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<blockquote data-quote="Hawk Diesel" data-source="post: 6656594" data-attributes="member: 59848"><p>The party surveys the aftermath of the battle. Lying beneath Harkin is the destroyed warforged titan, wires and tendrils still live with sparking, magical energy. However, his aching, disfigured joints seem to be aflame with pain. He looks at his hands, ragged and bloody from his work on the titan’s neck and back. Celie sheathes her blades, joining Beregond to search the bodies of the bandits that fought them. Geb just about collapses, coughing up blood and pain surging through her body as the adrenaline wears off and her wounds from battle make themselves known. However, Lusaren reaches her side and catches her even as Lazard jogs over to lend what aid he can.</p><p></p><p>After a few moments, Beregond calls out to the party. <strong>“It would appear these men are of some order known as…”</strong> Beregond squints to make out the words in the dim light of the Mournland, wisps of mist crawling along the broken ground. “Ikar’s Salvage.”</p><p></p><p><strong>“Ikar’s Salvage?”</strong> Lazard calls out, recognizing the name. <strong>“We got lucky then. These guys are mean and tough as they come. They actually choose to live in this place, looting the cities for weapons and treasure to sell to the highest bidder.”</strong> Lazard’s alien claw clicks its talons together independently, a strange buzz just underneath his thoughts, reminding Lazard that the thing is alive with a mind of its own. <strong>“We shouldn’t run into any more of ‘em. Unless their mobile base is nearby, in which case, we’re <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />ed.”</strong> Lazard looks around, remembering where they are. <strong>“Well… more <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />ed.”</strong></p><p></p><p>Harkin joins Celie and Beregond in looting the bodies, his innate lust for the score temporarily overcoming the pain of his injuries. Geb, looking a bit better, after being treated by Lusaren, gently pets Bob. His hair is stark white and coarse. <strong>“So where do we go from here?”</strong></p><p></p><p>Harkin looks up. He begins concentrating, his eyes glazing over slightly as he activates the power granted to him be the shark-toothed innkeeper. He feels a pull towards a massive structure in the distance. A plateau of purple glass, webbed with glowing cracks where fresh lava seeps to the surface. Harkin points, <strong>“If this thing I’m doing actually works, Cannon should be there.”</strong></p><p></p><p>Celie’s already hard face tightens into a grimace. <strong>“Figures.”</strong></p><p></p><p>Lusaren hands each member of the group a large green and yellow berry. A magical fruit that imbues healing energies into those that eat them. It’s a goodberry, and somehow manages to resist the corruptive nature of the Mournland. <strong>“We should make camp for a while to try and regroup and get ready. Lazard, can you make one of those magic camps?”</strong></p><p></p><p><strong>“Way ahead of you.”</strong> Lazard took a swig from his flute-flask before blowing into the instrument, his fingers and claws dexterously tapping the holes. The air around the flute shimmered, dancing on the wind as a dark hemisphere formed on the ground.</p><p></p><p>The next twelve hours passed, surprisingly, uneventfully. In the morning, the group arose refreshed and ready. Well, as refreshed as one could be with peeling flesh, weeping sores, horrible odor, bleeding gums, and stiffening arthritis. The group marched to the plateau, their path clear for the most part. At times the group would observe monsters in the distance, but the adventurers were able to give the creatures a wide berth. Finally, they came upon the Glass Plateau. Despite the numerous lava flows, the Plateau gave off little heat. The wall of the plateau went up at a steep angle with sharp, jagged edges across the face of the formation. The wall seemed to go up at least 2,000ft. True to its name, the formation seemed to be made of some kind of glass-like material, like obsidian or quartz. It was much harder than normal stone and while normal climbing tools could probably be useful, they likely wouldn’t be as effective. And climbing alone was not the only hazard, as those lava cracks would need to be safely navigated. Getting up there would be no easy task.</p><p></p><p>[sblock=OOC<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />[ooc]Ok guys, you are at the cliff of the Glass Plateau. Harkin senses that Cannon is at the top. In addition, here is everything that you guys found off the scavengers.