. : Fallow's Mauve Relic allows a user to draw arcane power from the aberrant realm with relative safety, at least compared to what the worshipers of the void typically do. : The artifact has 7 charges, which can be used by a spellcaster as spell slots, with one charge equaling a single first level spell slot, two charges equaling either two first level spell slots *or* a single second level spell slot, and so forth. Transmuting charges into spell slots consumes an action. Fallow's Mauve Relic regains 1d4+1 charges daily at dawn. : You can keep drawing power from the Dark Singularity contained in Fallow's Mauve Relic after its charges are spent. You take 1d6 psychic damage for the first charge you overdraw, which doubles for each subsequent charge (2d6 for the second charge, 4d6 for the third...). This damage cannot be prevented in any way. }} {{imageMaskEdge5,--offset:5%,--rotation:270 ![](https://cdn.midjourney.com/88dbed92-23a1-403a-989b-44cb5884f138/0_3.webp){height:105%,left:250px,top:-10px} }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Inventory}} \page ![coffee](https://media.discordapp.net/attachments/1211688747616444528/1211694117495513128/orange_brewski-Photoroom.png-Photoroom.png?ex=65ef2115&is=65dcac15&hm=53e78d14247638e286e8704a3f26cabae8277f7d7b982e51f936da50c9571db0&=&format=webp&quality=lossless&width=3350&height=3350) {width:380px,position:absolute,top:80px,right:40px,mix-blend-mode:,transform:rotate(0deg)} {{imageMaskEdge3,--offset:8%,--rotation:90 ![](https://cdn.midjourney.com/804f8df8-eaa2-4050-a61f-8a593344e663/0_1.webp){height:100%,left:-190px} }} {{watercolor2,top:-507px,left:-15px,width:550px,background-color:orange,opacity:140%,transform:rotate(60deg)}} {{watercolor5,top:650px,left:278px,width:650px,background-color:orange,opacity:100%,transform:scaleX(-1)}} \column {{position:relative,top {{text-align:center #### May's Orange Brewski *Food & Drink, Legendary* }} :::::::::::::::::::::::::::: She says it's just coffee. You reckon a brew that requires a dozen alchemical substances, a full-length book with no clear title, and a collection of flasks and artificer tools cannot in any way be called "just coffee". It literally glows with orange light... : ***Written on the Label.*** This brew has five charges, after which the bottle is emptied and must be refilled by May. Only she knows the recipe, which involves some complicated manipulation of mercurial compounds and creates a mixture that takes a week to distill. A creature can consume a charge of this item as a bonus action. Drinking the thing makes your brain work faster and invigorates your body for an hour, but in turn, affects your critical thinking and makes you more reckless. You're not gonna sleep any time soon... : ***Brain Goes Brrr.*** While under the influence of the brew, you increase your Intelligence and Constitution scores by 2, but reduce your Wisdom score by 2. You gain an additional bonus action on your turn for the duration, and gain resistance to *poison* and *psychic* damage. : ***Anti-Eminence.*** You cannot benefit from *Eminent Energy* while under the effects of this item. *Impulse Capsules* have no effect on you, and *Eminent Wisps* do not attune to you. If already attuned to an *Eminent Wisp*, it painfully leaves your body when you ingest this brew. : This unnatural orange liquid works as a kind of antidote; a creature that ingests it is relieved from the effects of Eminence overdose and other similar effects. }} {{pageNumber,auto}} {{footnote May's Encampment}} \page {{watercolor3,top:20px,left:30px,width:450px,background-color:#BBAD82,opacity:80%}} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:325px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:460px,left:245px,opacity:80%} {{imageMaskEdge1,--offset:45%,--rotation:181 ![](https://media.discordapp.net/attachments/1181425099820253274/1182084966159491133/black.jpg?ex=65e8ecea&is=65d677ea&hm=caa8bf954498d7caad65154e61700aa4571e47cbb38921e50b789b45de082b4a&=&format=webp&width=624&height=468){height:105%,left:1px,:px,bottom:005px} }} {{imageMaskEdge1,--offset:34%,--rotation:90 ![](https://media.discordapp.net/attachments/1181425099820253274/1182084966159491133/black.jpg?ex=65e8ecea&is=65d677ea&hm=caa8bf954498d7caad65154e61700aa4571e47cbb38921e50b789b45de082b4a&=&format=webp&width=624&height=468){height:100%,left:-1px,:px} }} {{imageMaskEdge1,--offset:34%,--rotation:-90 ![](https://media.discordapp.net/attachments/1181425099820253274/1182084966159491133/black.jpg?ex=65e8ecea&is=65d677ea&hm=caa8bf954498d7caad65154e61700aa4571e47cbb38921e50b789b45de082b4a&=&format=webp&width=624&height=468){height:100%,left:1px,:px,right:0} }} {{imageMaskEdge1,--offset:45%,--rotation:2 ![](https://media.discordapp.net/attachments/1181425099820253274/1182084966159491133/black.jpg?ex=65e8ecea&is=65d677ea&hm=caa8bf954498d7caad65154e61700aa4571e47cbb38921e50b789b45de082b4a&=&format=webp&width=624&height=468){height:105%,left:1px,:px,bottom:-700px} }} ![Hunter's Garb](https://media.discordapp.net/attachments/1105918269992480819/1188107220479655986/hunters_garb-PhotoRoom.png-PhotoRoom.png?ex=65e32613&is=65d0b113&hm=c489e2c2c0745d372c3746f05cbb59695fc38fdc23fdab3e32a39ae5c1965a3d&=&format=webp&quality=lossless&width=437&height=437) {position:absolute,top:40px,right:360px,width:450px} ![watercolor knifer](https://cdn.midjourney.com/f39480c5-bbb8-49a2-ba50-414afdcae89e/0_0.webp) {width:475px,position:absolute,top:620px,left:350px,transform:rotate(-80deg),mix-blend-mode:darken} ![knife](https://cdn.discordapp.com/attachments/1105539624035688530/1188114388486463558/knife_of_eldritch-PhotoRoom.png-PhotoRoom.png?ex=65e32cc0&is=65d0b7c0&hm=c7a4d1c3f3ba92334943ff6c72285459df07d000e505c37681f3e64651231e91&) {width:375px,position:absolute,top:600px,left:420px,transform:rotate(-10deg)} {{position:relative,top:530px {{text-align:center #### Hunter's Edge *Weapon (dagger), Legendary (requires attunement)* }} : *"Few honors even come close to receiving one of these. The fabled Knives of the White Sentinels, daggers made of hallowed silver and purified in lotus sap. Given only to those that have slain an Abominant and lived to tell the tale, the Hunter's Edge is the ultimate distinction among the Order of the Blackstone.* : *It is said the most fearsome of hunters, the White Sentinels, always carry their Edge in attached to their right boot. They are a superstitious lot, these elite hunters. For good luck, they say, always start with the right foot forward"* : You gain a +3 bonus to attack and damage rolls made with this weapon. Attacks made with this dagger are considered magical and deal 6 bonus damage to aberrations, fiends, and celestials. This weapon scores a critical hit on a roll of 18-20 against creatures at least one size larger than you. }} \column {{position:relative,top:-0px,left:10px {{text-align:center #### Sentinel's Garb *Armor (studded leather), Rare* : }} *"Such a simple bundle of cloth and fabric, yet such skillful tailoring. The Sentinel's Garb is a masterwork of utilitarian efficiency, coupled with undeniable style. Padded leather, a couple of pauldrons, and a hood to blend into the night. All the qualities of a true hunter.* : *The purpose of this garb is not only to protect, but to put the sentinel in another frame of mind. Once you done the black cloak, you become the hunter, not the prey. Few times have I seen such a performative, yet vital, piece of armor."* : A Sentinel's Garb is a studded leather armor (12 AC + DEX) that gives a +1 bonus to AC while in dim light or darkness. In addition, while using this armor, you are resistant to acid damage and have advantage on stealth checks made in dim light or darkness. : ***Variant: White Sentinel's Garb.*** Only the most skilled of sentinels are allowed to brace the night with a white uniform. It makes them stand out like a sore thumb, which is the point; these hunters are so powerful they *want* to be engaged by the aberrations. : A White Sentinel's Garb is a +2 padded leather armor that gives resistance to acid and necrotic damage. }} {{pageNumber,auto}} {{footnote The Order of Blackstone}} \page ![chumbo](https://media.discordapp.net/attachments/1211688747616444528/1211695113256833054/dame_elenor-Photoroom.png-Photoroom.png?ex=65ef2203&is=65dcad03&hm=d84977f09f763889b2c910ee4f624923d9c99b5b0ebaa1572c45e0340428773d&=&format=webp&quality=lossless&width=468&height=468) {position:absolute,top:220px,right:440px,width:350px,mix-blend-mode:,transform:rotate(15deg)} {{watercolor8,top:140px,left:100px,width:300px,background-color:gray,opacity:80%}} {{position:relative,top:-25px #### Dame Eleanor's Flare *Weapon (Pistol), Rare (requires attunement)* : An old school piece, this classic firearm is an emblem of the Golden Age of Astral Piracy, the illustrious time in the Nova Cluster when the Code was more or less respected. This one was owned by Dame Eleanor Schultz, a pirate captain of legendary status. : You have a +2 to hit and damage rolls using this weapon. Additionally, you can choose to *quickdraw* while attuned to it, granting yourself advantage in an initiative roll. When you *quickdraw*, you must use your first action in combat to attack with this weapon. }} :::::::::::::::: #### Parchment of the Wayfarer *Wondrous item, Very Rare (requires attunement)* : To the casual observer, this may seem nothing more than a dry, old piece of paper. However, when the command words "Ahrym Eleian" are spoken, it instantly re-draws itself to represent an area 50 miles around its current position. : Once between long rests, a creature attuned to this parchment can create an *arcane eye* that appears at a place of their choice within the surface represented in the current map. Places shrouded from divination effects appear as blank space in the map, and cannot be targeted by its special arcane eye. ![Mapinson crusoe](https://media.discordapp.net/attachments/1211688747616444528/1211695420863029278/map_item-Photoroom.png-Photoroom.png?ex=65ef224c&is=65dcad4c&hm=a9b3390aaee67c7f3bf19e28bbc775d60fb5a36a64a09f256399045bc8659625&=&format=webp&quality=lossless&width=468&height=468) {position:absolute,top:718px,right:440px,width:300px,transform:rotate(-3deg)} {{watercolor1,top:620px,left:-25px,width:470px,background-color:white,opacity:70%}} {{pageNumber,auto}} \column {{position:relative,top:-30px #### Burstfire Hoversack *Wondrous Item, Legendary (requires attunement)* : Many inventors, unsatisfied with the psionic movement of the Astral Sea, have invented devices to help the navigate the silvery expanse with greater haste. The Burstfire Hoversack is one of the most... insane attempts at this noble objective. : This sleek jetpack is made of beige metal and imbued with powerful and explosive arcane energy. When worn, it binds seamlessly to the user's back, with two ethereal flames that spark with blue and purple energy, giving off a faint hum. These do not burn the wearer, however. Its design is a contrived blend of artifice and magic, with glyphs and runes etched chaotically in its inner plates. ::::::::::::::::::::::::::::: The Burstfire Hoversack grants a creature that is attuned to it a flying speed of 60 feet. Additionally, it has 10 charges, which can be expended to create the following effects: : **Boom Barrage (5 charges)** As an action, the wearer can unleash a barrage of five arcane missiles from the jetpack. Each missile targets a point within 120 feet. Creatures within 10 feet of those points must make a DC 20 Dexterity saving throw, taking 22 (4d10) force damage on a failed save, or half as much on a successful one. : **Overclocked Thrusters (3 charges):** As a bonus action, the wearer can activate the jetpack's overdrive, doubling their flying speed to 120 feet for up to 10 minutes. : **Evasive Maneuvers (2 charges).** As a reaction to being targeted by a spell or ranged attack, the wearer can use the jetpack's energy to make a quick evasive maneuver. The wearer gains advantage on the saving throw or a +5 bonus to AC against the triggering attack. }} ![jetpack](https://media.discordapp.net/attachments/1211688747616444528/1211695620973137990/jetpack-Photoroom.png-Photoroom.png?ex=65ef227c&is=65dcad7c&hm=01ab0faaa1a491cfa7953aa439cf812fa8ec1151b39f5db31c41af8a053b1639&=&format=webp&quality=lossless&width=3050&height=3050) {position:absolute,top:265px,right:35px,width:400px,transform:rotate(-135deg),mix-blend-mode:multipl} {{watercolor2,top:-370px,left:500px,width:600px,background-color:darkred,opacity:50%,transform:rotate(7}} {{pageNumber,auto}} \page {{watercolor9,top:320px,left:0px,width:430px,background-color:,opacity:60%}} {{watercolor7,top:-680px,left:-360px,width:450px,background-color:#BBAD82,opacity:80%,TRANSFORM:ROTATE(90DEG)}} {{imageMaskCorner34,--offsetX:-38%,--offsetY:63%,--rotation:10 ![](https://cdn.midjourney.com/c90b47b9-b101-4fff-8b9a-ed56758c927e/0_0.webp){height:45%,top:0px} }} {{imageMaskCorner34,--offsetX:40%,--offsetY:-63%,--rotation:10 ![](https://cdn.midjourney.com/c90b47b9-b101-4fff-8b9a-ed56758c927e/0_0.webp){height:45%,bottom:-1px,left:350px} }} ![drone](https://media.discordapp.net/attachments/1211688747616444528/1211696177918120026/drone_item-Photoroom.png-Photoroom.png?ex=65ef2301&is=65dcae01&hm=2fcd2400cb72814d0bb16e5c1582887906b6486f8192a5e92f9fb85534ea242e&=&format=webp&quality=lossless&width=4050&height=4050) {width:350px,position:absolute,top:370px,right:420px,transform:rotate(0deg)} ::::::::::::::::: {{position:relative,top:80px,right:10px {{text-align:center #### Assistant Drone V-38 *Wondrous Item, Legendary (requires attunement)* }} ::::::::::::::::::::::::: This drone flies around you gingerly, ready to assist you in any manner it can. It understands your orders and can transform into a very fashionable metal tote bag for ease of carry. It's a proprietary May Gallaway invention! : The Assistant Drone can only be commanded by the creature it is attuned to. If reduced to 0 hit points, it shuts down, but can be repaired by a creature proficient with tinker's tools over the course of a short rest. If the creature it is serving dies, the Assistant Drone shuts down. : This drone has many functions, detailed in its stat sheet. It can also transform into a helmet, giving whoever uses it 120 feet of darkvision and the ability to breathe underwater. While in helmet mode, the Assistant Drone increases the wielder's AC by 2 but cannot use any of its features, actions, or reactions. It still talks, though... }} \column {{monster,frame ## Assistant Drone *Small construct, unaligned* ___ **Armor Class** :: 15 (natural) **Hit Points** :: 34 (8d6 + 6) **Speed** :: 0 ft., fly 50 ft. (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|14 (+2)|13 (+1)|8 (-1)|12 (+1)|14 (+2)| ___ **Skills** :: Perception +3 **Damage Immunities** :: poison, psychic **Condition Immunities** :: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned **Senses** :: darkvision 120 ft., passive Perception 13 **Languages** :: The language of its creator. **Challenge** :: 1 (100 XP) ___ ***Advice.