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<blockquote data-quote="Libertad" data-source="post: 9151502" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/2i2CrET.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><a href="https://www.dmsguild.com/product/437298/Mimsys-Ravenloft-Shop-of-Treasures" target="_blank"><strong>Product Link</strong></a></p><p></p><p><strong>Product Type:</strong> Character Options</p><p></p><p><strong>CoS-Required?</strong> No</p><p></p><p>The Domains of Dread are full of all sorts of horror and fantasy tropes: mages trafficking with dark forces, brave paladins doomed to grim ends, cursed lycanthropes who are equal parts victim and victimizer, and how sometimes the greatest monster is not a supernatural creature but one’s fellow man.</p><p></p><p>But what of the curious collector of antiquities, the little shop tucked in the corner of the city filled with strange trinkets each holding a story, and a shopkeeper who is just as enigmatic? Mimsy’s Ravenloft Shop of Treasures is just such a place, basically a magic item shop full of new gothic-flavored wares. Mimsy is the tiefling owner of the Wandering Shop, a mysterious figure who even the veteran Vistani either know nothing about or refuse to speculate on. She has been sighted in just about every domain, having supplied Rudolph van Richten with gear to better hunt monsters. The scholar Firan Zal’honan knows of a means to reliably find her, but such information isn’t given without cost.</p><p></p><p>In reality, Mimsy was a craftswoman and student at a famous school of magic, who was targeted for assassination during a dungeon delve after finding evidence of a demonic cult establishing itself in the school. Facing certain death, Mimsy made a bargain with the dungeon’s owner, a demon known as Obyroa, so that she may become a warlock, survive, and take revenge later. Mimsy was exiled from the school, and nobody took her claims of a demonic cult seriously. As it turned out later, Obyroa was the very demon that the cult worshiped, and he sought to call in Mimsy’s debt by making her help the cult. She refused, insteading becoming a wandering merchant, all the while on the lookout for a way out of her bargain and a means to stop Obyroa and the cult for good.</p><p></p><p>Mimsy eventually found a means of breaking the pact and saving the school, using power obtained from the spellbook of a “mad mage.” The spell’s side effect transported her through many realms of existence, stranding her in the Domains of Dread. Thankfully, the tiefling could still call upon the gateway into her Wandering Shop. Now, she continues on as she did before: traveling the lands, and buying and selling magic items.</p><p></p><p>Mimsy’s Wandering Shop is a demiplane accessible by a brass key on her person. She can change the appearance and layout of the shop, and the most valuable items are kept in a separate demiplane she shows only to customers with whom she has prior rapport and trust. Three helmed horrors stand guard in her shop, the display cases enchanted with alarm and glyph of warding spells, and an owl statuette acts as a magical security camera that records everything in its field of vision. The Shop’s front door won’t open in the presence of the Eye of Hazlik, as the Darklord of Hazlan would greatly covet her wares and stop at nothing to seize them. Last but not least, Mimsy is a formidable foe herself: a CR 12 character who is basically a gish. She can cast spells as part of a three-attack multiattack, specializes in battlefield control spells such as telekinesis, wall of force, and hold person, can disrupt a spellcaster’s casting as a reaction should they fail a Constitution save, and has a pocket watch enchanted to plane shift her to a safe area should she be reduced to 0 hit points…provided that she isn’t in an antimagic field. And Mimsy’s has lair actions on top of all that! Trying to rob the shop is a very risky endeavor.</p><p></p><p><strong>Mimsy’s Wares</strong> is the meat of this book, providing 60 new magic items with histories unique to the Domains of Dread or have a feel congruent to gothic horror. They have an index in back sorting them by rarity, and each item has an in-character quote from Mimsy talking about it along with its history and functions. Unfortunately we don’t get any sample prices for them, which is a rather big oversight for this kind of book. For the sake of brevity I won’t cover all of the magic items, instead focusing on the ones I find most interesting.