Baldur's Gate Items & Encounters (5e)
Baldur's Gate Items & Encounters (5e)
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especially as the party explore the dark dealings the Running Encounters.................................... 1
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city offers.
I want to express my thanks Adam for editing this Chapter 1: Upper City 4
product, he was a joy to work with from start to finish.
Another special thanks to my playtesters, stress A Sweet Truth ............................................. 4
testing the adventures in the ways only they know Balduran’s Gift ............................................ 4
how. A Different Kind of Price.............................. 5
My last thanks is to you; in picking up this product, Drunken Truths ........................................... 5
you’ve helped add value to the hours we’ve spent The Right to Bear Maces ............................. 5
lovingly putting this all together. Hopefully there is a The Other Other Way Over........................... 6
little bit of everything in each adventure, that yourself, Breaking the Ice .......................................... 6
and your party will enjoy. Need A Bigger Boat ..................................... 6
Sins of Our Father ....................................... 7
In the Name of Lurue................................... 7
Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
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all other Wizards of the Coast product names, and their respective
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countries. This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
ON THE COVER permission under the Community Content Agreement for Dungeon
A Hydro76 inspired cover, with the Arms of Baldur’s Masters Guild. All other original material in this work is copyright
2019 by Matthew Whitby and published under the Community
Gate created by Ole Arnesen stylised by the author. Content Agreement for Dungeon Masters Guild.
CONTENTS
iii
Introduction
elcome to Baldur’s Gate: Items & Running Encounters
W
Encounters, with thirty short encounters
and unique magical items to compliment It is recommended to have a copy of the D&D fifth edition
the Baldur’s Gate: Descent into Avernus core rulebooks: Player’s Handbook, Dungeon Master’s
adventure from Wizards of the Coast. Guide, and Monster Manual. You’ll also need a copy of
Each encounter focuses on a magic item Baldur’s Gate: Descent Into Avernus, as reading through
that can function as a major or minor the gazetteer provides the surrounding locations for each
aspect of the encounter. encounter.
These magical items vary in rarity, and are often scaled While most of the encounters have been designed to be
accordingly to the challenging rating of the encounter. So placed within Baldur’s Gate, you could use most of these
you do not have to worry about CR 0 encounters rewarding encounters within any city with a little adjustment. When a
the party with a legendary sword of flaming acid and death. creature’s name appears in bold type, that’s a visual cue to
The encounters and items also vary in tone, all of which then refer to the Monster Manual for the creature’s stat
suitable for the setting of Baldur’s Gate, but some can offer block. Otherwise, the text will refer to a stat block, or
occasional levity. another D&D hardcover.
Random Encounters
Overview It is recommended that for every eight hours of travel
within Baldur’s Gate, you roll a d20. On a roll of 12 or
This supplement has the following sections: higher, choose the appropriate location encounter table and
— Chapter 1: Upper City. Ten short encounters that can roll a d10, choosing the corresponding encounter.
happen around the Upper City of Baldur’s Gate. Alternatively, you can simply select one of the encounters
from the list for the characters, as you see fit.
— Chapter 2: Lower City. Ten short encounters that can
happen around the Lower City of Baldur’s Gate.
— Chapter 3: Outer City. Ten short encounters that can
happen around the Outer City of Baldur’s Gate.
Encounter Difficulty
Each encounter has been given a general challenge rating,
— Appendix A: Magic Items. Descriptions for new magic recommending the average party level to handle the
items found in the encounters. encounter. It should be noted that some encounters have
been designed to be non-combat focused, but as with any
adventuring party, things can change suddenly.