*** The drone gives advice, if asked, on how to best proceed in any given situation. Sometimes it even gives advice without being prompted. It likes to talk. It is not very smart, however. : ***Sturdy Flyer.*** The drone has handles underneath itself, and can be used to fly around. A medium or smaller creature can grab onto the handles and be carried at half the drone's fly speed. : ***Self-Repair.*** If the Drone sustains damage, it repairs itself over the course of a long rest, recovering its lost hit points. If it falls to 0 hit points, however, it shuts down and cannot self-repair. : ***Skillful Helper (3/day).*** The Drone can add its proficiency bonus (+2) to an ability check, attack roll, or saving throw made by the creature it is attuned to, if said creature is within 30 feet. ### Actions ***Help.*** The Drone uses the *Help* action. : ***Bump.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 5 (1d6 + 1) bludgeoning damage. : ***Beam.*** *Ranged Spell Attack:* +4 to hit, range 60 ft., one target. *Hit* 6 (1d6 + 2) radiant damage. : ### Reactions ***Intercept.*** The Drone can block an attack that targets a creature within 5 feet of it, making itself the target of the attack instead. }} {{pageNumber,auto}} {{footnote May's Encampment}} \page {{imageMaskCorner34,--offsetX:49%,--offsetY:50%,--rotation:0 ![](https://cdn.midjourney.com/3fb6cb9a-ae3e-458e-bec3-85990f0785e5/0_0.webp){height:84%,position:absolute,left:280px,top:-100px} }} {{imageMaskCorner34,--offsetX:73%,--offsetY:23%,--rotation:200 ![](https://media.discordapp.net/attachments/1105488303710543923/1136400767033557063/tomfarlane_the_docks_of_a_tribe_of_vikings_in_the_arctic_fantas_dcf76ce9-afbe-449d-bb38-3436205c131c.png?width=817&height=616){height:84%,position:absolute,left:280px,top:-100px} }} ![Garm!](https://media.discordapp.net/attachments/1211688747616444528/1211696539982893066/garm-Photoroom.png-Photoroom.png?ex=65ef2357&is=65dcae57&hm=267be333d2d6d098db9de5d2b45afb341ee677b40d20f66ee930cd26dc45b9f1&=&format=webp&quality=lossless&width=3312&height=3068) {position:absolute,top:80px,right:30px,width:380px,transform:scalex(-1)} {{position:relative,top:-30px ## Garm's Cantina : #### Wyrm Stew *Food & Drink, Uncommon -- 40 GP per unit* : The meat of the draconid creatures known as Fafniri is tough and bitter, but with hours of marination in the finest spices, pounding with a hammer, frying in butter, and serving with steamed vegetables and garlic broth... Well, it's acceptable. Upon consuming Wyrm Stew, the Fafniri's famed resilience is transferred to the eater. Roll 1d3 to determine the effect. **1:** You receive a surge of vitality, gaining 15 temporary hitpoints that last until you take a long rest. **2:** Your muscles seem to enlarge slightly, covered in icy veins. You gain a +2 to your Strength score that lasts until you take a long rest. **3:** Your skin toughens considerably, as if you were growing draconic scales. You benefit from a +2 to your A.C until you take a long rest. #### Garm's Cinnamon Cupcakes *Food & Drink, Common -- 2 GP per unit.* : The baking of cupcakes (known as Uhrklaz in the Ice Tongue) is a great honor in Isark culture, considered a task fit only for the strongest and most accomplished cooks of the tribe. For every cupcake you eat, you gain 1 temporary hitpoint that lasts until your next short/long rest, up to a maximum of ten temporary hitpoints. If you eat an eleventh, you vomit and lose the benefits of this consumable (Garm will judge you). #### Ominously Large Barnacle Leg *Food & Drink, Very Rare -- 300 GP per unit* : A huge crustacean limb that has to be steamed for many hours before being pried open with a greataxe. It contains enough food for eight medium sized creatures, who gain resistance to cold damage and an increase to their maximum hitpoints equal to their character level. Both benefits last for 48 hours after they finish this rare and wondrous feast. What creature could this be from?! #### Ancient Wyrm Triple Cheeseburger with a side of Onion Rings *Food & Drink, Common -- 1000 GP per unit.* : Cooked to perfection, this truly is a snack of champions. This is Garm's most prized dish, one he only prepares in moments of great danger, and only for those powerful enough to stomach it... : This gigantic cheeseburger can feed up to two medium sized creatures or a single large sized creature. A creature that eats this burger must succeed on a DC 20 Constitution saving throw or take 10d6 poison damage and cannot attempt to eat the burger again that day. On a success, the creature gains two levels on their main class for the next 24 hours. A creature that benefits from this food cannot do so again for 7 days. }} \column {{classTable,decoration,frame,text-align:center,position:relative,top:500px,right:353px ## Yous Shald Eats! Scrawny, smol traveler. Eats yes? You no eat good. You not muscle! Garm very muscle, see? Yous language, very hard. Food not hard. Food, universal language. Eat! Get strong. Some day, if yous eat good, yous can become cook! Great honor in our people. Cooks! Only strongs can be cook. Me, very. Now trade some, and get some! Everyone shalds eat. Nobody fight when belly full. : Want to know about Ice? Do not stand on killing wind. Hide. If yous hear flaps on sky, hide. Okay? You scrawny, but you smart. You remember that. Then you come back, and tell me story over food. Good food. : Very much cold here, no? Yous need a wool. Smol traveler, very cold. No wool, frost gets you. If in danger of Ice, remember, always fire. Get runes. *Pryshka*. You get Runes before you go! And food. Olways. And drink! Good drink can keep you warm. Yous scrawny, but you can take. Don't take much! Can kill you if much drink. : Understand? Good. Now yous eats. : }} {{pageNumber,auto}} {{footnote Cindra: Garm's Cantina}} \page {{imageMaskCorner34,--offsetX:-50%,--offsetY:-51%,--rotation:34 ![](https://cdn.midjourney.com/820e7cfd-933e-48a4-b881-459270f7a6b4/0_2.webp){height:50%,left:-1px,top:} }} {{imageMaskCorner32,--offsetX:55%,--offsetY:56%,--rotation:-3 ![](https://cdn.midjourney.com/820e7cfd-933e-48a4-b881-459270f7a6b4/0_2.webp){height:50%,position:absolute,left:160px,top:00px} }} # In Molten Caves... The Faldrim have a significant edge over the Devils: they know how to live, well acquainted as they are, with the cyclically shifting caves and fissures that are sprinkled around the Molten Crucible. These amber caves running with magma are filled with Ember Brass, and more importantly, the remnants of the mighty Teng civilization. Faldrim settlements are nestled within much greater ruins of that ancient people, the first rulers of the Crucible, and perhaps the entire material plane. : ### Vestiges of the Teng Starving refugees turned oathsworn defenders, the Faldrim became expert scavengers of the derelict Teng ruins, at first unearthing what they needed to survive, and now what they require to fight. Some say it was the promise of great and powerful vestiges what led the salamander-like lizardfolk to the Crucible in the first place. : What you are about to witness are some of the legendary artifacts of the Teng. Some are in possession of the Faldrim, others can be found in the various Enclaves. These items are as valuable as Ember Brass itself, sometimes even much more so. : ![Key of the Teng](https://media.discordapp.net/attachments/1211688747616444528/1211696908066885793/teng_key-Photoroom.png-Photoroom.png?ex=65ef23af&is=65dcaeaf&hm=ff21bbe100cdb7f50b9da7f85886a48a5eb4ac1aeb5895878d095c0dfbf20b74&=&format=webp&quality=lossless&width=4050&height=4050) {position:absolute,top:645px,right:40px,width:400px,transform:scalex(-1)} : {{descriptive ##### From "Ariadne's Journal" Curiosity has led me to many strange places, few of them a fraction as fascinating as the ruins of the Teng civilization buried deep within the Molten Crucible. These ancient goofballs managed to create gigantic tectonic plates of iron and arcane circuitry, allowing them to rearrange the earth to their liking! The audacity... It's a lucky thing the Gods are gone. : I never met the old buggers. They are even more ancient than me, go figure! Yet, I feel a kinship with them. Pioneers, explorers, scientists! The Teng defined what it means to go beyond the limits of conventional wisdom, all while creating works of unparalleled beauty and power! : Maybe I was born in the wrong generation... : **--Ariadne Stringweaver, Regent of the City of Strings** }} \column :::::::::::::::::::: #### Diviner's Key *Wondrous Item, Very Rare (requires attunement)* : This strange looking artifact glows in an eerie blue light. No lock can stand a chance against it, magical or no. Made by a Teng who really disliked doors and whimsical puzzles, this magical key was made to crack any latch, lid, or lock with the flick of a finger. : This item has 3 charges. You can expend a charge to open any regular or magical lock, as per the *Knock* spell. You can also expend 1d4 charges to magically learn the simplest solution to a puzzle or riddle that is barring your path forward. If you go over the charge maximum by rolling a 4, the key shatters, dealing 4d8 psychic damage to its wielder as ancestral equations flood your mind before dissipating. : The key regains 1 expended charge at every dawn. {{pageNumber,auto}} {{footnote Heart of the Crucible: In Molten Caves}} {{watercolor10,top:530px,left:300px,width:500px,background-color:skyblue,opacity:80%}} \page ![receptacle](https://media.discordapp.net/attachments/1211688747616444528/1211697434552434749/amulet_of_poly-Photoroom.png-Photoroom.png?ex=65ef242c&is=65dcaf2c&hm=c3032ac325723421cdc8355269fbca9bf7536c4ca308ee86ea1f1b90f06585fc&=&format=webp&quality=lossless&width=468&height=468) {position:absolute,top:-5px,right:450px,width:280px,transform:ro)} {{watercolor11,top:-140px,left:75px,width:350px,background-color:turquoise,opacity:50%}} ::: :::::::::::::: {{position:relative,top:px,text-align:center #### Amulet of Polyfocus *Wondrous item, Legendary (requires attunement)* }} : The magic within this unearthed artifact couples against your consciousness like an additional layer of processing power, allowing your mind to perform more tasks simultaneously, or perform normal tasks better as you track detail and variables with uncanny accuracy. : While attuned to this item, you have advantage on all intelligence-based rolls. Additionally, it allows you to maintain concentration on two spells at a time. This usage drains you: once both concentrations are ended, roll a DC 14 Constitution saving throw. On a failed save, you gain a point of exhaustion. The DC increases by 3 each time you have to roll the save in-between long rests. : : {{position:relative,top:px,text-align:center #### The Fifteen-Sided Die *Wondrous item, Legendary (requires attunement)* }} : Made by a Teng gambler and artificer, this trinket glows with the power of possibility. : This item has fifteen charges. When you roll an ability check, attack roll or a saving throw, you may expend up to 5 charges and add that number to the roll. For example, if you add 4 to the roll, you consume 4 charges. The die regains one charge each time you roll a natural twenty while attuned to it. ![15 sided die](https://media.discordapp.net/attachments/1211688747616444528/1211698006630596699/fifteen_sided_die-Photoroom.png-Photoroom.png?ex=65ef24b5&is=65dcafb5&hm=e74c7815c96d1429fbe969e16b600a829919a7414b041f685d048e440ce02337&=&format=webp&quality=lossless&width=4050&height=4050) {position:absolute,top:698px,right:390px,width:380px} {{watercolor3,top:620px,left:65px,width:370px,background-color:darkgoldenrod,opacity:60%}} {{position:relative,top:-30px,text-align:center #### Mask of Marn *Wondrous Item, Artifact (requires attunement)* }} {{position:relative,top:0px,right:350px : This ancient mask was discovered by the Faldrim long ago, and is now encased in ember brass, deep within a heavily fortified Faldrim stronghold. Why? Well, it seems whoever uses it becomes possessed by the spirit of the Mask, a powerful yet profoundly chaotic master wizard. : Whoever's soul is imprisoned within the mask was very powerful indeed. The last time a Faldrim wore this item, it destroyed not only a whole forward encampment, but also an approaching Devil army from the Ninth. :::::::::::::::::::::::::::: This item is cursed. Whoever wears it must succeed on a DC 20 Wisdom saving throw or be possessed by Marn, Archmage of the Teng. Marn is not a reasonable fellow. He has been trapped within the mask for ages, and would do anything to escape. A creature that succeeds this saving throw can wear the mask for a minute before having to roll the saving throw again. : ***Innate Spellcasting.