</p><p></p><p><em>Amulet of Memory</em> is a Very Rare item that can be used to cast Modify Memory once every 24 hours. Memories altered or removed are absorbed inside the amulet and remain there until the target regains their original memories. The amulet’s wearer can touch it and view any stored memories as an action. Mimsy got the amulet off a mind flayer’s corpse in Bluetspur.</p><p></p><p><em>Antlered Skull</em> is an Uncommon attunable item fashioned out of the skull of an elk. It has 3 charges per day which can be expended to let out a shriek only the target can hear as an action, causing them to be frightened for 1 minute on a failed Wisdom save. Mimsy claims that the creature the skull was fashioned from was the terror of a local village.</p><p></p><p><em>Cauldron of Regrowth</em> is a Very Rare item that can grow a full duplicate of a corpse over 7 days if a piece of said corpse is placed inside the cauldron with hot water. The duplicate bodies created are valid targets for spells such as animate dead and can be of use in case of resurrection. But in this last case it doesn’t reset the time since the body died.</p><p></p><p><em>Coward’s Cuirass</em> is an Uncommon attunable modification for any type of armor, granting the wearer +10 to their speed types. It is cursed, making the wearer suffer disadvantage on saves vs being frightened and the loss of any resistance/immunity to said condition. The curse is due to the fact that the armor is made from scavenged gear of deserters.</p><p></p><p><em>Dire Cloak</em> is a Rare item which only druids can attune to. When the wearer wild shapes, they can choose to become a dire version of the animal, where they become Large if the base form is smaller, gain +3 AC and 4d8 temporary hit points, all of which last until the end of the transformation. The cloak is cursed so that each time the wearer changes into a dire beast, their Charisma is reduced by 1 (restored should the curse be broken). Should their Charisma fall to 0, they become permanently stuck as a random Beast and become hostile to all other species.</p><p></p><p><em>Dullahan’s Axe</em> is a Rare attunable battleaxe with a +1 enhancement bonus. It has up to 3 charges, which can be expended whenever the wielder kills a large or smaller creature with a head. The creature is beheaded, with their severed head turning into a Death’s Head monster of the Gnashing Head type. The monster is loyal to the wielder and turns into sludge after 1 hour.</p><p></p><p><em>Effigy of Lorinda</em> is a Very Rare straw doll with a strand of hag’s hair tied around its neck. If someone dies with the effigy on their person, their soul inhabits it which transforms into a Scarecrow monster. The Scarecrow uses the Size, Intelligence, Wisdom, and Charisma scores of the original soul along with their overall personality and memory. The scarecrow is animated only for 24 hours, is reduced to 0 hit points, or the original corpse has a resurrection spell cast upon it.</p><p></p><p><em>Giesbrecht Firepipe</em> is an Uncommon tank of flammable oil with a nozzle. It has 3 charges which can shoot an AoE cone dealing fire damage. It has a chance of exploding on a natural 1 on a d20 if its last charge is expended. Mimsy says that it’s a device from Lamordia used to melt ice and kill monsters which live in that cold land.</p><p></p><p><img src="https://i.imgur.com/SDuMwSc.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><em>Grave Hammer</em> is a Rare maul requiring attunement. It deals 2d8 bludgeoning damage and anyone with less than a 17 Strength suffers disadvantage on attack rolls with it. Once every 24 hours as an action, the attuned wielder can strike the ground, causing rotting, clawing arms to burst forth from the ground in a 20 foot radius up to 90 feet away, treated as difficult terrain and dealing 3d10 slashing damage to those that start theri turn in or move through the area. Dexterity saves can be made to halve the damage.</p><p></p><p><em>Incense of Privacy</em> is an Uncommon consumable bundle of rosemary and sage prepared in holy water. When burned, it creates a smoke for 1 hour that causes everything in a 20 foot radius cloud to be immune to all forms of divination magic and can’t be perceived by sensors with a supernatural interface medium.</p><p></p><p><em>Living Heart</em> is a Rare item that can only be attuned to by spellcasters. It grants the wielder +1 to spell save DCs and spell attack rolls, and whenever they deal damage with a spell they can expend up to 3 hit dice and add that as additional necrotic damage to a single target of the spell.