Introduction
1
All Encounters Sorted by CR
Table0.1
Encounter & CR Item Location
Adapt and Overcome (CR 0) Lorrokan's Snowshoes Lower City
A Sweet Truth (CR 0) Truth Cakes Harbreeze Bakery
Balduran’s Gift (CR 0) Balduran’s Spyglass Unrolling Scroll
Little Calimshan’s Least Wanted Tracker’s Wine and Spectacles Little Calimshan
(CR 0)
The Mechanical Builder (CR 0) Bracers of Construction The Steeps
To Run A-fowl (CR 0) Robe of Patterns Lower City
We, the People (CR 0) Radicaliser Whitkeep Hostel
A Different Kind of Price (CR 1) Husk-Maker The Wide
Deep Undercover (CR 1) Inspector’s Cloak Sow’s Foot
Drunken Truths (CR 1) Spindle of Tales-Told Bormul House
Finders Keepers (CR 1) Aquanaut’s Sling Water Queen’s House
A Price to Pay (CR 2) Pendant of Painful Endurance Shrine of the Suffering
Stolen Insight (CR 2) Ashes of the Drawing Tree Insight Park
Poison Me Once (CR 3) Purifying Potion Jopalin’s
The Old Bait and Switch (CR 3) Smuggler’s Bait Box Rivington
The Right to Bear Maces (CR 3) Brick’s “Ornamental” Mace The Wide
The Other Other Way Over (CR Chain of Nightmare’s Reign Patriar Gates
4)
A Seadog’s Trade (CR 5) Gardak’s Amulet of the Flaming Fist Wyrm’s Crossing
Breaking the Ice (CR 5) Frosted Breath Hall of Wonders
Bulettes Out the Pen (CR 5) Wild-Heart Charm Garynmor Stables and Menagerie
Enter the Ring (CR 5) Bracer of Baldur’s Fighting Champion Dusthawk Hill
Need A Bigger Boat (CR 5) Shilbin’s Guaranteed Sea-Monster Repellent Eastway Expeditions
Just Another Notch (CR 6) Light’s Bane Low Lantern
On Death’s Doorstep (CR 6) Whisper-Cloak of Myrkul’s Frail Cliffside Cemetery
One Fateful Night (CR 6) Lantern-Soul of the First Hamhocks Slaughterhouse
Sickly Sweet (CR 6) Key to the Overgrowth Sewer Keep
Far From Home (CR 7) Gar’s Shell-Shard Blushing Mermaid
Sins of Our Father (CR 8) Final Bite Black Dragon Gate
Mindless but not Mind-Lost (CR Blade of Illithid’s Erudition Tumbledown
10)
In the Name of Lurue (CR 13) Treasure of the Unicorn Knights Helm and Cloak
Introduction
2
Introduction
3
Chapter 1: Upper City
any would argue that the Upper City Balduran's Gift (CR 0)
M
is the heart of Baldur’s Gate.
Ever since a knight of Oghma followed the gaze of the
The type of person who says
Balduran statue, the fellow priests and knights within the
that are likely to have soft hands,
Unrolling Scroll have been checking the statue daily. Today,
gold gem encrusted rings, and
there is a significant commotion outside the temple, as the
be accompanied by a personal
entire pavillion is filled with followers of Oghma.
guard or four. The differences
In the center stands Umber Dawnhaven, a neutral good
between Baldur’s Gate’s upper and lower city are akin to
female human knight. She clutches Balduran’s spyglass,
night and day.
telling the story of how she discovered the statue of
Everything about the Upper City speaks of privilege and
Balduran this morning. The statue was kneeling, with an
wealth, and the Watch do their best to ensure it stays that
open palm offering the spyglass, and the moment Umber
way. There is a nightly curfew which routinely ensures the
touched the spyglass, it shrunk down to normal size.
“riff-raff” of the Lower City is sent packing, or anyone
She believes it to be the key to discovering Balduran’s
without a designated Watch token.
Tomb, making a call for all adventurers to join her in her
quest for knowledge. The crowd reaction is mixed, as there
A Sweet Truth (CR 0) are countless skeptics who doubt Umber’s story. However,
she is no less determined to venture out of Baldur’s Gate,
In certain circles, Harbreeze Bakery is renowned for its alone if she has to.
cakes, but for the gossipers of the Upper City, it is simply
the place to be to hear the word on the streets. Ellyn
Harbreeze (a lawful neutral female human spy) openly
allows people to sit and talk late into the late afternoon, Balduran's Spyglass
overhearing and keeping note of the vital developments. Wondrous item, legendary (requires attunement)
As for cakes, Ellyn is rather upfront with the selling of Once held by Balduran, this spyglass is just as pristine as
what she calls “truth cakes”, cakes so good you’ll be forced when it was first crafted. While holding it, you gain the
to tell the truth about how good they are. Most are aware of following benefits:
the magical effects they have, but customers see it as a — Your Wisdom score increases by 2, to a maximum of
conversational enhancer to enter a conversation with a 20.
truth. Each cake costs 10 sp.
— You have advantage on Wisdom (Perception) checks
that rely on sight, if looking through the spyglass.
Husk-Maker
Weapon (dagger), rare
This dagger deals necrotic damage instead of piercing
damage. In addition, when wielding the husk-maker, you
can use your action to instantly create a husk out of a
nearby humanoid corpse. Creating a husk leaves no mess
behind. Any creature of equal size or smaller than the husk
may wear it. Upon wearing a husk, you appear
indistinguishable from the original humanoid. Your voice
sounds as theirs would (though you don’t learn their known
languages), and you move in the manner that they did.
Any creature that attempts to see through the disguise
must succeed on a DC 19 Wisdom (Insight) check.