</p><p></p><p><strong>Shadow Blade</strong></p><p><em>Weapon (Blade Weapon), Very Rare (Requires Attunement)</em></p><p>The Shadow Blade is a dangerous weapon and defensive tool. The weapon appears as nothing more than a wooden hilt. When wielded by someone attuned to the item, it forms into a bladed weapon made of shadow, shaping itself into any kind of bladed weapon the wearer can proficiently use. Regardless of the weapon’s shape, it deals 1d12 Necrotic Damage. The weapon is considered to have the finesse quality, allowing the user to use either their strength or dexterity modifier to the weapon’s attack and damage rolls. </p><p></p><p>In addition, the weapon can be used reactively to change, forming into a shield in the midst of battle, granting a +2 to AC. This applies even if the user is not proficient with shields.</p><p></p><p>If the weapon ever leaves the user’s hand, the shadow-formed blade vanishes, leaving only the wooden hilt. If the weapon is within 60’ of the users, the user can use a move action to call the weapon into his hand.</p><p></p><p><strong>Glamoured Mage Cloth</strong> </p><p><em>Armor (Cloth), Rare</em></p><p>While wearing this cloth, you gain a +1 bonus to AC. You can also use a bonus action to speak the cloth's command word and cause the cloth to assume the appearance of any normal set of clothing or armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.</p><p></p><p><strong>Iron Bands of Bilarro</strong></p><p><em>Wondrous Item, Rare</em></p><p>This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.</p><p></p><p>Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.</p><p></p><p>A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.</p><p></p><p>Once the bands are used, they can't be used again until the next dawn.</p><p></p><p><strong>Potion of Fire Breath</strong></p><p><em>Potion, Uncommon</em></p><p>After drinking this potion, you can use a bonus action to exhale fire at a target within 30’ of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.</p><p></p><p><strong>Quiver of Olladra</strong></p><p><em>Wondrous Item, Rare, Requires Attunement</em></p><p>The Quiver of Olladra appears empty. However, when attuned, the user may reach into the quiver and pull from an endless supply of bolts or arrows (user’s choice). In addition, you can spend an action to focus your thoughts, causing the ammunition to become either magic, silvered, or adamantine. The ammunition can only take on one quality at a time, and the ammunition type will remain until you spend an action to change it. </p><p></p><p>The quiver also has 3 charges. As part of your action to fire your ammunition, you can expend 1 or more of its charges to imbue the ammunition with either Fire, Cold, Acid, Lightning, or Thunder Damage, adding 2d6 damage of that type to the ammunition for each charge spent. You can spend more than one charge on a single piece of ammunition. Once the ammunition is fired, the charges are expended regardless whether the ammo hit its mark.</p><p></p><p><strong>Staff of Frost</strong></p><p><em>Staff, Very Rare (requires attunement by a druid, sorcerer, warlock, or wizard)</em></p><p>You have resistance to cold damage while you hold this staff.</p><p></p><p>The staff can be wielded as a magic quarterstaff (1d6 Bludgeon Damage; Versatile (1d8)). On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 1d10 Cold Damage to the target.</p><p></p><p>The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).</p><p>The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1 the staff turns to water and is destroyed.</p><p></p><p><strong>Wand of Magic Missiles</strong></p><p><em>Wand, Uncommon</em></p><p>This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.</p><p>The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.</p><p></p><p><strong>Magic Missile</strong></p><p>1st-level evocation</p><p>Casting Time: 1 action</p><p>Range: 120’</p><p>You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.</p><p>At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.</p><p></p><p><strong>Gray Bag of Tricks</strong></p><p><em>Wondrous Item, Uncommon</em></p><p>This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.</p><p></p><p>You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.</p><p></p><p>The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.</p><p></p><p>Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.</p><p></p><p>Gray Bag of Tricks</p><p></p><p>1 Weasel </p><p>2 Giant rat </p><p>3 Badger </p><p>4 Boar </p><p>5 Panther</p><p>6 Giant badger</p><p>7 Dire wolf</p><p>8 Giant elk</p><p></p><p><strong>Bag of the Giant’s Wrath</strong></p><p><em>Wondrous Item, Very Rare, Requires Attunement to a Druid</em></p><p>This appears to be a normal pouch that hangs at your hip full of pebbles. As an action, you can reach into the bag to pull out a handful of pebbles and throw them, striking an area within 60’. The pebbles transform midair into boulders striking all in a radius within 10’ of the spot you chose to throw the pebbles. Those within the area of effect must make a Dexterity Save with your Spell Save DC or take 4d6 bludgeoning damage. A successful save results in taking only half damage. Once this ability is used twice, the pouch remains empty until you complete a long rest.