</p><p></p><p><em>Mask of Uldun-Dar</em> is a Very Rare item requiring attunement, its visage looking like a monstrous cat. As an action the mask’s wearer gains truesight out to 120 feet until the start of their next turn. They risk taking 4d8 psychic damage per use and cannot use the mask again should they fail a Wisdom save as they see nightmarish visions of other realms.</p><p></p><p><em>Mortal Chains</em> are an Uncommon item with 20 hit points and are resistant to nonmagical damage. Incorporeal creatures cannot pass through them, and if such creatures are restrained by the chain they cannot enter or leave the Ethereal Plane. It requires a DC 20 Strength check to break, and undead have disadvantage on this check.</p><p></p><p><em>Potion of Mutation</em> is a Rare potion that produces a random mutation and extra limb, both of which have their own 1d4 table and last for 1 hour or until the drinker is affected by Remove Curse or Greater Restoration. The mutations and limbs are all beneficial effects, like a bone blade which is basically a finesseable longsword that crits on a 19 or 20, or the ability to climb on difficult surfaces without needing to make an ability check.</p><p></p><p><em>Powder of Potency</em> is a rare item with 1d4+1 doses. It cannot be used on its own, and is instead added to a potion as an action. It can improve such potions in one of three ways: double the base duration, +5 hit points for potions that grant healing or temporary hit point restoration, or increase a saving throw DC of the potion’s effect by 2. It has a curse, where the drinker’s hit point maximum is reduced by 1d10 for every 24 hours, turning them into a shambling mound hostile to all other creatures should they reach 0. Mimsy is unaware of the curse, but a PC knowledgeable in Borcan politics can realize something’s amiss when she mentions that the powder was created by Ivana Boritsi.</p><p></p><p><em>Ravenwing Staff</em> is an Uncommon quarterstaff to which only monks can attune. One of the creations of the Keepers of the Feather, it grants a monk black wings and a flying speed equal to half their walking speed whenever they use Step of the Wind. As an action they can transform the quarterstaff into a raven like the Animal Messenger spell, but this function of the weapon can only be used once a week.</p><p></p><p><em>Scroll of Dark Freedom</em> is a Very Rare scroll which bears a ritual that can break an Undead creature free of any bonds of control its creator or master has over it. The ritual has to be cast over the course of an hour, with the caster remaining within 30 feet of the Undead target at all times. The Undead also gains immunity to any other attempts of control by its master short of a Wish spell, and if the undead was reanimated by a spell with a limited duration then they can continue on being animated until they hit 0 hit points.</p><p></p><p><em>Soul-Snaring Doll</em> is a Rare item. Whenever a creature within 30 feet of the doll’s wielder dies, they can spend a reaction to absorb the soul into the doll, where they cannot be returned to life by any means short of a Wish spell. Mimsy mentions that the trapped souls are freed should the doll break, but this isn’t listed anywhere in its game statistics.</p><p></p><p><em>Symbol of Ezra</em> is a Rare shield that only a cleric or paladin can attune. It is a +1 shield, and as an action can summon magical mists covering a 20 foot radius centered on the wielder for 1 hour. The wielder can see normally through the mist and can designate up to 4 other creatures to gain this benefit. This mist can only be summoned once per day, with Channel Divinity capable of granting additional uses that day.</p><p></p><p><em>Tablet of the Mists</em> is a Very Rare item that is permanently attuned to the Domain of Dread in which it is created. It can serve as a Mist Talisman for the purposes of finding and traveling to that domain, and as an action can be broken to summon a 10 foot radius of Mist, teleporting all creatures inside it into a random location of the attuned domain. Mimsy has 1d4 tablets of random Domains at any given time.</p><p></p><p><em>Tears of Ezra</em> is a legendary potion of which Mimsy only has one of, and which she only shows to prospective customers via illusion. It is said to be made from the tears of Ezra, crying over the suffering of her worshipers. If someone has a Dark Gift, they lose it permanently upon drinking this potion and cannot regain such a Gift save by a Wish spell.