*** If you resist the power of Marn, you can use the latent magical energy stored within it to cast spells. If not, Marn will take over your body and use any spell available to attempt to destroy the mask and escape. This, however, is impossible, and the mage will end up destroying everything around him instead. If the wielder dies or a full minute passes, the mask becomes dormant once more and can be taken off. : The mask's spell casting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components: : ***At will:*** cone of cold, cloudkill : ***3/day each:*** fire storm, disintegrate, earthquake : ***1/day each:*** meteor swarm, weird, power word kill }} ![Mask of the ANcient Teng](https://media.discordapp.net/attachments/1211688747616444528/1211697179329302548/mask_of_marn-Photoroom.png-Photoroom.png?ex=65ef23ef&is=65dcaeef&hm=988c961cde192a8ea17156a6186a5a4b9350def07666d801f99754ef3c40ae44&=&format=webp&quality=lossless&width=4050&height=4050) {position:absolute,top:220px,right:30px,width:400px,} {{watercolor2,top:-320px,left:400px,width:600px,background-color:red,opacity:50%}} {{pageNumber,auto}} {{footnote Heart of the Crucible: Inventory}} \page {{position:relative,top:-30px ## Relics of the Empress : The Castle of Night is the Lady Eternal's own domain as Empress of Brass and Chancellor of the Enclaves. As a show of strength, the Lady's most devout followers are allowed to carry symbols of their divine ruler, magical items of great power crafted by Nemesis the Black herself. : Other Enclaves have attempted to replicate the craftmanship that led to the creation of such items, without much success. This has led many to believe Nemesis to be an arcane smith of unparallelled skill, on par with the artisans of the gods themselves. The following are a few of her inventions, now carried by her most accomplished soldiers and those that have accrued favor with the Cult of Red. : #### Knife of Black Rites *Weapon (Dagger +1), Very Rare (requires attunement)* : This knife is used by select members of the Cult of Red to sign contracts written in blood and manifest incantations beyond their regular capabilites. It is said a Knife of Black Rites is required to open the gates to the Castle of Night. : Attacks made with this dagger deal an extra 3d6 necrotic damage when wielded by an attuned creature. : This item has three charges. If you are using this knife as a spellcasting focus, you can infuse the blade with a powerful curse. A creature hit by this weapon must succeed on a Charisma saving throw against your spell save DC or become susceptible to your magic for a minute. Each time the creature rolls a saving throw against one of your spells while cursed, they substract 1d6 to their roll. : You can also deepen the curse by stabbing yourself, taking 10 necrotic damage that cannot be reduced nor resisted in any way. The creature currently affected by this item's curse automatically fail its next saving throw against one of your spells. This effect lasts for one round, after which the curse is forfeit. : Only one creature can be cursed at any given time. The dagger regains 1d4 expended charges daily at dawn. }} {{watercolor7,top:-100px,left:370px,width:600px,background-color:maroon,opacity:70%}} ![redmane cloak](https://media.discordapp.net/attachments/1211688747616444528/1211699682649317386/executioner_s_cloak-Photoroom.png-Photoroom.png?ex=65ef2644&is=65dcb144&hm=db3395d14cf916237ea74f11bb6e8a5d8264e9f32f2f5934b763bcbbfa31c593&=&format=webp&quality=lossless&width=4068&height=4068) {position:absolute,top:10px,right:-20px,width:470px,transform:rotate(-0deg),mix-blend-mode:darken} {{artist,top:0px,right:170px ##### Oh dear lord... Well, it may look useful, love, but for the sake of our dead gods, don't prance around in THAT! You are going to give me a heart attack! }} ![Ceremonial Knife](https://media.discordapp.net/attachments/1211688747616444528/1211700028159295549/knife_of_black_rites-Photoroom.png-Photoroom.png?ex=65ef2697&is=65dcb197&hm=b01e5000763783cdbf3e95356088fadcdcb410d1464c4bdc7560fc6d64992085&=&format=webp&quality=lossless&width=468&height=468) {position:absolute,top:700px,right:380px,width:400px,transform:rotate(15deg)} {{watercolor2,top:525px,left:-450px,width:250px,background-color:black,opacity:80%,transform:rotate(40deg)}} \column :::::::::::::::::::::::::: {{position:relative,top:60px #### Executioner's Cloak *Wondrous item, very rare (requires attunement)* : This vibrant and tattered cape of crimson has been imbued by the power of death, granting the bearer the vigor of those they have slain... at the cost of becoming one with the cursed cloth. It gently sways even when no wind blows and those that lay their eyes upon it feel unexplicably unsettled, as if the cloth itself was an uncanny perversion of life. : While attuned to this item, you gain a +1 to your A.C. After you reduce a creature to 0 hit points, you immediately gain an additional action on that turn. If you use this aditional action to attack, the cloak envelops you with eagerness and you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. : ***Cursed Item.*** This cloak pushes you to inflict bloodshed, turning your eyes a sickly red over time. While wearing this item, you have disadvantage on Charisma checks. If you kill 15 creatures while attuned to this item, the cloak painfully constricts around you and doesn't let go. You gain resistance to bludgeoning, piercing, and slashing damage, but lose the ability to speak as the cloth invades your mouth and fuses with your tongue. You can no longer take off the cloak by normal means. : If the cloak is targeted by a Remove Curse spell, its grip lessens for 1d4 rounds. During that time, a successful DC 25 athletics check is enough to rip it off, ending the attunement and restoring your ability to speak. Once the rounds of weakening are elapsed, the cloak becomes immune to the effects of Remove Curse for one week. }} {{pageNumber,auto}} {{footnote The Devil Enclaves: Castle of Night }} \page {{imageMaskCorner1,--offsetX:-31%,--offsetY:-58%,--rotation:0 ![](https://cdn.midjourney.com/b6fb3948-1aa4-4757-af0d-c01dda7183e0/0_2.webp){height:70%} }} {{imageMaskCorner34,--offsetX:40%,--offsetY:70%,--rotation:0 ![](https://cdn.midjourney.com/b6fb3948-1aa4-4757-af0d-c01dda7183e0/0_2.webp){height:100%,right:-130px,top:-40px} }} {{watercolor2,top:-590px,left:680px,width:450px,background-color:silver,opacity:100%,TRANSFORM:ROTATE(-90DEG)}} {{watercolor2,top:-590px,left:680px,width:450px,background-color:silver,opacity:100%,TRANSFORM:ROTATE(-90DEG)}} {{watercolor2,top:-590px,left:680px,width:450px,background-color:silver,opacity:100%,TRANSFORM:ROTATE(-90DEG)}} ![Croiw stattuet](https://media.discordapp.net/attachments/1211688747616444528/1211700212393844818/crow_statuette-Photoroom.png-Photoroom.png?ex=65ef26c2&is=65dcb1c2&hm=6fe839553ba6801ac6ee98496381f52333ce4625f05fc07cd99e01a38760cd6d&=&format=webp&quality=lossless&width=468&height=468) {position:absolute,top:160px,right:400px,width:400px,mix-blend-mode:darken} {{position:relative,top:-20px #### Crow Relic *Wondrous Item, Rare (requires attunement)* : This small statuette of a crow is made of finely cut obsidian and enchanted with the powerful symbols of Nemesis' cohort. It is said those that have this crow in their possession are following the will of the Lady Eternal, in one way or another, and are better left well alone. :::::::::::::::::::::::::::: This item is a symbol of belonging. With the Crow Relic in your possession, other devils will believe you speak for Nemesis, unless given clear signs of the contrary. : ***The Way Forward.*** You can activate this item with an action. Once activated, the crow will animate and fly from its stand. This crow is an ethereal creature and cannot be harmed from the material plane. It can fly through solid objects and lasts for an hour. For the duration, it will guide you as per the *Find the Path* spell, but only if your goal is in accordance with the Lady Eternal's purpose. : The crow disappears into thin mist if hit by a damaging spell. When the duration is up, the crow is magically recalled to the stand and solidifies into obsidian once again. Once the hour is elapsed, the item cannot be used again until the next dawn. }} ![skulll sphere](https://media.discordapp.net/attachments/1211688747616444528/1211700584273674351/skull_of_soulbinding-Photoroom.png-Photoroom.png?ex=65ef271b&is=65dcb21b&hm=ce01f121f8703e89ffc2ad185722ac56d1b86b0cc8c0f5f9507e7db33cf01df7&=&format=webp&quality=lossless&width=350&height=350) {position:absolute,top:410px,right:75px,width:300px} {{position:relative,top:190px #### Skull of Soulbinding *Wondrous item, Very Rare* : These skulls are very powerful magical traps created by Nemesis. Those that carry them are feared among devil-kind, as they can ensure a true death to those they fell in battle. : When a creature dies within 30 feet of this item, you can use your reaction to attempt to trap the soul of the creature within it. :::::::::::::::::::::: These skulls can only bind souls of CR 10 or lower, but there are more powerful versions of this item that can trap mightier souls. A Legendary Skull of Soulbinding can trap souls of CR 18 or lower, and an Artifact level skull can trap souls of CR 25 or lower. : A creature affected by this item must succeed on a Charisma saving throw against your spell save DC or have its soul trapped within the skull. A skull can contain up to three souls at a time, and you can release any one of them as an action. This tool is often used to ensure Devils will not reform in the Nine Hells after death and are properly vanquished. : To destroy a Skull of Soulbinding, it must take 100 points of damage in a single round. The skull is vulnerable to force damage and immune to all other types of damage. If the skull is destroyed, the souls it contained are destroyed with it. }} {{watercolor2,top:-200px,left:457px,width:600px,background-color:black,opacity:100%,transform:rotate(28deg)}} {{watercolor2,top:-600px,left:107px,width:600px,background-color:silver,opacity:100%,transform:scale(-1)}} {{watercolor2,top:-600px,left:107px,width:600px,background-color:white,opacity:100%,transform:scale(-1)}} {{watercolor2,top:-600px,left:107px,width:600px,background-color:white,opacity:100%,transform:scale(-1)}} {{watercolor2,top:-600px,left:107px,width:600px,background-color:white,opacity:100%,transform:scale(-1)}} {{pageNumber,auto}} {{footnote The Devil Enclaves: Castle of Night }} \page ![wisp](https://media.discordapp.net/attachments/1211688747616444528/1211701283275415672/wisps_item_2-Photoroom.png-Photoroom.png?ex=65ef27c2&is=65dcb2c2&hm=de0bf9fa9a25c228ceca3e41c041538b053adefab2872d8536704f109f7cc670&=&format=webp&quality=lossless&width=3468&height=4068) {position:absolute,top:280px,right:30px,width:400px,mix-blend-mode:darke} {{watercolor7,top:-590px,left:-370px,width:420px,background-color:violet,opacity:70%,transform:rotate(96deg)}} {{position:relative,top:-25px ## Eminent Life : Emboldened by the powers of the Eminence, the plants and creatures that inhabit the cluster display strange and powerful abilities. Some plants burrow into solid stone to get through the *Vatha*, while others abandon their roots and float away from their original asteroid, attempting to extend their seeds through dozens of orbits. Some animals hide in caves while others go into a frenzy. Prey becomes predator in lands everchanging, under the light of the Eminence. : ### Wisps of Power Eminent energy bathes the cluster after a flare from the mauve star. The faithful consider these the living breath of a God that is not dead but merely dormant, while arcanists and archeologists study it as just another property of the Eminence. : Flares are very dangerous to those that witness them. The lands closer to the star are perpetually charred by the purple flames, making them almost inhospitable. Some creatures, like the Gaard, can better resist the eminent energy from these solar storms, while others must keep to the outer rim of the cluster, or find a way to avoid the surges. : These bursts of wondrous energy activate strange mechanisms within the ruins of ancient Gyreon. Forgotten Altars sprout brilliant flames of blue and violet in the form of condensed energy, primordial and divine: Eminent Wisps. #### Eminent Wisp *Treasure, Legendary --- 50,000 G.P* : An Eminent Wisp is one of the greatest treasures in the universe. Beyond the Nova Cluster, only the most knowledgeable of wizards know what power this small and unassuming bouquet of flames truly contains. Wisps are a concentrated form of Eminent Energy, highly sought after because of their stability and enduring power. : This flame is born of the battle between Order and Eternity. As such, it has acquired both the chaos of the Enemy and the primal law of Gyreon. It feels cold to the touch, and can almost be considered solid, though it isn't. A Wisp cannot be destroyed by any means short of a *Wish* spell, or other magical effect designed specifically for its destruction. Certain ancient structures within the Cluster, for example, are made for such a purpose: gates that only open by sacrificing a Wisp, derelict superweapons that fire Eminent Energy, and a long, unknowable etcetera. }} \column :::::::: A creature can attempt to consume an Eminent Wisp as a bonus action. A creature that is not native to the Nova Cluster must succeed on a DC 20 Constitution saving throw, taking 35 (10d6) force damage as they regurgitate the flaming energy. A creature that fails this saving throw cannot attempt to commune with an Eminent Wisp for the next 24 hours. On a success, they suffer only 18 (5d6) force damage and become aligned with the Eminent Wisp for the next 24 hours. ::::::::::::::::::::::::::::: A creature that is aligned to an Eminent Wisp gains a single level in their main class and an additional attunement slot for the duration. In addition, they can use the Wisp's power to recover a single class feature of 5th level or lower or a single spell slot of up to 3rd level. The wisp isn't consumed after being used in this way, but cannot be expended again until the aligned creature finishes a long rest. : After 24 hours have passed, a creature must repeat the saving throw to align itself with the Wisp. On a failure, they cannot attempt to align with an Eminent Wisp for the next week. : If a creature aligns itself with a Wisp three days in a row, they are permanently bound to that wisp and gain its benefits permanently. They can't align with another Wisp unless they first renounce the initial one. In the event of their death, the Eminent Wisp will gently float atop their corpse, waiting to be claimed by another. {{imageMaskCorner30,--offsetX:60%,--offsetY:87%,--rotation:0 ![](https://cdn.midjourney.com/47f5e466-f366-4205-b547-0524bddc43c5/0_2.webp){height:70%,top:0,left:350px} }} {{imageMaskCorner30,--offsetX:-60%,--offsetY:-87%,--rotation:0 ![](https://cdn.midjourney.com/47f5e466-f366-4205-b547-0524bddc43c5/0_2.webp){height:70%,top:760px} }} {{pageNumber,auto}} {{footnote Eminent Life}} \page {{imageMaskEdge2,--offset:-4%,--rotation:180 ![](https://cdn.midjourney.com/24b7058a-d3ba-4cae-a984-0bd67b0c02bb/0_1.webp){height:65%,top:00px,left:-100px} }} {{watercolor6,top:255px,left:830px,width:220px,background-color:white,opacity:100%,transform:rotate(-59deg)}} ![May Gallawat??](https://media.discordapp.net/attachments/1211688747616444528/1211701721026269305/may_gallaway-Photoroom.png-Photoroom.png?ex=65ef282a&is=65dcb32a&hm=83edbbc868839de0c44fddbdec66d727a7755a6609a6eba73eeaefdf5d8f743d&=&format=webp&quality=lossless&width=4033&height=4050) {position:absolute,top:0px,right:30px,width:400px,mix-blend-mo} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,wide,frame,decoration,text-align:center, ## Welcome to my Humble Abode! What? You thought I stayed with those archeolosers? Nah, dude. I've got my own thing going on over here, and no Threadseeker is ever going to claim my discoveries as their own again! Not like that hack Davyr, stealing the credit for repairing Sparks. I mean, he helped, *sure*, but I'm the one that replaced the core reactor! But yeah, who would ever listen to a 16 year old girl anyways, huh? Not the Archeologists, that is for certain! They are supposed to be my "legal guardians", whatever that means, but all they do is BABY me! Of course, young May couldn't ever be so INCREDIBLE and SMART as to fix Sparks all by herself, now could she? : I'm writing down a journal, you know. Oh, they'll get what's coming to them, alright! When I get