</p><p></p><p><strong>Belt of Misdirection</strong></p><p><em>Wondrous Item, Very Rare, Requires Attunement</em></p><p>This belt grants the wearer the ability to react to danger by switching place with someone nearby. As a reaction, when the wearer is targeted by an attack that would normally succeed, the wearer can switch places with a random creature within 60’. The creature in the wearer’s place becomes subject to the attack. If the wearer is in melee combat and switches places with the attacker, the attack against the wearer succeeds but the two combatants have still switched places. Once this power is used, it must recharge. Every round after use the wearer rolls a d6, recharging the power only on a roll of 6.[/ooc][/sblock]</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6656594, member: 59848"] The party surveys the aftermath of the battle. Lying beneath Harkin is the destroyed warforged titan, wires and tendrils still live with sparking, magical energy. However, his aching, disfigured joints seem to be aflame with pain. He looks at his hands, ragged and bloody from his work on the titan’s neck and back. Celie sheathes her blades, joining Beregond to search the bodies of the bandits that fought them. Geb just about collapses, coughing up blood and pain surging through her body as the adrenaline wears off and her wounds from battle make themselves known. However, Lusaren reaches her side and catches her even as Lazard jogs over to lend what aid he can. After a few moments, Beregond calls out to the party. [b]“It would appear these men are of some order known as…”[/b] Beregond squints to make out the words in the dim light of the Mournland, wisps of mist crawling along the broken ground. “Ikar’s Salvage.” [b]“Ikar’s Salvage?”[/b] Lazard calls out, recognizing the name. [b]“We got lucky then. These guys are mean and tough as they come. They actually choose to live in this place, looting the cities for weapons and treasure to sell to the highest bidder.”[/b] Lazard’s alien claw clicks its talons together independently, a strange buzz just underneath his thoughts, reminding Lazard that the thing is alive with a mind of its own. [b]“We shouldn’t run into any more of ‘em. Unless their mobile base is nearby, in which case, we’re :):):):)ed.”[/b] Lazard looks around, remembering where they are. [b]“Well… more :):):):)ed.”[/b] Harkin joins Celie and Beregond in looting the bodies, his innate lust for the score temporarily overcoming the pain of his injuries. Geb, looking a bit better, after being treated by Lusaren, gently pets Bob. His hair is stark white and coarse. [b]“So where do we go from here?”[/b] Harkin looks up. He begins concentrating, his eyes glazing over slightly as he activates the power granted to him be the shark-toothed innkeeper. He feels a pull towards a massive structure in the distance. A plateau of purple glass, webbed with glowing cracks where fresh lava seeps to the surface. Harkin points, [b]“If this thing I’m doing actually works, Cannon should be there.”[/b] Celie’s already hard face tightens into a grimace. [b]“Figures.”[/b] Lusaren hands each member of the group a large green and yellow berry. A magical fruit that imbues healing energies into those that eat them. It’s a goodberry, and somehow manages to resist the corruptive nature of the Mournland. [b]“We should make camp for a while to try and regroup and get ready. Lazard, can you make one of those magic camps?”[/b] [b]“Way ahead of you.”[/b] Lazard took a swig from his flute-flask before blowing into the instrument, his fingers and claws dexterously tapping the holes. The air around the flute shimmered, dancing on the wind as a dark hemisphere formed on the ground. The next twelve hours passed, surprisingly, uneventfully. In the morning, the group arose refreshed and ready. Well, as refreshed as one could be with peeling flesh, weeping sores, horrible odor, bleeding gums, and stiffening arthritis. The group marched to the plateau, their path clear for the most part. At times the group would observe monsters in the distance, but the adventurers were able to give the creatures a wide berth. Finally, they came upon the Glass Plateau. Despite the numerous lava flows, the Plateau gave off little heat. The wall of the plateau went up at a steep angle with sharp, jagged edges across the face of the formation. The wall seemed to go up at least 2,000ft. True to its name, the formation seemed to be made of some kind of glass-like material, like obsidian or quartz. It was much harder than normal stone and while normal climbing tools could probably be useful, they likely wouldn’t be as effective. And climbing alone was not the only hazard, as those lava cracks would need to be safely navigated. Getting up there would be no easy task. [sblock=OOC:][ooc]Ok guys, you are at the cliff