</p><p></p><p><img src="https://i.imgur.com/CcgtoLN.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><em>Tome of the Feather</em> is a Very Rare item that can only be attuned to by a bard, sorcerer, warlock, or wizard. It grants +2 to the spell attack rolls and save DC of the wielder, and can be used as an arcane focus. It has 20 charges which can be used to cast a variety of spells, such as Arcane Eye, Fly, Legend Lore, or Detect Magic as an action with no charges. It can also be used to cast Summon Beast but only with the Air option by expending charges. The tome has a chance of losing all but its +2 properties whenever its last charge is expended. This is another creation of the Keepers of the Feather, and only a few tomes remain for most have been burned by Strahd.</p><p></p><p><em>Van Richten’s Pistol</em> is a unique Uncommon +1 weapon that Mimsy won off the monster hunter in a game of dragonchess. Its default form is a silver pistol, and can change into a silver rapier and back again as a bonus action.</p><p></p><p><em>Watch of Aging</em> is a Rare item requiring attunement. It has 3 charges which can be spent to curse a creature or object within 30 feet with rapid aging on a failed Wisdom save. For a creature, they suffer halved speed and disadvantage on Strength and Dexterity checks and saves, and for an object it suffers -5 to AC and grants attackers advantage on checks to break it for 1 minute. It also gives a curse to the attuned, where they age 1d4 years every time they use the watch, and only Greater Restoration and Wish spells can remove the aging. Like some of the other cursed items, Mimsy is unaware of this drawback.</p><p></p><p><em>Wildersung Fiddle</em> is a Rare musical instrument to which only bards can attune. It grants +1 to spell save DC and spell attack rolls. Additionally, it grants the permanent ability to communicate with and understand canines, and can choose to substitute Performance in place of Animal Handling to influence animals. Mimsy notes that this fiddle was made in Kartakass.</p><p></p><p><strong>Overall Thoughts:</strong> Many of the magic items are flavorful with useful effects, with quite a few baked into the setting in some tangible manner. But as an actual item shop, Mimsy’s is left wanting, where it’s up to DM Fiat on how much the items should be. In a gold and treasure-light adventure like Curse of Strahd, it can’t be so easily dropped in without some modifications.</p><p></p><p><strong>Join us next time as we add a more classic Frankenstein element to Curse of Strahd in Laboratory of the Mad Abbot!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 9151502, member: 6750502"] [center][img]https://i.imgur.com/2i2CrET.png[/img][/center] [url=https://www.dmsguild.com/product/437298/Mimsys-Ravenloft-Shop-of-Treasures][b]Product Link[/b][/url] [b]Product Type:[/b] Character Options [b]CoS-Required?[/b] No The Domains of Dread are full of all sorts of horror and fantasy tropes: mages trafficking with dark forces, brave paladins doomed to grim ends, cursed lycanthropes who are equal parts victim and victimizer, and how sometimes the greatest monster is not a supernatural creature but one’s fellow man. But what of the curious collector of antiquities, the little shop tucked in the corner of the city filled with strange trinkets each holding a story, and a shopkeeper who is just as enigmatic? Mimsy’s Ravenloft Shop of Treasures is just such a place, basically a magic item shop full of new gothic-flavored wares. Mimsy is the tiefling owner of the Wandering Shop, a mysterious figure who even the veteran Vistani either know nothing about or refuse to speculate on. She has been sighted in just about every domain, having supplied Rudolph van Richten with gear to better hunt monsters. The scholar Firan Zal’honan knows of a means to reliably find her, but such information isn’t given without cost. In reality, Mimsy was a craftswoman and student at a famous school of magic, who was targeted for assassination during a dungeon delve after finding evidence of a demonic cult establishing itself in the school. Facing certain death, Mimsy made a bargain with the dungeon’s owner, a demon known as Obyroa, so that she may become a warlock, survive, and take revenge later. Mimsy was exiled from the school, and nobody took her claims of a demonic cult seriously. As it turned out later, Obyroa was the very demon that the cult worshiped, and he sought to call in Mimsy’s debt by making her help the cult. She