famous, some historian will find my stuff and read all about my early, but also very impressive, years. THEY'll be in trouble then! League of Archeologists? More like... like... League of... NERDS! Boom! I gotta write that down. : Anyways, want a cup of coffee while you browse my stuff? I've already had three. }} {{text-align:center #### Solar Needle *Wondrous Item, Very Rare* }} :::::::::: This needle shines with golden hues. May tells you she forged it from a powerful sunstone infused with Eminent Energy... whatever that means. She then stabs your arm with it. "Lmao", she mutters. ![Sun Needle](https://media.discordapp.net/attachments/1211688747616444528/1211801823774769162/solar_needle-Photoroom.png-Photoroom.png?ex=65ef8564&is=65dd1064&hm=e47cd0b3e2b6aac9237b2e4b5483ce77ef1ebbceefee04b57b47a6c8b3b3e977&=&format=webp&quality=lossless&width=4050&height=4050) {width:300px,position:absolute,top:700px,right:430px,mix-blend-mode:darken,transform:rotate(45deg)} : Followed by a golden glow, this small stylus sheds dim light in a 10-foot radius. You can use it to sow, making the cloth it is used on shine with residual golden dust for 24 hours and giving a creature that wears the tissue advantage on persuasion checks for the duration. : You can also stab the needle into your skin, dealing 1 point of piercing damage and giving you resistance to fire and radiant damage for as long as the needle stays in you. However, for every minute the needle remains burrowed in your skin, you suffer 1 point of psychic damage as a burning sensation prickles the back of your neck. : This item is much more powerful than it appears. {{pageNumber,auto}} {{footnote May's Encampment}} \page ![GUN](https://media.discordapp.net/attachments/1211688747616444528/1211802088938405934/hellspitter-Photoroom.png-Photoroom.png?ex=65ef85a4&is=65dd10a4&hm=81d7cbed82d4ebb04628c9e47d9f626f808293763233d9f652b31b2a2d6a1315&=&format=webp&quality=lossless&width=468&height=468) {width:350px,position:absolute,top:100px,right:430px,mix-blend-mode:,transform:rotate(20deg)} {{position:relative,top {{text-align:center #### Hellspitter *Weapon (pistol), Artifact (requires attunement)* }} :::::::::::::::::::::::::: This weapon carries hell itself. An ever-burning shard of scalding mithril powers the gun, filling whoever wields it with a sense of overwhelming power. May just flings it around like it's nothing more than a toy, but you can see it in her eyes... she is truly proud of her creation. : You have a +3 to hit and damage rolls using this weapon. It doesn't need ammunition (nor does it need to be reloaded) and fires shards of molten mithril that deal a base of 2d6 piercing damage + 2d6 fire damage. Damage from this weapon ignores resistances (not immunities) and reduces the target's maximum hit points for an hour afterwards. : Critical hits made with this weapon deal an additional 4d6 fire damage. In addition, while wielding this weapon, you can cast *fireball* at will, requiring no material components. }} \column ![dag](https://media.discordapp.net/attachments/1211688747616444528/1211802883255701586/malaise-Photoroom.png-Photoroom.png?ex=65ef8661&is=65dd1161&hm=1299c0a03f382c4c4576373ceceb707e243fd3141f0157f212e0a6cb5ceb471b&=&format=webp&quality=lossless&width=468&height=468) {width:350px,position:absolute,top:100px,right:60px,mix-blend-mode:darken,transform:scalex(-1)} {{position:relative,top:,classTable, {{text-align:center #### Malaise *Weapon (dagger), Artifact (requires attunement)* }} :::::::::::::::::::::::::: Vibrant with blue energy, the dagger floats over May's head, as if about to drop down and kill her. You know it could strike at any moment. It gives you a particular feeling of ever-present dread. A certain... *malaise*. : You have a +3 to hit and damage rolls using this weapon. On a hit, it deals an additional 3d6 cold damage. This weapon can fly, become invisible, and shift into the ethereal plane at will. You can control Malaise telekinetically and use any of its abilities on it up to a range of 60 feet. : It follows your every command, but if left to its own devices, will float atop your head, seemingly about to drop down. This creates a feeling of ever-present dread that keeps you alert. You cannot be surprised while under this effect and can magically feel if you are about to be in danger, like an uncanny sixth sense. }} {{imageMaskEdge5,--offset:25%,--rotation:0 ![](https://cdn.midjourney.com/24b7058a-d3ba-4cae-a984-0bd67b0c02bb/0_1.webp){height:55%,bottom:-00px,transform:scale(-1)} }} {{classTable,wide,frame,decoratio,text-align:center,position:relative,top:120px ## My Greatest Artifacts! Hellspitter I made from a molten starshard. Malaise I found while looting some random ruins. I had to sneak around a few Shatterers, it was kind of an important place... Anyways, not too big of a deal. You get it now, don't you? You see how cool I am? I bet you thought I was joking. Everybody underestimates me... Oh, but I'll show y'all. I am the Marvelous May Gallaway, and I will become the greatest explorer who ever lived! Greater even than my grandpa! : }} {{watercolor10,top:-50px,left:00px,width:420px,background-color:skyblue,opacity:80%,transform:rotate(30deg)}} {{watercolor7,top:-110px,left:-340px,width:420px,background-color:orange,opacity:80%,transform:rotate(30deg)}} \page {{imageMaskEdge3,--offset:0%,--rotation:180 ![](https://cdn.midjourney.com/c240958b-09d4-40d3-ba29-a069bbcf9b79/0_0.webp){height:80%,top:-150px} }} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,wide,frame,decoration,text-align:center, ## Salutations, planeswalker. I am sparks. I'm a superior magical construct, running on Eminent Energy. I have been instructed to show you through our trove. Inform me if any of these interest you. I have clearance to negotiate "clappin' deals" with you, as per Davyr's orders. I... am unsure as to what that means. But let us make do. : You are curious as to my origin? Why, it's a rather mundane story, but I will happily oblige. When Keep Maester Davyr was granted this illustrious refuge to protect, he found me deep within the ruined skeleton of the astral fortress, missing some... key components. I remember only faint glimpses from this time, as Davyr and his subordinates attempted to ignite my systems. Slowly, they deciphered the ancient runes that hold me together, and repaired me piece by piece. Now, I am awakened, and improving my sophistication by the day. : Perhaps I shall one day recover the memories of my previous existence, way back, when I was first made. Then I shall know... my real purpose. Ah, my apologies, I appear to be rambling. Care to purchase something? }} #### Salt-Cured Nova Ray Fillet *Food & Drink, Common -- 3 sp.* : This dry and bitter cut of meat is the food most people subsist on, here in the Gyreon Cluster. After eating a ration of it, your skin glows a pale purple for the next hour, making you shine dim light within 10 feet of you. : As your body grows accustomed to a Nova flesh diet, you stop glowing after consuming it, and your skin turns permanently pale and ghastly. {{position:relative,right:353px,top:170px #### Baldric of Gravity *Wondrous Item, Rare (requires attunement) -- 350 gp.* : }} {{position:relative,right:353px,top:165px This belt was initially made as a thief's tool, but its uses as an astral exploration item soon became apparent. }} {{position:relative,top:-95px While attached to a creature, gravity reacts to pull them towards the surface they are standing on, be it a meteorite, a wall, or a roof. }} ::::::::::: {{position:relative,top:180px,right:353px When you try to switch your gravity to a new surface using this item, you must succeed on a DC 12 Dexterity (acrobatics) check. Otherwise, you fall prone at the point where you attempted the gravitational switch. }} ![belt](https://cdn.midjourney.com/62a2fad4-495a-47c5-a65c-5abdaabd9ad2/0_2.webp) {width:350px,position:absolute,top:780px,right:75px,mix-blend-mode:darken} ![CHISPITAAAA](https://media.discordapp.net/attachments/1211688747616444528/1211803682379800617/chispita-Photoroom.png-Photoroom.png?ex=65ef8720&is=65dd1220&hm=b5e495b4cab7f42577b027162babc0c8acedf7bef466d7f1eafd297516aad7c2&=&format=webp&quality=lossless&width=3233&height=4050) {position:absolute,top:-10px,right:50px,width:430px,} {{pageNumber,auto}} {{footnote Sparks' Vault}} \page {{position:relative,top:-35px #### Contrabandist's Bracer *Wondrous Item, Rare (requires attunement) -- 1000 gp* : This is the masterpiece of a pirate blacksmith, a bracer that has changed hands countless times, and always seems to find its way back to the low-lives it was meant to serve. Crafted with the jewel of a great Gaard commander, the bracer beams and buzzes softly when officers of the law enter a range of 120 feet around it, allowing its owner to detect and outmaneuver them. You can use an action to cast the *nondetection* spell with this item, requiring no components. Once you do so, you cannot do it again until you finish a long rest. : }} ![Bracer](https://media.discordapp.net/attachments/1211688747616444528/1211804475623211121/contra_bracer-Photoroom.png-Photoroom.png?ex=65ef87dd&is=65dd12dd&hm=87d783fb04108d31aab08f7cf9ea0c84abe8c2d30584357a008c3b9f5af6767f&=&format=webp&quality=lossless&width=468&height=468) {width:365px,mix-blend-mode:multipy,position:absolute,top:160px,left:20px} {{watercolor6,top:-310px,left:480px,width:370px,background-color:white,opacity:100%,transform:rotate(-57deg)}} ::::::::::::::: #### Impulse Capsule *Consumable, Very Rare -- 200 gp, requires completing the ***Sea of Poppies*** quest* : This little pill makes the pirate economy of the cluster go round, a magical psychoactive narcotic that emboldens its users with a plethora of impressive abilities. The only thing as sizeable as its benefits are its drawbacks, as with most drugs, especially once the effect wears off... : For the next hour after consuming an Impulse Capsule, your mind is expanded, granting you the following benefits: : - You can accurately recall anything you've learned in the past year, auto-succeeding Wisdom (history) checks that would rely on information acquired during this time period. : - You have advantage on Intelligence-based skill checks and saving throws. : - Your reflexes are supernaturally heightened, granting you a bonus of 1d12 to Dexterity saving throws and initiative rolls. : Once the effects wear off, you immediately gain 1 exhaustion point. You ignore exhaustion points if you take more impulse. It's really easy to overdose on this... ::: {{position:relative,top:-35px #### Lex-I Prototype *Wondrous item, Artifact (requires attunement) -- 30.000 gp, requires completing the ***Final Favor*** quest* : This advanced arcane prosthetic was made by Sparks using remnants of its ancient knowledge, from a time when Gyreon was a fully-fledged astral temple. And of course, a lot of plundered technology. To attune to this legendary prosthetic, you must first amputate your right arm to make space for it. : Once you graft the artifact onto your body, you must use an *Eminent Wisp* or other source of comparable primordial power to awaken it and become attuned. It functions as a normal arm, but grants many additional benefits. : - The Lex-1 Prototype filters out all poisons and diseases from your body, making you immune to sickness, poison damage, and the *poisoned* condition. : - You can ignore the adverse effects of the first *Impulse Capsule* you take between long rests. : - You can make melee weapon attacks using the Lex-I Prototype, which use Strength to roll, and deal 2d12 + your Strength modifier + 3 force damage. : - You can make a special beam attack using the Lex-I Prototype, causing creatures in a 30ft. long, 5ft. wide line in front of you to make a DC 18 Dexterity saving throw. They take 16d8 force damage on a failed save, or half as much on a successful one. When you use this ability, the artifact goes dormant for 1d4 days and you don't benefit from any of its traits. Absorbing an *Eminent Wisp* awakens the item early. }} {{watercolor6,top:-596px,left:-220px,width:365px,background-color:white,opacity:110%,transform:rotate(118deg)}} ![lex one](https://media.discordapp.net/attachments/1211688747616444528/1211804791194263573/lex_1-Photoroom.png-Photoroom.png?ex=65ef8828&is=65dd1328&hm=ec3ba4c4a95c36162e332c954999c81872eb654b4382c20d27b77f2cff4007fa&=&format=webp&quality=lossless&width=4050&height=4050) {width:325px,mix-blend-mode:mutiply,position:absolute,transform:rotate(-30deg),left:465px,top:565px} ::::::::::::::: Eminent Energy seems to follow this artifact. You can use it to activate forgotten mechanisms of the cluster's ruins, and Nova Rays are drawn to it... sometimes aggressively so. You should be careful. Many could want its power... {{imageMaskEdge5,--offset:42%,--rotation:0 ![](https://cdn.midjourney.com/ffa08b6e-51d8-4190-a1b5-74c239b07ca0/0_1.webp){height:60%,top:500px,left:-100px} }} {{pageNumber,auto}} {{footnote Sparks' Vault}} \page {{imageMaskEdge3,--offset:-7%,--rotation:180 ![](https://cdn.midjourney.com/71645bb2-57f4-40aa-b984-2ba1fc957161/0_2.webp){height:95%,top:-70px,left:-100px} }} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,wide,frame,decoration,text-align:center,position:relative,top:0px ## Don't... Scream. I'm not here for your soul, traveler. Yes, I am a Yokai, but that does not mean I want your head. My name is Adras, pleasure to meet you. It is mighty dangerous to prance around at night in these lands, you know that? My kin aren't as... diplomatic as yours truly. I've always thought our petty skirmishes to be a waste of time. Aren't we all the same, in the eyes of our Lord? : You must wonder what it is I could possibly want with someone like you. Well, I'd say you're selling yourself short. Not many strangers are found in the lands of the Leung. You're not welcome here, are you? For all intents and purposes, the Black Lotus could kill you just for being a nuisance. After all, you know nothing of Yokai. You think you're different? That you wouldn't fall into wrath, greed, or even pride? Oh, you remind me of myself. When I was alive... : Let me give you some advice, from a prospective friend. Avoid the Asioran people just as much as you avoid the fiendish Yokai. Act decisively at all times. These kingdoms respect action more than words. And most importantly, be prepared. Here, take my mark. It will keep you safe. Oh, and perhaps... this ring could be of use to you. Think of me as your guardian angel. We are... intertwined, after all. We'll meet again, of that I am sure. The Lord will see to it. }} {{position:relative,top:px {{text-align:center,POSITION:RELATIVE,TOP:-10PX,left:-5px #### Mark of Adras *Wondrous Item, Very Rare* }} {{ This old seal glows with an oppressive