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Eldur Aeterna | Magic Item
Eldur Aeterna
Wondrous Item, uncommon
This small, unassuming torch is wrapped in a bright red cloth and is seemingly always burning with a warm, flickering flame. The torch never seems to burn out, providing a steady source of light and heat wherever it is carried.
The Eldur Aeterna functions as a normal torch but never needs to be relit or replaced. It provides bright light in a 20-foot radius and dim light for an additional 20 feet. The torch also emits a gentle warmth, providing comfort in cold environments.
Blaze of Glory. Once per day, as an action, the user can channel the torch’s magical energy to create a 5-foot radius aura of intense heat and light. All creatures within the area must make a DC 13 Constitution saving throw or take 2d6 fire damage and be blinded until the end of their next turn on a failed save. Creatures that succeed on the saving throw take half damage and are not blinded. This ability recharges on a long rest.
Adventure Hook. A powerful mage has hired the party to retrieve an ancient artifact from the heart of a dark, underground tomb. The tomb is known for its treacherous traps and mazelike corridors, and the party will need a reliable source of light and warmth to survive. The Eldur Aeterna is said to be hidden somewhere within the tomb, guarded by undead who attack once the torch is moved from its resting place.
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Vial of Storms | Magic Item
Vial of Storms
Wondrous Item, rare
The vial is encased in an intricate silver filigree, depicting images of powerful storms and lightning bolts that dance across its surface. Rumors say that the vial was crafted by storm giants in ancient times, using their mastery of the elements to imbue the glass with the power of the storm. It radiates a faint aura of magic, a testament to the power it contains within.
Once per day as an action, you can open the vial and release either a gust of wind or a bolt of lightning.
Galeforce Gust. Point the bottle in a direction and all creatures within a 15-foot cone must make a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone.
Thunderbolt Strike. Point the bottle in a direction and all creatures within a 15-foot cone must make a DC 15 Dexterity saving throw and take 4d6 lightning damage on a failed save or half damage on a successful save.
Adventure Hook. A powerful mage has hired the party to journey to the center of a magical storm and retrieve a rare artifact. The Vial of Storms is said to be hidden within the storm’s eye, guarded by dangerous elemental creatures.
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Spellbreaker | Magic Shield
Spellbreaker, +1 Shield
Wondrous Item, very rare (requires attunement)
This large, circular shield is made of a rough, black and gold obsidian-like ore called aechronite. Its surface is pock-marked and shimmers slightly in the light. When spells are cast at the user, the shield emits a faint purple glow as it reflects the magic back at the caster.
While holding this Spellbreaker shield you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Additionally, when you are subjected to a spell effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Spellturn. Once per day, as a reaction the user can reflect a spell back at a caster provided the spell targets the user and requires a spell attack roll as long as the user is aware of the spell and can see the caster. This ability recharges on a long rest.
Spellbreak. Only when the Spellturn ability has already been used there is a 1 in 6 chance the shield will reflect a spell back at a caster provided the spell targets the user and requires a spell attack roll as long as the user is aware of the spell and can see the caster.
Adventure Hook. Rumors have been spreading of a powerful wizard who can deflect all magic aimed at him. However, the wizard is also known to have a powerful shield, the Spellbreaker, that is said to be the source of his incredible defenses. The local lord has put out a bounty for anyone who can retrieve the shield and bring it to him.
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The Black Pillar of Death | Environmental Hazard
The Black Pillar of Death
Standing tall and ominous against the darkening sky, the ancient stone spire looms like a bony finger reaching up from the earth. Its surface is etched with sinister runes that pulse with sickly green light, and its very presence seems to drain the warmth and life from the surrounding air.
The Black Pillar of Death is an environmental hazard that can be included in many different encounters. It can be used by itself as part of a trap or puzzle, or even as part of a challenging combat. One of the best parts is that throughout a handful of rounds, it will get to one of most characters’ weaknesses. From the low-strength wizards and the low-intelligence barbarians to the low-charisma fighter and the unwise ranger they will eventually fail a saving throw. Which is at most 6 damage but at least the barbarian can stay in a rage. Wherever you use it, the mechanics stay the same however some of the attributes can be modified to suit your table or tier of play. Numbers that can be adjusted include the AC, HP, save DC, and amount of damage.