refused, insteading becoming a wandering merchant, all the while on the lookout for a way out of her bargain and a means to stop Obyroa and the cult for good. Mimsy eventually found a means of breaking the pact and saving the school, using power obtained from the spellbook of a “mad mage.” The spell’s side effect transported her through many realms of existence, stranding her in the Domains of Dread. Thankfully, the tiefling could still call upon the gateway into her Wandering Shop. Now, she continues on as she did before: traveling the lands, and buying and selling magic items. Mimsy’s Wandering Shop is a demiplane accessible by a brass key on her person. She can change the appearance and layout of the shop, and the most valuable items are kept in a separate demiplane she shows only to customers with whom she has prior rapport and trust. Three helmed horrors stand guard in her shop, the display cases enchanted with alarm and glyph of warding spells, and an owl statuette acts as a magical security camera that records everything in its field of vision. The Shop’s front door won’t open in the presence of the Eye of Hazlik, as the Darklord of Hazlan would greatly covet her wares and stop at nothing to seize them. Last but not least, Mimsy is a formidable foe herself: a CR 12 character who is basically a gish. She can cast spells as part of a three-attack multiattack, specializes in battlefield control spells such as telekinesis, wall of force, and hold person, can disrupt a spellcaster’s casting as a reaction should they fail a Constitution save, and has a pocket watch enchanted to plane shift her to a safe area should she be reduced to 0 hit points…provided that she isn’t in an antimagic field. And Mimsy’s has lair actions on top of all that! Trying to rob the shop is a very risky endeavor. [b]Mimsy’s Wares[/b] is the meat of this book, providing 60 new magic items with histories unique to the Domains of Dread or have a feel congruent to gothic horror. They have an index in back sorting them by rarity, and each item has an in-character quote from Mimsy talking about it along with its history and functions. Unfortunately we don’t get any sample prices for them, which is a rather big oversight for this kind of book. For the sake of brevity I won’t cover all of the magic items, instead focusing on the ones I find most interesting. [i]Amulet of Memory[/i] is a Very Rare item that can be used to cast Modify Memory once every 24 hours. Memories altered or removed are absorbed inside the amulet and remain there until the target regains their original memories. The amulet’s wearer can touch it and view any stored memories as an action. Mimsy got the amulet off a mind flayer’s corpse in Bluetspur. [i]Antlered Skull[/i] is an Uncommon attunable item fashioned out of the skull of an elk. It has 3 charges per day which can be expended to let out a shriek only the target can hear as an action, causing them to be frightened for 1 minute on a failed Wisdom save. Mimsy claims that the creature the skull was fashioned from was the terror of a local village. [i]Cauldron of Regrowth[/i] is a Very Rare item that can grow a full duplicate of a corpse over 7 days if a piece of said corpse is placed inside the cauldron with hot water. The duplicate bodies created are valid targets for spells such as animate dead and can be of use in case of resurrection. But in this last case it doesn’t reset the time since the body died. [i]Coward’s Cuirass[/i] is an Uncommon attunable modification for any type of armor, granting the wearer +10 to their speed types. It is cursed, making the wearer suffer disadvantage on saves vs being frightened and the loss of any resistance/immunity to said condition. The curse is due to the fact that the armor is made from scavenged gear of deserters. [i]Dire Cloak[/i] is a Rare item which only druids can attune to. When the wearer wild shapes, they can choose to become a dire version of the animal, where they become Large if the base form is smaller, gain +3 AC and 4d8 temporary hit points, all of which last until the end of the transformation. The cloak is cursed so that each time the wearer changes into a dire beast, their Charisma is reduced by 1 (restored should the curse be broken). Should their Charisma fall to 0, they become permanently stuck as a random Beast and become hostile to all other species. [i]Dullahan’s Axe[/i] is a Rare attunable battleaxe with a +1 enhancement bonus. It has up to 3 charges, which can be expended whenever the wielder kills a large or smaller