crimson hue. Adras gifts it to you, a grin on his fiendish face. "To keep you safe out there" he says, in a twisted and unnatural voice. You think of throwing the badge away, yet something tells you it will come in handy in the near future. It looks like it could be some kind of currency, somewhere... : With this badge in your possession, you can use your reaction to create a ward against a Yokai, Undead, or Fiend within 60 feet that attacks you or targets you with a spell. The target must succeed on a DC 15 Charisma saving throw or be bewitched and become unable to target you with an attack or a spell for the next hour. After affecting a creature in this manner, the badge breaks and becomes a non-magical piece of red iron. }} }} {{watercolor6,top:650px,left:-220px,width:400px,background-color:maroon,opacity:80%}} {{watercolor2,top:550px,left:600px,width:500px,background-color:maroon,opacity:80%}} {{watercolor4,top:550px,left:380px,width:400px,background-color:white,opacity:100%}} \column ![Mark of Adras](https://media.discordapp.net/attachments/1211688747616444528/1211806949834752050/mark_of_adras-Photoroom.png-Photoroom.png?ex=65ef8a2b&is=65dd152b&hm=b3fa7592386946db419455b08d999531cf18803b2846adf140756135bba53c89&=&format=webp&quality=lossless&width=468&height=468) {width:300px,position:absolute,top:720px,right:70px,mix-blend-mode:,transform:rotate(deg)} : ![Adras](https://media.discordapp.net/attachments/1211688747616444528/1211805616155136060/adras_2_1.png?ex=65ef88ed&is=65dd13ed&hm=f0679a8483d18363b78619685b8e442291489caad5f0e063cb21b81c1ddb901c&=&format=webp&quality=lossless&width=3233&height=4050) {position:absolute,top:-0px,right:195px,width:430px,} {{pageNumber,auto}} \page {{text-align:center #### Ring of Faith and Scorn *Wondrous Item (ring), Legendary (requires attunement)* }} : This ring shines with an eerie golden glow in the pale hands of the fiend. The diamond on its center is profoundly magnificent, a kind of beauty that transcends time itself. Mesmerized by its beauty, you almost miss the subtle inscription on the inside ring. It reads "Lay all your faith on me". : ![ring of Faith](https://media.discordapp.net/attachments/1211688747616444528/1211806439241162812/ring_of_faith-Photoroom.png-Photoroom.png?ex=65ef89b1&is=65dd14b1&hm=f1d8bdf3b5aa36c6afa3e408f2d76a4b2cc5893c99fd6f8bd249ddde432f0434&=&format=webp&quality=lossless&width=4050&height=4050) {width:365px,mix-blend-mode:multipy,position:absolute,top:170px,left:30px,transform:rotate(10deg)} {{watercolor6,top:-310px,left:480px,width:370px,background-color:white,opacity:100%,transform:rotate(-57deg)}} {{imageMaskCorner33,--offsetX:57%,--offsetY:-16%,--rotation:-60 ![](https://cdn.midjourney.com/6ed165f6-c740-486b-9aa2-65ad5f858236/0_0.webp){height:86%,right:-150px,top:200px} }} {{imageMaskCorner34,--offsetX:57%,--offsetY:-45%,--rotation:-50 ![](https://cdn.midjourney.com/6ed165f6-c740-486b-9aa2-65ad5f858236/0_0.webp){height:86%,right:-150px,top:200px} }} ::::::::::::::::::::::: This ring is a powerful divine conduit. While attuned to this ring, you are resistant to radiant and necrotic damage. In addition, you may cast *Word of Recall* or *Divine Word* once per day through it. : Clerics, Paladins, and Warlocks gain additional benefits from this item. They start to listen their patron's voice through it in barely audible whispers. : ***Paladin/Cleric.*** Paladins and Clerics can cast their Channel Divinity once through this item without expending a use. : ***Warlock.*** A Warlock can cast an additional spell of 5th level or lower through this item once per day. : ***Cursed Item.*** This ring is in fact a *Ring of Scorn*, a very powerful cursed item that strives for a faithless world. : It is sentient and slowly attempts to replace the user's god or divine patron with itself. It starts slowly, whispering into the dreams of the faithful while obscuring their connection to their true patron. It learns from the character's faith and mind and starts to replicate their god's mannerisms, rituals, and favors. : After a week, the ring starts to cast modify memory on the user once per day, slowly creating the idea that it is the only conduit to their deity. At this point, the character cannot unnatune to the item without casting the *Remove Curse* spell on it first. : The ring will eventually sever the character's connection to their divine patron, replacing it fully in the mind of the user, but in turn, rendering them powerless as they abandon their faith. : After a character is relinquished by their deity, the ring unnatunes and falls off their hand in the most inopportune moment, hoping to be lost. The ring's origin is unknown, but it grows in power every time it severs the faith of another. The instrument of {{width:60px}} a powerful antitheist, perhaps? {{pageNumber,auto}} {{footnote Encounter with Adras}} \page {{position:relative,left:-25px,top:-15px ## Shelters of Artillery : In the deep valleys of Daxin are located the shelters of artillery, huge networks of semi-underground black powder quarries, weapon factories, and training facilities. They are strategically located in the depths of the biome, sheltering them from the worst of the rains, which can easily damage black powder artificeries, and also hiding them from enemies who would seek to sabotage or overtake them. : The owners of these shelters are master artificers whose only true allegiance is to Dragon Dynast Xiyun. In local conflicts between minor lords, they act as mercenary weaponsmiths, selling their weapons (and the service men who know how to use it) to the highest bidder. : ### Death From... Below? Hidden tunnels that stretch for miles connect these shelters with different vantage positions across Daxin, giving the artillerists the capability of secretly swarming upwards and raining fire and devastation against their enemies. In a single rainless night, they can spell the end of an entire city with fire and thunder : The most prosperous cities of Daxin have huge tanks of water at the ready in case they are besieged by black powder artillerists, and their own cannons to return fire. But even the best prepared cities of Daxin know that the losses will be many and painful, so they strive to keep good diplomatic relations with the gunsmiths of the depths. }} \column :::::::::::::::::: ### Threat of Flooding Owners of these powerful shelters have to make a great effort to keep their precise location a secret -- once a tunnel has been used for an attack, they often demolish it with black powder bombs and build another, to lower the risk of being traced back. : This is because, once you've found the location of a shelter, disabling it is as easy as deviating the course of a small stream to flood it. Wet powder fires no cannons, as the Daxinian saying goes. : #### Black Powder Baton *Weapon (Explosive), Uncommon* : A wonderfully crafted piece of siege equipment, this small baton will detonate with great violence when its forward facing chamber impacts a solid surface. Don't drop it! It can also be fired from a mortar to greatly increase its range. ::::::::::: You can use an action or bonus action to throw the Black Powder Baton at a point within 60 feet of you, causing it to detonate if it hits a solid surface. Creatures within 20 feet of the explosion must make a DC 14 Dexterity saving throw, taking 18 (5d6) fire damage and 18 (5d6) thunder damage on a failed save, or half as much on a successful one. The Black Powder Baton deals double damage to objects and structures. ![granada](https://media.discordapp.net/attachments/1105918269992480819/1174032919401082920/eljer_an_illustration_of_a_long_steampunk_stun_baton_with_woode_5ee9b129-36a3-49cd-9928-79bfb9e277e0-transformed.png?ex=65e7515c&is=65d4dc5c&hm=8ecc500fcc77983aefee124a0a67c7f6979d0b8fff3573a0e625ccb1a10d2f53&=&format=webp&quality=lossless&width=585&height=585) {width:325px,position:absolute,bottom:210px,left:415px,transform:rotate(-45deg),} {{imageMaskCorner33,--offsetX:-55%,--offsetY:-50%,--rotation:41 ![](https://media.discordapp.net/attachments/1105918269992480819/1173998661374591067/Untitled_2.png?ex=65e73174&is=65d4bc74&hm=2bf01c7d0130e51a57f933d2f089c7f6814b57103ac9278f8bf3c2b650a9986b&=&format=webp&quality=lossless&width=4030&height=4037){height:105%,left:-1px} }} {{imageMaskCorner33,--offsetX:15%,--offsetY:-79%,--rotation:70 ![](https://media.discordapp.net/attachments/1105918269992480819/1173998661374591067/Untitled_2.png?ex=65e73174&is=65d4bc74&hm=2bf01c7d0130e51a57f933d2f089c7f6814b57103ac9278f8bf3c2b650a9986b&=&format=webp&quality=lossless&width=4030&height=4037){height:105%,left:-1px} }} {{imageMaskCorner29,--offsetX:49%,--offsetY:83%,--rotation:0 ![](https://media.discordapp.net/attachments/1105918269992480819/1173998661374591067/Untitled_2.png?ex=65e73174&is=65d4bc74&hm=2bf01c7d0130e51a57f933d2f089c7f6814b57103ac9278f8bf3c2b650a9986b&=&format=webp&quality=lossless&width=4030&height=4037){height:105%,position:absolute,left:120px,top:-100px} }} {{pageNumber,auto}} {{footnote Yungar & Daxin: An Alliance for Satokai}} \page : {{imageMaskEdge5,--offset:0%,--rotation:180 ![](https://cdn.midjourney.com/a3987dca-f83f-4be0-a3df-6b4fb9a856f6/0_0.webp){height:57%,top:-0px,left:-80px} }} ::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,wide,frame,decoration,text-align:center, ## Ahhhh... Cus... to... mer? Approach... customer... I sell wares. Good wares... They... are not cursed. They work... as intended, on my honor... Won't you buy something? Please? : My... story? I was... a warrior, very respected. A general. I... used to raid. Then I sold my take, as... wares. When Xiyun ordered the raids stop... I refused. Now, I am a corvid... as punishment. Until I can pay back, my debt... Sixty thousand pieces... of gold. A great debt, for a great crime... she said. I... cannot move much... cannot raid. Only, sell wares... and one day, buy my freedom. : So... do you want... to buy something? Ahhhh... Please, buy something... }} : {{note,background-color:gainsboro ##### Threadnotes: The Worst Possible Ending Dying of a corvid curse is one of the worst ways to go: it's a slow and painful magical malady, that twists your body in ways more painful that you can imagine. The worst part, however, is the scorn of the people that were once close to you. Rumor has it, helping a corvid is a sure way of being bestowed with their same fate. Our research in the City of Strings shows no such correlation, but once a belief catches on... : If there is one thing worse than dying as a corvid, it's living as one. Some unfortunate souls are unable to depart their afflicted body, even after biological death. Undead, forever cursed to suffer and be shunned. : Some undead corvid, over the course of their unending lives, manage to master arcanisms that allow them to function somewhat normally, however. In this way, they are like many other intelligent undead, but not necessarily malevolent. But, after lifetimes of scorn and suffering, they are more than likely to want some... retribution. Best be careful, eh? }} #### Taiko Leaf *Consumable, Uncommon -- 20 GP* : Supposedly arrived on a fallen star to the Rippling East, the leaves of the Taiko plant are prized for two of its properties as a hallucinogen, and as a remedy against extreme fatigue. If consumed by smoking, a Taiko Leaf will cause vivid hallucinations that depict a strange, psychedelic of the user's past and future. If consumed by drinking as tea during a short rest, it immediately cleanses a level of exhaustion. #### General's Broken Memento *Wondrous item, Rare (requires attunement) -- 150 GP* : A broken insignia of some kind, which seems to carry a faint spiritual power. Some of the resolve of the now corvid general seems to have been preserved within this item. While attuned to this item, you gain a +1 to hit and damage rolls with weapons you are proficient with, and a +1 bonus to your A.C if you are wearing armor. ![corvid](https://media.discordapp.net/attachments/1105918269992480819/1175666269463253032/wachofixed.png?ex=65ed4289&is=65dacd89&hm=afb02bc45177f41f8d7040d985c304e4e19c49657f26cd275f41bdfa487a9996&=&format=webp&quality=lossless&width=4037&height=4037) {width:535px,position:absolute,top:-10px,left:285px} {{pageNumber,auto}} {{footnote The Corvid's Shop}} \page ![odzustsu](https://media.discordapp.net/attachments/1105918269992480819/1175647542692827196/ellonganiza1_Sessho-seki_imagined_as_a_mystical_ornamental_weap_b6a93f83-eac7-4107-b106-35ff04831e21_1.png?ex=65ed3118&is=65dabc18&hm=8caf3d80dd22ddfdc2f1fa97dc31b171292d3061626e4eac9440ccf0f04f59a5&=&format=webp&quality=lossless&width=687&height=385) {width:425px,position:absolute,top:120px,left:0px,transform:rotate(10deg)} ![blowgun](https://media.discordapp.net/attachments/1105918269992480819/1175644785407701083/tomfarlane_a_spectral_indigenous_blowpipe_as_a_DD_magic_item_fa_44516613-0dd1-4014-aaa3-faeb76efc5a5.png?ex=65ed2e87&is=65dab987&hm=b9ef21325a60af1c015bcdd227654d382cc65001e7b28ca26dd842fdf4d5cad3&=&format=webp&quality=lossless&width=437&height=437) {width:275px,position:absolute,top:615px,left:80px,transform:rotate(35deg)} ![glaive](https://media.discordapp.net/attachments/1105918269992480819/1175847630203531416/lance0318_A_silver_spear_with_light_blue_magic_song_dynasty_Chi_5d74c6ca-98bf-42e6-8c52-7e7fbfc42669-PhotoRoom.png-PhotoRoom.png?ex=65edeb71&is=65db7671&hm=cd1832543f2205fd1dfb9c1453f9012b26d06e68fd00c93462469b41cc728132&=&format=webp&quality=lossless&width=585&height=585) {width:445px,position:absolute,top:345px,left:369px,transform:rotate(-42deg)} {{position:relative,top:-40px,left:-10px #### Gilded Ōdzutsu *Weapon (Hand Cannon), Legendary -- 15.000 GP* : This very unwieldy hand cannon was crafted by the most skilled artisans in Satokai, probably as a tribute to an especially powerful Blackpowder Shogun of the past. Surprisingly, it is functional and extremely deadly to those meeting its fire. :::::::::::: This weapon is designed to fire *Black Powder Batons*, but it can also fire shrapnel clusters in a pinch. When used in the first way, the Black Powder Baton's range is increased to 240/480 feet. When used to fire shrapnel, creatures in a 20 foot cone in front of you must make a DC 16 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much on a successful one. It takes one action to load the Odzutsu, and another to fire it. #### Blowgun of the Narak *Weapon (Blowgun), Very Rare -- 2.000 GP* : A rather powerful, rather cursed blowgun that {{width:40px}} fires spectral darts. It doesn't need ammunition, as it doesn't target the flesh, or even the blood... The Blowgun of the Narak functions like a normal blowgun but deals no damage, instead firing purple feathers that afflicts the soul of a creature they hit with a