The Right to Bear Maces
Otherwise, they assume you are the stolen identity. The
husk lasts up to 24 hours but can be dismissed at will, after (CR 3)
which it disintegrates into ash. Only one husk may be used As the sun begins to set in the Wide, a trio of Cellarers, the
at any given time; if you create another husk, the first masked thugs who enforce order within the Undercellar,
disintegrates. are casually roaming the streets. They are Brick, a chaotic
evil female human berserker, joined by two lackies, Jarl and
Urnam, both neutral evil male human thugs.
Drunken Truths (CR 1) They have been stopped by a pair of guards from the
Watch, who attempt to usher the trio out of the Upper City.
Garit Morrowan, a lawful evil male human commoner, once
worked in Bormul House as a house servant, having left However, as Brisk brandishes her maul (Brick’s
shortly following the strange arrival of a distant uncle. Garit “ornamental” mace), one of the guards is quick to
did, however, ensure he left with a few “borrowed” trinkets reprimand her for brandishing a weapon in public.
that he assumed no one would miss. He’d rightfully earned Brick is loudly making the case that her maul is purely
them after all. ornamental, rather than an actual weapon. She waits for
His most prized possession, however, was the spindle of the guard to get close to inspect it before bringing it back
tales-told, despite being entirely unaware of its magical and around to knock the guard flat on their back while
properties, Garit found himself mesmerised by the manner shattering their shield.
in which in spins. With a little bit of savings, Garit now If the characters engage in combat, the Cellarers fight
spends most of his time frequenting the many taverns of the dirty and viciously, but once the fight turns against them,
Upper City. they seek to retreat back to the safety of the Undercellar,
In one of his of-drunken stumbles home, Garit crossed knowing that down there they cannot be touched by the
paths with a stray black cat (a shapeshifted imp), and took a guards, and the dastardly underbelly of Baldur’s Gate will
liking to the seemingly poor feline. When he is at his keep them safe.
drunkest, the cat speaks to him, asking him to tell legends
before twisting the spindle, only to pass on the knowledge
to its fiendish masters. The adventuring party can stumble
upon Garit as he sits outside Bormul House, drunkenly
speaking to his cat while turning the spindle of tales-told.
F
the roads Wondrous item, common
lead into the uncoordinated layout of the These normal-looking leather boots radiate heat, serving
Lower City. The cramped streets and slate two purposes; first they are always warm to wear, and
roofs result in countless dark alleyways, secondly, they melt all snow or thin ice within a 5-foot
which invites the type of behaviour befitting radius. The boots are also resistant to moisture, stopping
of Baldur’s Gate’s infamous reputation. them from getting wet unless submerged.
During the day however, the streets are a bustle of
activity with shops and roaming vendors, the green glow of
lanterns ease into the late evening before disappearing for The Mechanical Builder
the night. The Flaming Fist roam the streets often, in part
as a show of force, and equal part to crack down on
criminals.
(CR 0)
As the morning begins to bring in the day’s travelers and
However, despite the reputation there are countless merchants, the Steeps’s many storefronts are greeted with
citizens living their lives untouched by crime, getting by and a peculiar sight. In the entrance to an offshoot alleyway, a
enjoying evenings in taverns or by the docks on the semicircle of curious civilians has emerged. Their attention
Chionthar river. is on a somewhat intoxicated chaotic neutral male human
bard named Paulton who plays a three-string lute to
Adapt and Overcome accompany the main attraction.
The main attraction is a small mechanized puppet
(CR 0) (bronze scout MToF), who is taking a series of one-foot
wooden cubes and somehow magically constructing mugs,
A span of cold weather grips Baldur’s Gate, peppering the juggling balls, and the occasional knife out of them. There
city with a thin layer of snow. While not entirely unnatural, is a hat out on the street that has collected a healthy
the speed at which it arrived suggests some magical number of copper and silver coins. If any characters inspect
influence. Ever the opportunist, however, Lorroakan, a the puppet, a successful DC 15 Intelligence (Arcana) check
neutral male human mage, is selling both enchantments reveals that both the puppet and the copper bracers it
that repel moisture and ones that melt the snow around wears are both magical.
individuals. The pair continue to perform until there are ten wooden
Out in the windy weather, he is roaming the streets both constructions completed, at which point they collect their
perfectly dry and carving a path through the snow while earnings and retire to the Smilin’ Boar, the bard leading the
wearing Lorrokan’s snowshoes. He approaches the puppet around by its hand.
characters, offering his services while hinting that the
weather may get worse before getting better. The weather
eventually passes after a day or two, and in truth, Lorroakan
in desperation for money has collaborated with a chaotic
neutral female storm sorcerer (transmuter), known as
Kayleth, who has been casting control weather in exchange
for sixty percent of the profits.