creature with a head. The creature is beheaded, with their severed head turning into a Death’s Head monster of the Gnashing Head type. The monster is loyal to the wielder and turns into sludge after 1 hour. [i]Effigy of Lorinda[/i] is a Very Rare straw doll with a strand of hag’s hair tied around its neck. If someone dies with the effigy on their person, their soul inhabits it which transforms into a Scarecrow monster. The Scarecrow uses the Size, Intelligence, Wisdom, and Charisma scores of the original soul along with their overall personality and memory. The scarecrow is animated only for 24 hours, is reduced to 0 hit points, or the original corpse has a resurrection spell cast upon it. [i]Giesbrecht Firepipe[/i] is an Uncommon tank of flammable oil with a nozzle. It has 3 charges which can shoot an AoE cone dealing fire damage. It has a chance of exploding on a natural 1 on a d20 if its last charge is expended. Mimsy says that it’s a device from Lamordia used to melt ice and kill monsters which live in that cold land. [img]https://i.imgur.com/SDuMwSc.png[/img] [i]Grave Hammer[/i] is a Rare maul requiring attunement. It deals 2d8 bludgeoning damage and anyone with less than a 17 Strength suffers disadvantage on attack rolls with it. Once every 24 hours as an action, the attuned wielder can strike the ground, causing rotting, clawing arms to burst forth from the ground in a 20 foot radius up to 90 feet away, treated as difficult terrain and dealing 3d10 slashing damage to those that start theri turn in or move through the area. Dexterity saves can be made to halve the damage. [i]Incense of Privacy[/i] is an Uncommon consumable bundle of rosemary and sage prepared in holy water. When burned, it creates a smoke for 1 hour that causes everything in a 20 foot radius cloud to be immune to all forms of divination magic and can’t be perceived by sensors with a supernatural interface medium. [i]Living Heart[/i] is a Rare item that can only be attuned to by spellcasters. It grants the wielder +1 to spell save DCs and spell attack rolls, and whenever they deal damage with a spell they can expend up to 3 hit dice and add that as additional necrotic damage to a single target of the spell. [i]Mask of Uldun-Dar[/i] is a Very Rare item requiring attunement, its visage looking like a monstrous cat. As an action the mask’s wearer gains truesight out to 120 feet until the start of their next turn. They risk taking 4d8 psychic damage per use and cannot use the mask again should they fail a Wisdom save as they see nightmarish visions of other realms. [i]Mortal Chains[/i] are an Uncommon item with 20 hit points and are resistant to nonmagical damage. Incorporeal creatures cannot pass through them, and if such creatures are restrained by the chain they cannot enter or leave the Ethereal Plane. It requires a DC 20 Strength check to break, and undead have disadvantage on this check. [i]Potion of Mutation[/i] is a Rare potion that produces a random mutation and extra limb, both of which have their own 1d4 table and last for 1 hour or until the drinker is affected by Remove Curse or Greater Restoration. The mutations and limbs are all beneficial effects, like a bone blade which is basically a finesseable longsword that crits on a 19 or 20, or the ability to climb on difficult surfaces without needing to make an ability check. [i]Powder of Potency[/i] is a rare item with 1d4+1 doses. It cannot be used on its own, and is instead added to a potion as an action. It can improve such potions in one of three ways: double the base duration, +5 hit points for potions that grant healing or temporary hit point restoration, or increase a saving throw DC of the potion’s effect by 2. It has a curse, where the drinker’s hit point maximum is reduced by 1d10 for every 24 hours, turning them into a shambling mound hostile to all other creatures should they reach 0. Mimsy is unaware of the curse, but a PC knowledgeable in Borcan politics can realize something’s amiss when she mentions that the powder was created by Ivana Boritsi. [i]Ravenwing Staff[/i] is an Uncommon quarterstaff to which only monks can attune. One of the creations of the Keepers of the Feather, it grants a monk black wings and a flying speed equal to half their walking speed whenever they use Step of the Wind. As an action they can transform the quarterstaff into a raven like the Animal Messenger spell, but this function of the weapon can only be used once a week. [i]Scroll of Dark Freedom[/i] is a Very Rare scroll which bears a ritual