terrible curse. When you hit a creature with an attack from this weapon, they must make a DC 16 Charisma saving throw. On a failed save, roll 1d3 to determine which curse falls upon them. These curses last until they are removed by a *remove curse* or *greater restoration* spell. :::::::::: *Curse of Greed:* The afflicted creature has an uncontrollable urge to steal, especially from his closest allies and friends. At the end of every eight hours, they must succeed on a DC 16 Wisdom saving throw or try to steal the most valuable item they have knowledge of, to the best of their ability. : : }} \column {{position:relative,top:-20px,right:-10px *Curse of Sloth:* The afflicted creature has their walking speed reduced by 10 feet, and their short / long rests take 1 and 4 hours longer to complete, respectively. : *Curse of Wrath:* The afflicted creature perceives everything to be an unforgivable slight to their honor. Each time they meet someone new, they must make a DC 16 Wisdom saving throw or try to assault, physically and/or verbally, their new acquaintance. : #### Glaive of Waterfalls *Glaive, Artifact (requires attunement) --20.000 GP* : This weapon is a lost masterpiece of an old kingdom, perhaps of the legendary Leung Empire that ruled over the entire Rippling East, many thousands of years ago. Its legendary magic is all that remains to remind the feeble mortals of today what humanity once was. The corvid merchant says its tip is a tooth taken from the first Dragon Dynast... somehow, you doubt it. : You have a +3 to hit and damage rolls made with this weapon, and it deals an additional 6 (1d10) bludgeoning damage as its targets are hit by surges of ethereal water. Additionally, you gain a swim speed equal to your walking speed while attuned to it, and you can breathe air and water, as per the *water breathing* spell. ::::::::::::::::::: This Glaive also gives its wielder powerful aquatic control, allowing them to cast the *control water* and *create or destroy water* spells at will. : As a reaction when you kill a medium or larger creature with this glaive, you can use their essence to momentarily conjure *water elementals*. You conjure one when killing a medium creature, two when killing a large creature, and three when killing a huge or larger creature. The water elementals act immediately after spawning, and dissipate into ethereal steam after they finish their turn. Once you use this special ability, you cannot use it again until you finish a short / long rest. }} {{imageMaskEdge4,--offset:40%,--rotation:2 ![](https://cdn.midjourney.com/a3987dca-f83f-4be0-a3df-6b4fb9a856f6/0_0.webp){height:100%} }} : {{pageNumber,auto}} {{footnote The Corvid's Shop}} \page : {{imageMaskEdge1,--offset:0%,--rotation:180 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:57%,top:0px,left:0px,transform:scaleX(-1)} }} ::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,wide,frame,decoration,text-align:center, ## Getting ready to delve, mate? You... will need a permit, you know that right? The Aurinoir can get real cranky if you don't have one! I carry some of those if you're interested, but they will cost ya, mate! The name's Runo, by the way, you may have heard of me. I am the best at doing business, so don't you try to swindle me! Us Fylsworths can smell fraud from half a mile away. : Not to pry into your affairs, but... What brings you here? Don't tell me you want to learn how to turn lead into gold, please... No? Good, good. No inflation magic on my watch, mate! We're still dealing with the macroeconomic consequences of the last idiot who manifested ten million gold coins. So, tell me about your valorous quest! I'm sure I could... point you in the right direction. No disrespect, but you seem like you barely know down from up! : You sure you got what it takes, mate? Maybe you should get some more provisions, I got plenty of them right here! My doctoral thesis was on Underside exploration *and* its lucrative opportunities! As you can see, I'm something of an expert. And in my expert opinion, mate, you should definitely buy something. Got any coupons you'd like to redeem? }} #### Writ of Safety *Wondrous Item, Rare -- 1.200 GP* : Doubling up as an official document and a magic scroll, this arcane paper will make the Aurinoir leave you alone, unless you are doing something patently dangerous to the security of the City of Strings. It also functions as a *Word of Recall* scroll that will always bring you back to Runo's shop. : The writ disintegrates after being used to cast *Word of Recall*. Seems like you'll have to buy another one, if you want to go back... : *Arcane Tracker:* This scroll secretly monitors your approximate location, with a margin of error of 100 feet. It also scries for magical items in the possession of the creature that is carrying the scroll. \column : {{note,background-color:gainsboro,position:relative,right:353px ##### Threadnotes: Runo's Clone Shops All across the City of Strings you will find them, conveniently placed specialty shops -- and the Underside is no exception. Runo has perfected the art of arcane shopkeeper clones, all of which retain his natural cunning for business endeavors and unfaltering eye for shoplifters. : This one is a bit special, however -- aside from making profit, its objective is to gauge your intentions and your level of ability. All this data is then transferred to the Aurinoir, who might decide to detain you or let you go on your way depending on the clone's findings. Many of the items sold by Runo have an arcane tracker that will point the Aurinoir to your location, should they ever need to find you. : The purpose of this shop is not wholly duplicitous, however -- if your intentions are accepted as legitimate and valuable, Runo (or his clone, rather) will actually point you in the right direction. You can make a fortune down here! Whether for you or for him remains to be seen. }} ![runo](https://media.discordapp.net/attachments/1105918269992480819/1179881065926623272/tomfarlane_a_fantasy_illustration_of_a_50_year_old_male_bald_ar_743ea38f-22b6-4d1d-b4b9-63c8b303c10d_1.png?ex=65ea22df&is=65d7addf&hm=0bd42445af88fbcdc50fbae79af903c81db98d4cb981036fee8ae0aa10980f07&=&format=webp&quality=lossless&width=3390&height=4085) {width:475px,position:absolute,top:-170px,left:45px} {{pageNumber,auto}} {{footnote Runo's Underside Shop}} \page {{position:relative,top:460px #### Arcanadex Device *Wondrous Item, Rare -- 4.500 GP* : *"Knowledge is the name of the game, mate! And no spell, item, trick (dirty or otherwise) will afford you better information than the Arcanadex Device, designed by our great Threadmaster Guilliam Fallow. It is quite a wondrous little machine: using just a drop of blood, a piece of tissue, or any other biological remain, it can reconstruct a creature's anatomy -- and, more importantly, tell you how to kill it!* : *One little hair in the soup, I'm afraid... It doesn't work on constructs. So don't go jamming the analysis slot with pieces of iron, mate."* : This heavy metallic instrument bears the signs of heavy use -- probably one of the first iterations of the world-renowned Arcanadex Devices made by the City of Strings. You can place a small amount of organic matter inside of it through its detachable bronze and glass display. The device will process for one minute, and then convey some information about the creature to whom the sample belonged to: creature type, damage resistances, immunities, and vulnerabilities. Depending on the quality of the sample, it may gleam additional information: a piece of brain matter could yield the creature's Intelligence score, for example, or their Strength score for muscle tissue. }} \column {{position:relative,top:px #### Golem Wrecker *Weapon (Light Hammer), Very Rare (requires attunement) -- 16.000 GP* : *"Ah, this one was hard to make, lemme tell ya, but it became a necessity for the lower levels. Don't you know the Underside is crawling with golems of all kinds? Yeah, mate. There's the classic iron and stone kind, but also elegant marble golems, terrifying blackmoss golems, and the worse of all... eldritch void golems, infused with madness and death.* : *This pretty lil' thing will make short work of any and all of them. If you use it well, that is. Up to you, mate! I'd buy it, if I was in your shoes."* : You gain a +2 bonus to attack and damage rolls made with this light hammer. In addition, the weapon ignores resistance to bludgeoning and slashing damage, and treats immunity as if it were resistance. When you attack a golem with this weapon, its critical hit range is increased to 17-20. On a critical hit, a golem must succeed on a DC 17 Constitution saving throw or fall prone and be *stunned*. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} ![hammer](https://media.discordapp.net/attachments/1105918269992480819/1180222082093699203/Remove_background_project_21.png?ex=65eb6077&is=65d8eb77&hm=6a35bedb8f332ae88a9e24bd5669f09f79b9e35cc4b94322eabb77bbc4f336d6&=&format=webp&quality=lossless&width=437&height=437) {width:455px,position:absolute,top:30px,left:-0px,transform:rotate(deg)} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:325px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:406px,left:245px,opacity:80%} ![pokedex](https://media.discordapp.net/attachments/1105918269992480819/1180223047970607164/tomfarlane_a_magic_silver_slot_to_insert_liquids_4c2fdf6d-99a0-48f1-8238-061915dc527c_1.png?ex=65eb615e&is=65d8ec5e&hm=72f6bc31add9e9157f0a2c6adef24794e99e67cf885937c831b4cf3d272a5cbd&=&format=webp&quality=lossless&width=437&height=437) {width:405px,position:absolute,top:570px,left:390px,transform:rotate(-23deg)} {{imageMaskEdge1,--offset:45%,--rotation:180 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:100%,bottom:1005px} }} {{imageMaskEdge1,--offset:34%,--rotation:89 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:100%} }} {{imageMaskEdge1,--offset:34%,--rotation:-91 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:100%,right:0} }} {{imageMaskEdge1,--offset:45%,--rotation:1 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:100%,bottom:px} }} {{watercolor5,top:-220px,left:130px,width:650px,background-color:black,opacity:50%,transform:rotate(-23deg)}} {{watercolor7,top:700px,left:460px,width:400px,background-color:white,opacity:80%}} {{watercolor7,top:450px,left:560px,width:400px,background-color:white,opacity:80%}} {{watercolor7,top:860px,left:260px,width:400px,background-color:white,opacity:80%}} {{footnote Runo's Underside Shop}} {{pageNumber,auto}} {{footnote Runo's Underside Shop}} \page {{position:relative,top:-0px #### Bundle of Dried Eldermint *Consumable, Rare -- 500 GP* : *"Oh, Eldermint... Small wonder the elves have such an advanced civilization, with this plant growing everywhere in their sunny isles! Good for a smoke, good as medicine... The Dead Gods had favorites."* : Eldermint is a latently magical plant, extremely difficult to grow outside of the lands from which it is native. It can be ingested in many ways with different results. This bundle yields three uses of the plant. : *Chewing:* After chewing on Eldermint, your mind benefits from a boost of focus for the next hour, sharpening your talents to the maximum. You have a +1 to your proficiency bonus for that duration. : *Inhaling:* Smoking dried Eldermint bolsters your natural defenses, granting you immunity to poison and disease for the next hour. Diseases and poisons already in your system aren't cleansed, merely suspended until the Eldermint's effect fades. : *Drinking:* Drinking Eldermint infused tea fills you with magical optimism and determination for one hour, granting you a bonus of +2 to all ability checks. }} \column {{position:relative,top:475px #### Caustic Flame *Firearm (Pistol), Legendary (requires attunement) -- 20.000 GP* : *"This right here, mate, is the masterpiece of an arcane factory I acquired some years ago. I only had ten of these made -- the pinnacle of gunslinging exclusivity! You... should probably buy it, if you're planning on exploring the depths of the Underside. Believe me, you're gonna need all the firepower you can get. Or acid-power, in this case!* : *I'll even sweeten the deal a little, mate! Buy it quick, and I will throw in three acid vials, for free. "* : You have a +3 bonus to attack and damage rolls made with this pistol, which deals a base of 1d8 acid damage and 1d8 fire damage instead of 1d10 piercing damage. Creatures hit by an attack from *Caustic Flame* take its base damage again at the start of their next turn, as the flaming acid continues dissolving and burning through them. : The reload mechanism of this pistol is very particular, using no bullets. Instead, it must be loaded by filling its tempered glass chamber with a vial of acid worth at least 25 GP. A full vial loaded into the *Caustic Flame* is enough to fire it ten times before it needs to be reloaded again. }} ![chumbo BG](https://h7k9a7e2.rocketcdn.me/wp-content/uploads/2021/08/fleck1-min.png) {width:490px,position:absolute,top:500px,left:19px,transform:rotate(0deg)} ![chumbo](https://media.discordapp.net/attachments/1105918269992480819/1180228890397003886/laserfixed.png?ex=65eb66cf&is=65d8f1cf&hm=b72712b476df4575e778f954e9ab8dabfbbe11375f7113ba178325aef243d247&=&format=webp&quality=lossless&width=437&height=437) {width:400px,position:absolute,top:550px,left:40px,transform:rotate(-30deg)} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:325px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:407px,left:245px,opacity:80%} ![faso BG](https://media.discordapp.net/attachments/1105918269992480819/1180636247199326218/vecteezy_explosive-green-watercolor-splash-for-brush-stroke-ai-generated_24856948.png?ex=65ece230&is=65da6d30&hm=4ef5a794b10ee76676483c56f6936ba924c5439a70f273affd3dcea1cfb9b358&=&format=webp&quality=lossless&width=437&height=437) {width:435px,position:absolute,top:30px,left:390px,transform:rotate(-43deg)} ![faso](https://media.discordapp.net/attachments/1105918269992480819/1180229974368714782/tomfarlane_a_bar_of_chewing_gum_as_a_dungeons_and_dragons_magic_2268585d-73ec-454c-854e-6928e8ffabba_1.png?ex=65eb67d1&is=65d8f2d1&hm=3ff31bf9e063921c61dc8985d54085fb629c49d5a8a985ea8c5cfab0d2d2ee12&=&format=webp&quality=lossless&width=437&height=437) {width:435px,position:absolute,top:30px,left:380px,transform:rotate(-3deg)} {{imageMaskEdge1,--offset:45%,--rotation:181 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:135%,bottom:005px} }} {{imageMaskEdge1,--offset:34%,--rotation:90 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:100%} }} {{imageMaskEdge1,--offset:34%,--rotation:-90 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:100%,right:0} }} {{imageMaskEdge1,--offset:45%,--rotation:2 ![](https://cdn.midjourney.com/746ce645-feb4-4a4b-8d7a-329a2f5c6e11/0_0.webp){height:135%,bottom:-700px} }} {{pageNumber,auto}} {{footnote Runo's Underside Shop}} {{pageNumber,auto}} {{footnote Runo's Underside Shop}} {{pageNumber,auto}} {{footnote Runo's Underside Shop}} \page {{imageMaskEdge6,--offset:7%,--rotation:180 ![](https://media.discordapp.net/attachments/1105918269992480819/1204462241261551616/Untitled_21.png?ex=65e746e0&is=65d4d1e0&hm=b1a61166176bfe4f2c70c606066bff2bcec6449314af0b432db91b85341c366f&=&format=webp&quality=lossless&width=3656&height=4037){height:52%,top:0,transform:scaleX(-1)} }} {{classTable,wide,frame,decoration,text-align:center,position:relative,top:340px ## Well, look what the cat dragged in... : Y'must have some serious coin, if the custodians r' letting you in. Bloody luck, just so happens I got me some inventory I'm trynna sell. And if y'are not in a position to ask questions 'bout origins... all the better. : But where's me manners... S'good to meet ya. Name's Kadir, but they call me the jeweler. Peruse my gems all you like, but ask if y'wanna touch somethin'. Ya wouldn't want to activate my countermeasures 'gainst thievery, now would ya? Lemme tell ya, ain't no man ever stole from the jeweler and got away with it. Uldanni or otherwise. Now, y'all gonna purchase me somethin', or am I just wastin' time 'ere? : Oh, if y'ever make it out this lil' spire... Ask for me in the lower levels, 'round the city engine. Somethin' tells me ya might be a useful associate to have, and I's got plenty-a-job for strangers lookin' to earn a plate o' food. Y'all will come to find the "Last Bastion" is more than jus' pretentious asswipes, if'n ya know where to look. Yea, I don't really like that new name Zephrahim and his goons been usin'. Wha's wrong with jus' Uldann? Eh, these philosopher types... never could stand 'em. }} :::::::::::::::::::::::::: {{position:relative,top:10px #### Nightingale Pendants - 5.000 gp *Wondrous Item, Rare (requires attunement)* : These beautiful pendants bear resemblance to both feathers and teardrops. The symbology it could have is lost, as its current owner claims they're just purple beetles. Kadir seems to be wearing a very similar pair... perhaps he knows more than he's letting on, judging by his knowing smile. : The Nightingale pendants have ten charges. While attuned to them, you can expend one charge to ignore a spell's verbal and somatic components (as per the sorcerer's *subtle spell* metamagic option), two charges to cast the *darkness*, *pass without trace* or *silence* spells, or four charges to cast the *invisibility* spell. : The pendants regain 1d4+1 charges daily at dawn. }} ![pendants bg](https://static.vecteezy.com/system/resources/previews/023/477/117/non_2x/blue-and-purple-watercolor-texture-ink-blot-background-element-ai-generated-free-png.png) {width:575px,position:absolute,bottom:25px,left:400px,opacity:70%,transform:rotate(-15deg)} ![pendants of night](https://media.discordapp.net/attachments/1105918269992480819/1204464794996838491/Remove_background_project_43.png?ex=65e74941&is=65d4d441&hm=4027fc2bfe6a9f60a7dbfa6c48fb8b929bf7ad3e36688f8ee0fd2b78b624d1d9&=&format=webp&quality=lossless&width=468&height=468) {width:415px,position:absolute,bottom:-15px,left:400px,opacit} {{pageNumber,auto}} {{footnote The Trading Spire}} \page {{watercolor9,top:-520px,left:990px,width:380px,background-color:indigo,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-520px,left:990px,width:380px,background-color:darkblue,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-520px,left:990px,width:380px,background-color:black,opacity:80%,transform:rotate(-40deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:indigo,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:darkblue,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:-1020px,left:-700px,width:350px,background-color:black,opacity:80%,transform:rotate(85deg)}} {{watercolor9,top:50px,left:-200px,width:350px,background-color:indigo,opacity:80%,transform:rotate(95deg)}} {{watercolor9,top:50px,left:-200px,width:350px,background-color:darkblue,opacity:80%,transform:rotate(95deg)}} {{watercolor9,top:50px,left:-200px,width:350px,background-color:black,opacity:80%,transform:rotate(95deg)}} {{watercolor3,top:-620px,left:-565px,width:310px,background-color:indigo,opacity:80%,transform:rotate(145deg)}} {{watercolor3,top:-620px,left:-565px,width:310px,background-color:darkblue,opacity:80%,transform:rotate(145deg)}} {{watercolor3,top:-620px,left:-565px,width:310px,background-color:black,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-450px,left:-250px,width:310px,background-color:indigo,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-450px,left:-250px,width:310px,background-color:darkblue,opacity:80%,transform:rotate(145deg)}} {{watercolor9,top:-450px,left:-250px,width:310px,background-color:black,opacity:80%,transform:rotate(145deg)}} ![Monocle of Blindsight](https://media.discordapp.net/attachments/1105539624035688530/1204511485905215569/goofyspook_magic_monocle_wizards_rpg_magic_item_Dnd_style_fanta_761fd3d1-bade-4190-97d6-258181f3a55b_1.png?ex=65e774bc&is=65d4ffbc&hm=82f52cacfce1b0d14328dbb5c85801ea6ae92ad5e92af90742251fc50a4e42d5&=&format=webp&quality=lossless&width=585&height=585) {width:415px,position:absolute,top:100px,left:-30px,transform:rotate(30deg)} ![Judgement](https://media.discordapp.net/attachments/1105539624035688530/1204508458276225084/Remove_background_project_44.png?ex=65e771eb&is=65d4fceb&hm=490c99c2d1447ae33a70817330e9f385ee6f6831553ae45ca40d0df925d99e02&=&format=webp&quality=lossless&width=437&height=437) {width:355px,position:absolute,top:535px,left:30px,transform:scaleX(-)} \column {{position:relative,top:35px,left:-10px #### Monocle of Blindsight -- 6.500 gp *Wondrous Item, Rare (requires attunement)* : This apparatus is much more impressive than its name suggests, combining a wearer's sense of hearing with their sight, creating a sonic-based visual projection within its lens. It's a complex neuro-arcane device, but in layman's terms, it allows an attuned creature to have 360 degree vision that relies on their hearing. It does need to be installed in a very uncomfortable surgical operation, unfortunately... : While attuned to the Monocle of Blindsight, you gain *blindsight* out to a range of 120 feet all around you. You can perceive with perfect visual clarity in that range but you do not see color. Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing. A set of rough-looking runes have been carved into one of the sides of the monocle. A recent addition, no doubt -- they allow you to cast the *scrying* spell once per day (spell save DC 15). You lose all of the monocle's benefits (except the spellcasting) if you are *deafened* or *blinded*, as this neural apparatus needs both senses to function. A useful thing to know, should you ever cross paths with a creature using it... :: #### Time's Judgement -- 10.000 gp *Wondrous Item, Very Rare (requires attunement)* : This impressive-looking pocket watch is intricate in both a mechanical and a magical sense, a fascinating combination of divine incantations and precise arcane circuitry. While attuned to it, you can use an action to target a creature you can see within 60 feet of you. They must succeed on a DC 17 Charisma saving throw or be *on trial* for the next 30 seconds (5 rounds), a floating golden orb hovering ominously above their head. When the 30 seconds elapse, the target takes 5 (1d4 + 2) radiant damage for every attack or damaging spell used while *on trial*. If the target takes 23 (5d4 + 10) damage or more in this way, they must succeed on a Constitution saving throw (DC 17) or be *stunned* until the end of their next turn. The magic fails and is dispelled if the target and the watch are in different planes of existence, or if the creature attuned to it dies or falls unconscious. Once you use the watch's magic, you cannot do so again until you finish a short or long rest. : *Cursed Item:* When you activate this item, there's a 5% chance it will target you with its scrying sensors instead of the creature you designated, making you the recipient of the holy punishment when the 30 seconds elapse. : }} ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:365px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:400px,left:20px,opacity:80%} : {{pageNumber,auto}} {{footnote The Trading Spire}} \page {{watercolor5,top:-180px,left:-90px,width:700px,background-color:white,opacity:80%,transform:rotate(10deg)}} :::::::::::::::::::: {{monster,frame,position:relative,left:185px,text-align:center,top:25px ## Circlet of Astronomy : *Wondrous Item, Legendary (requires attunement) -- 85.000 GP* : Wearing a magical replica of the nine great planes of existence and their moons and demiplanes is just the kind of hubris you should expect from the Uldanni elite, though there's no denying the power they command -- this circlet is proof of that. : The Circlet of Astronomy is a tremendously powerful conduct for planar magic. While attuned to it, you cannot be banished or transported to another plane of existence against your will. Additionally, you can cast the following spells using the circlet's magic, expending no material components (spell save DC 19): : *5/day:* banishment, conjure woodland beings, conjure minor elementals : *3/day:* conjure elemental, contact other plane, commune with nature : *1/day:* planar ally, conjure fey, plane shift : Whenever you cast a spell using the circlet, roll 1d20. On a 1, one of the circlet's beads breaks, and the circlet is forever unable to cast that spell again. Only a *Wish* spell or divine intervention can restore broken beads. : }} : {{descriptive,position:relative,left:185px,text-align:center,top:25px ##### From "Ariadne's Journal", Page ??? Well, this is perplexing, darling. How did this jeweler fellow end up with this insanely powerful item? This one I know very well, like the crinkles of my own brain -- as I should, I made it myself! It was a gift for one of my students, long ago. Promising, but absolutely hopeless in battle... I thought some otherworldly summons might help him. Hope he's alright, that cheeky bastard. Can't believe he pawned my gift! : Well, what are you waiting for? Buy it, dear! Or steal it, for all I care. I attest to its wondrous capabilities! : **--Ariadne Stringweaver, Regent of the City of Strings** }} ![circlet](https://media.discordapp.net/attachments/1105539624035688530/1204512085967642676/sinthiya_Watercolor_Planetary_Circlet_on_a_White_Background_A_c_ee7b872c-df85-4cad-b490-ac0d6f40a549_1.png?ex=65e7754c&is=65d5004c&hm=04221df1493dc8bc9296da44fa84bed47c49e53322d1febbd6fc117ac849b5b7&=&format=webp&quality=lossless&width=437&height=437) {width:325px,position:absolute,top:0px,left:250px,transform:scaleX(-)} {{imageMaskEdge4,--offset:25%,--rotation:271 ![](https://cdn.midjourney.com/51086474-8246-4ec7-8abc-3d5fa4fdabf3/0_2.webp){height:130%,left:0px} }} {{imageMaskEdge4,--offset:25%,--rotation:89 ![](https://cdn.midjourney.com/51086474-8246-4ec7-8abc-3d5fa4fdabf3/0_2.webp){height:130%} }} {{pageNumber,auto}} {{footnote The Trading Spire}} \page : {{monster,frame,position:relative,left:185px,text-align:center ## The Last Moonsilver : *Wondrous Item, Artifact (requires attunement) -- 120.000 GP* : One of the greatest and oldest Teng kingdoms was said to be located in a silvery moon that orbited the Astral Sea, until a conspiracy by agents of the Enemy saw it be swallowed by the outer chaos beyond the veil of reality. Artifacts made using moonsilver, a precious resource only the Teng knew how to shape, are the only thing that remains from that civilization. And, in typical Teng fashion, they're powerful beyond belief. : While attuned to this item, you gain a +1 to all your ability scores, increased to +2 if the moon (or equivalent astral body) is out in your plane of existence. Your critical range against aberrations and lycanthropes becomes 17-20 unless it is already greater, in which case it is improved by 1. All of your weapon attacks or unarmed strikes are considered silvered. : The true power of the Last Moonsilver, however, is to conjure the legendary Moonsilver Envoy, an avatar of the lost Teng moon, which can be summoned to fight by the side of the holder of this amulet as an action. The avatar lasts until you recall it or it is killed. If you recall it, you can summon it back with its remaining hitpoints and resources, but you must finish a long rest before summoning it if it is killed. Regardless, it always regains all lost hitpoints and spent resources when you finish a long rest. : The Moonsilver Envoy is a CR 11 celestial that will be friendly towards its summoner, except if they are collaborating with lycanthropes or aberrations, in which case it will turn hostile, and refuse to appear again if felled. : }} ![moonsilver amulet](https://media.discordapp.net/attachments/1105539624035688530/1204511659159457792/sce_aigc_A_sliver_purple_blue_necklace_icon_for_a_game_League_o_483ef75a-14a8-4380-8bcc-03356155af97_1.png?ex=65e774e6&is=65d4ffe6&hm=eb3b1fb3e3ebac48858080df8654a10f193f17a7d8552b622ead91b3c3c08c3b&=&format=webp&quality=lossless&width=437&height=437) {width:355px,position:absolute,top:565px,left:240px,transform:scaleX(-)} {{imageMaskEdge4,--offset:25%,--rotation:271 ![](https://cdn.midjourney.com/0a854767-9a63-4034-8704-2b2f8b0bcb16/0_1.webp){height:117%,left:0px} }} {{imageMaskEdge4,--offset:25%,--rotation:89 ![](https://cdn.midjourney.com/0a854767-9a63-4034-8704-2b2f8b0bcb16/0_1.webp){height:117%} }} {{pageNumber,auto}} {{footnote The Trading Spire}} {{watercolor5,top:740px,left:-120px,width:700px,background-color:indigo,opacity:40%,transform:rotate(10deg)}} \page {{imageMaskEdge1,--offset:33%,--rotation:0 ![](https://cdn.midjourney.com/67da2c20-6234-4f8d-bfd2-967cf543e90d/0_2.webp){height:114%,bottom:0px,left:-100px,transform:scale(-)} }} {{imageMaskEdge1,--offset:3%,--rotation:180 ![](https://cdn.midjourney.com/67da2c20-6234-4f8d-bfd2-967cf543e90d/0_2.webp){height:52%,top:-20px} }} : {{monster,frame,wide,position:relative,top:420px,width:750px,left:-30px ## Moonsilver Envoy *Large celestial, unaligned* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 114 (17d10 + 21) **Speed** :: 30 ft., fly 90 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+5)|22 (+6)|16 (+3)|14 (+2)|20 (+5)|13 (+1)| ___ **Saving Throws** :: Dex +10, Con +7, Wis +9 **Damage Resistances** :: slashing, bludgeoning and piercing from non-magical attacks **Damage Immunities** :: radiant, cold **Senses** :: darkvision 240 ft., passive Perception 15 **Languages** :: understands Teng and Primeval but doesn't speak **Challenge** :: 11 (7,200 XP) ___ ***Hybrid Being.