of the Glass Plateau. Harkin senses that Cannon is at the top. In addition, here is everything that you guys found off the scavengers. [b]Shadow Blade[/b] [i]Weapon (Blade Weapon), Very Rare (Requires Attunement)[/i] The Shadow Blade is a dangerous weapon and defensive tool. The weapon appears as nothing more than a wooden hilt. When wielded by someone attuned to the item, it forms into a bladed weapon made of shadow, shaping itself into any kind of bladed weapon the wearer can proficiently use. Regardless of the weapon’s shape, it deals 1d12 Necrotic Damage. The weapon is considered to have the finesse quality, allowing the user to use either their strength or dexterity modifier to the weapon’s attack and damage rolls. In addition, the weapon can be used reactively to change, forming into a shield in the midst of battle, granting a +2 to AC. This applies even if the user is not proficient with shields. If the weapon ever leaves the user’s hand, the shadow-formed blade vanishes, leaving only the wooden hilt. If the weapon is within 60’ of the users, the user can use a move action to call the weapon into his hand. [b]Glamoured Mage Cloth[/b] [i]Armor (Cloth), Rare[/i] While wearing this cloth, you gain a +1 bonus to AC. You can also use a bonus action to speak the cloth's command word and cause the cloth to assume the appearance of any normal set of clothing or armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. [b]Iron Bands of Bilarro[/b] [i]Wondrous Item, Rare[/i] This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. [b]Potion of Fire Breath[/b] [i]Potion, Uncommon[/i] After drinking this potion, you can use a bonus action to exhale fire at a target within 30’ of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. [b]Quiver of Olladra[/b] [i]Wondrous Item, Rare, Requires Attunement[/i] The Quiver of Olladra appears empty. However, when attuned, the user may reach into the quiver and pull from an endless supply of bolts or arrows (user’s choice). In addition, you can spend an action to focus your thoughts, causing the ammunition to become either magic, silvered, or adamantine. The ammunition can only take on one quality at a time, and the ammunition type will remain until you spend an action to change it. The quiver also has 3 charges. As part of your action to fire your ammunition, you can expend 1 or more of its charges to imbue the ammunition with either Fire, Cold, Acid, Lightning, or Thunder Damage, adding 2d6 damage of that type to the ammunition for each charge spent. You can spend more than one charge on a single piece of ammunition. Once the ammunition is fired, the charges are expended regardless whether the ammo hit its mark. [b]Staff of Frost[/b] [i]Staff, Very Rare (requires attunement by a druid, sorcerer, warlock, or wizard)[/i] You have resistance to cold damage while you hold this staff. The staff can be wielded as a magic quarterstaff (1d6 Bludgeon Damage; Versatile (1d8)). On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 1d10 Cold Damage to the target. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1 the staff turns to water and is destroyed. [b]Wand of Magic Missiles[/b] [i]Wand, Uncommon[/i] This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. [b]Magic Missile[/b] 1st-level evocation Casting Time: 1 action Range: 120’ You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. [b]Gray Bag of Tricks[/b] [i]Wondrous Item, Uncommon[/i] This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk [b]Bag of the Giant’s Wrath[/b] [i]Wondrous Item, Very Rare, Requires Attunement to a Druid[/i] This appears to be a normal pouch that hangs at your hip full of pebbles. As an action, you can reach into the bag to pull out a handful of pebbles and throw them, striking an area within 60’. The pebbles transform midair into boulders striking all in a radius within 10’ of the spot you chose to throw the pebbles. Those within the area of effect must make a Dexterity Save with your Spell Save DC or take 4d6 bludgeoning damage. A successful save results in taking only half damage. Once this ability is used twice, the pouch remains empty until you complete a long rest. [b]Belt of Misdirection[/b] [i]Wondrous Item, Very Rare, Requires Attunement[/i] This belt grants the wearer the ability to react to danger by switching place with someone nearby. As a reaction, when the wearer is targeted by an attack that would normally succeed, the wearer can switch places with a random creature within 60’. The creature in the wearer’s place becomes subject to the attack. If the wearer is in melee combat and switches places with the attacker, the attack against the wearer succeeds but the two combatants have still switched places. Once this power is used, it must recharge. Every round after use the wearer rolls a d6, recharging the power only on a roll of 6.[/ooc][/sblock] [/QUOTE]
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