that can break an Undead creature free of any bonds of control its creator or master has over it. The ritual has to be cast over the course of an hour, with the caster remaining within 30 feet of the Undead target at all times. The Undead also gains immunity to any other attempts of control by its master short of a Wish spell, and if the undead was reanimated by a spell with a limited duration then they can continue on being animated until they hit 0 hit points. [i]Soul-Snaring Doll[/i] is a Rare item. Whenever a creature within 30 feet of the doll’s wielder dies, they can spend a reaction to absorb the soul into the doll, where they cannot be returned to life by any means short of a Wish spell. Mimsy mentions that the trapped souls are freed should the doll break, but this isn’t listed anywhere in its game statistics. [i]Symbol of Ezra[/i] is a Rare shield that only a cleric or paladin can attune. It is a +1 shield, and as an action can summon magical mists covering a 20 foot radius centered on the wielder for 1 hour. The wielder can see normally through the mist and can designate up to 4 other creatures to gain this benefit. This mist can only be summoned once per day, with Channel Divinity capable of granting additional uses that day. [i]Tablet of the Mists[/i] is a Very Rare item that is permanently attuned to the Domain of Dread in which it is created. It can serve as a Mist Talisman for the purposes of finding and traveling to that domain, and as an action can be broken to summon a 10 foot radius of Mist, teleporting all creatures inside it into a random location of the attuned domain. Mimsy has 1d4 tablets of random Domains at any given time. [i]Tears of Ezra[/i] is a legendary potion of which Mimsy only has one of, and which she only shows to prospective customers via illusion. It is said to be made from the tears of Ezra, crying over the suffering of her worshipers. If someone has a Dark Gift, they lose it permanently upon drinking this potion and cannot regain such a Gift save by a Wish spell. [img]https://i.imgur.com/CcgtoLN.png[/img] [i]Tome of the Feather[/i] is a Very Rare item that can only be attuned to by a bard, sorcerer, warlock, or wizard. It grants +2 to the spell attack rolls and save DC of the wielder, and can be used as an arcane focus. It has 20 charges which can be used to cast a variety of spells, such as Arcane Eye, Fly, Legend Lore, or Detect Magic as an action with no charges. It can also be used to cast Summon Beast but only with the Air option by expending charges. The tome has a chance of losing all but its +2 properties whenever its last charge is expended. This is another creation of the Keepers of the Feather, and only a few tomes remain for most have been burned by Strahd. [i]Van Richten’s Pistol[/i] is a unique Uncommon +1 weapon that Mimsy won off the monster hunter in a game of dragonchess. Its default form is a silver pistol, and can change into a silver rapier and back again as a bonus action. [i]Watch of Aging[/i] is a Rare item requiring attunement. It has 3 charges which can be spent to curse a creature or object within 30 feet with rapid aging on a failed Wisdom save. For a creature, they suffer halved speed and disadvantage on Strength and Dexterity checks and saves, and for an object it suffers -5 to AC and grants attackers advantage on checks to break it for 1 minute. It also gives a curse to the attuned, where they age 1d4 years every time they use the watch, and only Greater Restoration and Wish spells can remove the aging. Like some of the other cursed items, Mimsy is unaware of this drawback. [i]Wildersung Fiddle[/i] is a Rare musical instrument to which only bards can attune. It grants +1 to spell save DC and spell attack rolls. Additionally, it grants the permanent ability to communicate with and understand canines, and can choose to substitute Performance in place of Animal Handling to influence animals. Mimsy notes that this fiddle was made in Kartakass. [b]Overall Thoughts:[/b] Many of the magic items are flavorful with useful effects, with quite a few baked into the setting in some tangible manner. But as an actual item shop, Mimsy’s is left wanting, where it’s up to DM Fiat on how much the items should be. In a gold and treasure-light adventure like Curse of Strahd, it can’t be so easily dropped in without some modifications. [b]Join us next time as we add a more classic Frankenstein element to Curse of Strahd in Laboratory of the Mad Abbot![/b] [/QUOTE]
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