The Black Pillar of Death. AC 17, HP 43 (6d10). Arcana Check DC 17 to understand how it works, how to stop it, or to successfully scratch the magical runes.
Necrotic Pulse. On initiative count 20 (losing any ties) the black pillar releases a wave of necrotic energy. Any creature not familiar with the pillar within 60 feet must make a DC 14 saving throw taking 3 (1d6) psychic damage on a failed save, or half as much on a successful one. Round 1 begins with a Strength saving throw, each round moves to the next ability score, and starts again with Strength at round 7.
Round 1: STR saving throw
Round 2: DEX saving throw
Round 3: CON saving throw
Round 4: INT saving throw
Round 5: WIS saving throw
Round 6: CHA saving throw
Round 7: STR saving throw
d6 Fantastic Locations. desolate wasteland, twisted swamp, haunted graveyard, forgotten temple, cursed village, remote island
Tell me your ideas for using this in an encounter in the comments below.
As always, good luck with your next session, I believe in you. See you in the future!
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Nightweave Cloak | Magic Item
Nightweave Cloak
Wondrous Item, rare (requires attunement)
This dark, flowing cape is made from an enchanted fabric that seems to drink in the light around it. When worn, the cloak perfectly blends into any surrounding shadows.
The cloak grants the wearer advantage on Stealth checks made in dim light or darkness.
Shadow Shroud. Once per day, you can use an action to cast the Darkness spell centered on the cloak. While wearing the cloak, you are immune to any effects of the darkness it creates. This ability recharges on a long rest.
Adventure Hook. The party is sought out by a wealthy merchant whose valuable possessions have been vanishing during the night. The thief is said to be using a legendary Nightweave Cloak to melt into the shadows, and their intentions are shrouded in mystery. Can the adventurers uncover the truth behind the thief’s actions and retrieve the stolen goods?
d6 Uncovering the Truth.
funding a child’s medical treatments
attempting to frame someone else
revenge for past injustice
protection from blackmail
international spies stealing valuable secrets
gathering components for a dark ritual
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The Dungeon Master’s Handbook: Tips from April 2023
Here are the top ten Dungeon/Game Master tips that I posted to various social media channels in April 2023. These tips are great for almost any TTRPG like Dungeons & Dragons, Pathfinder, or Old School Essentials.
- Your players will always assume traveling NPCs will betray them. Surprise them.
- Not all random encounters need to be battles against monsters.
- For your heavy tactical gamer players, incorporate roleplaying as a part of combat.
- Don’t save up that good idea for later, use it as soon as you’re able to.
- Plan only what you need to plan and force yourself to improv at the table. It makes for a much more open-ended game in the end.
- Build your NPCs and their actions as stand-alone characters and events, not just how they react to the PCs.
- Tune your lazy DM powers. Force yourself to come up with a random on-the-spot NPC at your next game.
- Consider layered traps. Maybe the pit trap has a falling pot of pitch trap right on the other side.
- Preparing for improvisation means having the right tools available to you. What is your improvisation tool list?
- A quick and easy way to add flavor to an NPC is to associate them with a character in a movie or TV show you like.
These tips are courtesy of Mike Shea at slyflourish.com.
If you have any questions please leave them in the comments below.
As always, good luck with your next session, I believe in you! See you in the future.
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Leyfinder | Magic Item
Leyfinder
Wondrous item, rare
Appearing as an ordinary compass, the Leyfinder shows faint glowing runes etched into the metal casing upon closer inspection. The needle spins erratically until it settles on a specific direction, pointing towards the nearest source of magical energy. The runes seem to hum and pulse with a faint blue light whenever it detects a strong source of magic. This enchanted compass is attuned to the flow of magical energy that permeates the world called ley lines.
While the Leyfinder is in your possession, you have advantage on Intelligence (Arcana) checks made to identify the properties of magical items related to ley lines and the flow of magic.
Arcane Sight. Twice per day, you can use an action to cast the Detect Magic spell allowing you to sense the presence of magical energy within 30 feet of you. This ability recharges on a long rest.
Adventure Hook. Goblin raiders have stolen the Leyfinder from a museum and are using it to locate and loot magical treasures. The party has been hired by a local lord to retrieve the artifact and put a stop to the goblins’ raids.
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