*** The Moonsilver Envoy is considered both a celestial and a dragon, and is affected by abilities that target either creature type. : ***Of Moonlight.*** The Moonsilver Envoy is immune to radiant and cold damage, and its physical attacks deal radiant damage instead of bludgeoning, piercing or slashing. : ***Flyby.*** The Moonsilver Envoy doesn't provoke opportunity attacks as a result of flying in and out of an enemy's reach. : ***Moon Avatar .*** If lowered to 0 hitpoints, the Moonsilver Envoy dissipates into silvery mist. Its soul returns to the Last Moonsilver amulet, where it must reform until its wearer finishes a long rest. : To kill it permanently, the amulet must be destroyed by a source of negative energy capable of dealing 114 damage to the amulet in a single round. The amulet is immune to all damage except force. : ### Actions ***Multiattack.*** The Moonsilver Envoy makes two attacks with its talons and one with its tail swipe. : ***Talons.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+6) radiant damage. : ***Tail Swipe.*** Melee Weapon Attack: +10 to hit, reach 15 ft., two creatures within 10 feet of each other. Hit: 13 (2d6 + 6) radiant damage, and the targets must succeed on a DC 18 Strength saving throw or be knocked prone. : ***Moonlight Breath (1/day).*** The Moonsilver Envoy exhales radiant moonlight in a 30 foot cone in front of it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 44 (8d10) radiant damage and losing all damage resistances on a failed save, or taking half as much damage and not losing resistances on a successful one. : Aberrations and lycanthropes roll this saving throw with disadvantage, and gain vulnerability to the following damage types on a failed saving throw: radiant; fire; piercing, slashing and bludgeoning from silvered weapons. : ### Reactions ***Graceful Evasion.*** The Moonsilver Envoy adds 1d4 + 6 to its A.C against an attack that would hit it, potentially causing it to miss. The Moonsilver Envoy must be able to see the attacker to use this reaction. }} {{pageNumber,auto}} {{footnote The Trading Spire}} \page {{imageMaskEdge5,--offset:38%,--rotation:-8 ![](https://cdn.midjourney.com/9534bc5c-eb32-4888-a6d6-14b3af8ec2e3/0_0.webp){height:117%,top:200px,left:-00px} }} {{imageMaskEdge5,--offset:44%,--rotation:180 ![](https://cdn.midjourney.com/9534bc5c-eb32-4888-a6d6-14b3af8ec2e3/0_0.webp){height:117%,top:0px,left:-00px} }} :::: {{position:relative,top:-20px,left:-20px #### Senatorial Cloak -- 6.200 gp *Wondrous Item, Rare (requires attunement)* : Only senators are allowed to wear the bespoke white and teal cloaks that are a symbol of undeniable status within Uldann. However, any common citizen can purchase a knock-off -- just not in the same color. : While attuned to a Senatorial Cloak, your AC equals 13 + your Dexterity modifier. Additionally, you gain the many benefits it bestows upon those who are meant to serve to public interest. : - You gain a fly (hover) speed equal to you walking speed which you can use for ten minutes between rests. Useful to speak above a crowd... - You can cast the Thaumaturgy cantrip at will. Useful to make sure the crowd can hear you... - You have a +2 bonus to Charisma (Persuasion and Intimidation) checks. Useful for all kinds of things, both benevolent and unspeakable. }} ![Robe of levitation](https://media.discordapp.net/attachments/1105918269992480819/1206698586562240513/tomfarlane_a_green_greek_toga_as_a_DD_magic_item_fantasy_art_il_b51a1b77-abc9-4045-b8b5-b6ea2c371b93_1.png?ex=65ef69a2&is=65dcf4a2&hm=6510fc81dab4b3084d010d8c493257f4b573bc1a4e79d10a4976a2b6c758b23f&=&format=webp&quality=lossless&width=4050&height=4050) {width:535px,mix-blend-mode:multipy,position:absolute,top:420px,left:-70px,transform:scaleX(-1)} {{watercolor6,top:-10px,left:480px,width:370px,background-color:white,opacity:100%,transform:rotate(-57deg)}} :: {{position:relative,top:80px,right:-353px #### Maul of Construct Turning - 31.000 gp *Weapon (Maul), Very Rare (requires attunement)* : This Maul was made by a very zealous, very capable cleric who believed that constructs would one day rebel and spell doom for organic creatures. Clearly, she did not intend to go down without a fight. : You have a +2 to attack and damage rolls made with this maul. When you hit a construct with this weapon, they take an additional 4 (1d8) lightning damage, and must make a DC 14 Constitution saving throw or be *Incapacitated* until the end of their next turn. : If wielded by a Cleric, the Maul of Construct Turning can be used as a focus for their *Turn Undead* or *Control Undead* feature. When used in this way, the Channel Divinity targets constructs instead of undead. }} {{watercolor9,top:-1416px,left:750px,width:315px,background-color:lightblue,opacity:80%,transform:rotate(205deg)}} ![mace of fuck you constructs BG](https://static.vecteezy.com/system/resources/thumbnails/016/535/705/small_2x/watercolor-splatter-blue-png.png) {width:425px,mix-blend-mode:mutiply,position:absolute,transform:rotate(12deg),left:395px,top:95px} ![mace of fuck you constructs](https://media.discordapp.net/attachments/1105918269992480819/1206702240773963776/Remove_background_project_47.png?ex=65ef6d09&is=65dcf809&hm=a5a1779f6ec594ca2ee54e9dfa614140502d5741f8675295568352494f63f85b&=&format=webp&quality=lossless&width=4050&height=4050) {width:425px,mix-blend-mode:mutiply,position:absolute,transform:rotate(12deg),left:395px,top:95px} {{pageNumber,auto}} {{footnote Beyond the Spire}} \page ![needle](https://media.discordapp.net/attachments/1105918269992480819/1206934175865770024/Remove_background_project_48.png?ex=65ddd00b&is=65cb5b0b&hm=7ce345f69be6b5395b0e2768c206a56e93cc52e35f98a3cd1c384002d455d5fd&=&format=webp&quality=lossless&width=1002&height=1002) {position:absolute,top:275px,right:450px,width:305px,mix-blend-mode:,transform:scaleX(-1)rotate(35deg)} {{watercolor11,top:-160px,left:-120px,width:350px,background-color:goldenrod,opacity:60%}} {{position:relative,top:-25px,left:-20px #### Clockwork Needle -- 800 gp *Wondrous Item, Common* : When people think of medicinal needles, it's usually a crude tool made to close the wounds of the flesh. The elegant clockwork needle serves a much more elegant and complex purpose: the fast repair of highly advanced constructs and machinery. : Three times per day, you can use an action to tend to the damage dealt to a construct of mechanical object within 5 feet of you. The needle unfolds a dozen tiny appendages to meticulously repair and rewire, restoring 2d8+5 hitpoints to the target. You can also attempt to stab an organic creature with it instead, causing the appendages to tear into the flesh. Make an improvised weapon attack. On a hit, you deal 18 (3d8+5) piercing damage to the target, and the needle breaks. ::::::::::::: #### Gloves of Performance *Wondrous item, Rare (requires attunement)* : A favorite of high paid charlatans and visual performers, these gloves allow you to project beautiful illusions to accompany your words. If you are speaking of a waterfall, your words will be laced with the soft cascading pour of it. If you speak of an object you have seen, it will appear as an illusion in front of you. :::::::::::::::::::::: While attuned to the gloves of performance, you have advantage on performance, persuasion and deception checks. If you were already proficient, you gain expertise instead. Additionally, you can cast the *major image* spell (5e SRD) at will whilst wearing them. }} ![Wantes](https://media.discordapp.net/attachments/1105918269992480819/1206934198955417610/tomfarlane_a_pair_of_leather_gloves_as_a_DD_magic_item_purple_g_7381c9d9-bd95-4a9a-a481-797ffa620601_1.png?ex=65ddd010&is=65cb5b10&hm=974b4ac7a3c450e8c4ce6b1754846af52833dbf2ad27e580e76b25d8c5be8b41&=&format=webp&quality=lossless&width=1002&height=1002) {position:absolute,top:630px,right:470px,width:280px,transform:rotate(-3deg)} {{watercolor1,top:620px,left:-25px,width:470px,background-color:white,opacity:70%}} {{pageNumber,auto}} \column {{position:relative,top:-30px,left:-333PX #### Mask of the Platinum Owl *Wondrous Item, Legendary (requires attunement)* : This legendary mask represents the likeness of a platinum owl, giant majestic creatures from a distant past. According to legend, ambassadors and warriors of the ancient Teng civilizations rode them into battle, or as gallant mounts for diplomatic missions. : While attuned to a Mask of the Platinum Owl, your Wisdom score increases by 2, up to a maximum of 23, and you gain truesight up to a range of 30 feet. :::::::::::::::::::::::::::::: Additionally, if you are a druid of 11th level or higher, the true power of the mask is revealed and unlocked to your use. You can use your Wild Shape feature to assume the shape of a Giant Platinum Owl, a greater version of the Giant Owl (5e SRD) that has the following features and actions: : ***Ancient Constitution.*** The Giant Platinum Owl has 77 (9d10+27) hitpoints instead of 19 (3d10+3), an armor class of 15 instead of 12, a Constitution score of 16 instead of 12, a Wisdom score of 18 instead of 13, and a Dexterity score of 20 instead of 15. In addition, it has truesight out to a range of 60 feet. : ***Blessing of Knowledge.*** The Giant Platinum Owl can understand and speak all languages, and it has advantage on rolls made to understand coded messages and other extraneous script. : ***Paralyzing Breath (recharge 6).*** The Giant Platinum Owl exhales paralyzing gas in a 15-foot cone in front of it. Each creature in that area must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} ![mascara](https://media.discordapp.net/attachments/1105918269992480819/1206939377922482186/Remove_background_project_49.png?ex=65ddd4e3&is=65cb5fe3&hm=06e15f43716a047007c9d25d8371ac72154b1caf2227af27eb38e009f2274c1d&=&format=webp&quality=lossless&width=1002&height=1002) {position:absolute,top:235px,right:25px,width:360px,transform:rotate(-deg),mix-blend-mode:multipl} {{watercolor2,top:-370px,left:500px,width:600px,background-color:silver,opacity:100%,transform:rotate(7}} {{pageNumber,auto}} {{footnote Beyond the Spire}} \page ![separador](https://png.pngtree.com/png-clipart/20220706/ourmid/pngtree-decorative-line-separator-black-lines-png-image_5687462.png) {width:365px,mix-blend-mode:multiply,transform:rotate(0deg),position:absolute,top:373px,left:250px,opacity:80%} ![sword xd](https://media.discordapp.net/attachments/1105488303710543923/1209687016887816232/tomfarlane_a_red_sword_futuristic_as_a_dungeons_and_dragons_ite_441cebb3-4aa1-4fbf-9881-13f959026c47.png?ex=65e7d3d3&is=65d55ed3&hm=35bf996d720356301f8fbd7aa8b5d8e13af9d0e295416ac8861942f249cdf83c&=&format=webp&quality=lossless&width=291&height=437) {position:absolute,top:1px,right:60px,width:300px,mix-blend-mode:darken,transform:rotate(10deg)} {{watercolor4,top:-20px,left:500px,width:600px,background-color:red,opacity:50%,transform:rotate(-90deg)}} {{watercolor7,top:-520px,left:-600px,width:600px,background-color:red,opacity:40%,transform:rotate(40deg)}} {{position:relative,top:-10px #### Mage Breaker Weapon *Weapon (any), Legendary (requires attunement)* : The arsenal carried by the Custodians was originally devised by the Suneater himself, in an attempt to rid the city of all magic users. He had a profound, deranged hate for all things arcane, and so, created these weapons to fight against the powerful mages of Uldann, who happened to be his greatest opponents. : It is quite ironic that after all the trouble he went through to erradicate spellcasters from his entourage, the Suneater couldn't protect himself from the martial prowess he himself had encouraged in his subjects. : In the end, the Praetorian Guard couldn't bring him to justice, as he broke out of captivity a day before his execution and became a feared pirate captain of the Astral Sea. Until her "concubine" decapitated him, that was. : While attuned to this weapon, you deal an additional 3d6 force damage on hit. In addition, a creature that is hit by this weapon and is concentrating on a spell of 6th level or lower automatically loses concentration. }} \column {{position:relative,top:455px #### Red Plate of the Praetorian *Armor (plate), Legendary (requires attunement)* : This amazing piece of technology was developed by the Uldanni engineers, among other technological advancements, to be used exclusively by the Praetorian Guard. It is near weightless and accommodates the shape of your body to always fit perfectly. : While attuned to this Armor, your AC becomes 20 and you gain the following benefits: * You have advantage on saving throws against spells and other magical effects. * You cannot be affected by critical hits * You reduce all incoming damage by 4, except psychic. * You are always under the effects of the *Spider Climb* spell. * You can use a bonus action to perform an assisted jump and land within 45 feet of your original position. If you land on a Large or smaller creature, the creature must succeed on a DC 18 Dexterity saving throw or be knocked prone and take 16 (3d6 + 5) bludgeoning damage. \ In addition, once per long rest, if you fail a saving throw, you can choose to succeed instead. Once this resistance is used, the armor deactivates, retreating into itself, and you lose all benefits from this item until you finish a long rest. }} ![armor](https://media.discordapp.net/attachments/1105918269992480819/1209681954488975370/praetorian_armor-Photoroom.png-Photoroom.png?ex=65e7cf1c&is=65d55a1c&hm=0bd82f8a5f798cb92afc542b81c395d396141e98b7f2d278f73e9e90a8ce1fab&=&format=webp&quality=lossless&width=3233&height=4050) {position:absolute,bottom:0px,left:0px,width:380px,mix-blend-mode:} {{pageNumber,auto}} {{footnote The Senate}} \page {{backCover}} {{position:relative,top:-20PX # That's all, Folks! We would like to extend a big *THANK YOU* {{width:1px}} to all of our patrons, who make these entries possible and give us starving creatives some stability in this ever-fledging world. : These commendable Threadmaster-tier Patrons have climbed through the ranks of our organization, and are the lifeblood of this project: : {{width:10px}} Rick Smathers Shelby Towery Da Leedler Shadowkihn Gauntlet113 olive Brandon Toy darkangelfeu Tristan Guzman ChewyALEC Eli Simms dude of dudes Thomas Woodruff Kyle Sellke Samuel Brown Gavin Pacheco John Doe Kristian Meling Dakota hinton Asin Samay Richard J Shepard III BrolyTLX : A Special thank you to our Stringweavers! : {{width:10px}} Anish Patel Aden Leach 9LK Steven Zillinski Dane Sadri ___ : {{text-align:center,position:relative,top ##### Join us in voting for our next entry! www.patreon.com/codexofstrings }} }} ![background image](https://media.discordapp.net/attachments/1149849911337173134/1151926837589590037/city_o_string_1.png?width=3000&height=4000){position:absolute,bottom:0,right:-24px,height:100%}