Table0.2
Gond on them. The bracers have 10 charges. The pair Pattern Patch Effect
regains 1d10 charges daily at dawn. You require a block of a
single material (wood, stone, or metal) in order to use the
Stripes The ground around you flattens out
bracers, and the amount needed is based on the size of the perfectly, creating a 5-foot-wide, 5-
desired construction. Alternatively, you may use your action foot-deep, and 10-foot-long ditch.
to expend charges to fabricate a cube of material, 1 charge Spiral The ground below you turns into a
per square foot of cube (1-square-foot cube takes 1 charge, 60-foot-deep slick spiral slide, and
2-square-foot cube takes 2 charges, and so on). standing on it counts as difficult ter-
You can use your action to expend 1 charge to shape a rain.
1-square-foot cube of any material into a Tiny object, 3
charges with a 3-square-foot cube for a Small object, 5 Hexagon Six 1-foot thick stone walls, reach-
charges for a 5-square-foot cube for Medium, and 10 ing 10 feet in height, appear from the
charges with a 10-square-foot cube for Large. The ground and surround you in a hexag-
constructed object must be entirely one piece without any onal shape.
complex mechanisms, such as hinges or latches. Some Floral The surrounding ground is covered
construction examples include the following:
in a layer of soft dirt adorned with
— Tiny. Mugs, or knives. grass and an assortment of blooming
— Small. Chairs, or shields. flowers.
— Medium. Doors, or tables. Tartan Two mud mephits emerge from the
— Large. A small hut, or boat. A small hut, or boat. ground, wearing kilts and speaking
Dwarvish. While summoned, they are
friendly to you and your companions.
To Run A-fowl (CR 0) They obey any commands you give
them, no matter which language you
Pandeyr (neutral non-binary half-elf mage), often touts the
use. They vanish after 1 minute.
Lower City offering magical services, such as
presdigitations and mendings, in exchange for coin. They
wear a vibrant colored robe of patterns adorned with
countless patterned patches. As they approach the
adventuring party, three loose Large peacocks (use axe
beak statistics) begin to harass them. Finders Keepers (CR 1)
The peacocks broke free from a cutthroat Inside a boat that draws close to the docks, Kima Hookbush
peacock-breeder, and as such, have quite the hostile ,a neutral good female halfling bandit, calls for assistance.
attitude. The peacocks seem adamant about pecking the She is rowing awkwardly with one hand, trying to use her
patches and pull them off Pandeyr, causing 10-foot chunks aquanaut’s sling with her other arm to ward of her pursuers.
of land to abruptly shift. For each attack the peacocks make Kima is being chased by 1d4 sahuagin who manage to keep
against Pandeyr, roll a d6 (ignoring any 6s rolled) and use up with her boat and wish to drag her under the waves.
the robe of patterns table to determine which patch has Inside Kima’s boat is a golden mantle clock. It was
been pulled off. presented as a gift from the Water Queen’s House to the
Pandeyr attempts to flee, even while not wishing to call sahuagin, and Kima stealing it has angered the sahuagin.
for assistance, because the peacock assault is only After the attackers are dealt with or scared away, Kima
incredibly inconvenient at worst. If the adventurers explains she is a treasure diver, and she found these golden
intervene, they would be incredibly thankful, offering their items through some tunnels connected to the river. For
services free of charge as a reward. assisting her, Kima offers to show them exactly where she
found the golden items. In truth, Kima had only discovered
where the followers of Umberlee, who reside in the Water
Robe of Patterns Queen’s House, leave their donations to appease the
sahuagin.
Wondrous item, uncommon If the characters steal the treasures, more and more
This robe has cloth patches of various patterns covering it. sahuagin begin to appear within the river while the
While wearing the robe, you can use an action to detach followers of Umberlee try and discover who stole their gifts
one of the patches, causing it to alter a 10-foot square through any means possible.
centered on you. Once the last patch is removed, the robe
becomes an ordinary object.
The robe has two of each of the following patches:
Aquanaut's Sling
Weapon (sling), rare
This saddlebag-style sling is finely crafted from a nautical
rope and tough shark leather pouch. You may attack
underwater using the sling and not suffer disadvantage. In
addition, you may use a bonus action to spin the sling
behind you. Doing so grants you a swim speed of 45 feet
whenever you take the Dash action.
T
get into Baldur’s Gate, or are simply begin to make enemies of either the Guild or the Right
barred from the city by the elite find Pashas. The latter believe they are simply ridding their
themselves in the Outer City. There are home of criminal individuals who steal and cheat against
ten different neighborhoods that span the Calishite beliefs. As the fight escalates, 1d4 amlakkars
Outer City as it curves around Duskhawk (guards with scimitars instead of spears) emerge, causing
hill, each one offering refuge to differing both Hamit and the Right Pashas members to flee.
communities.
Everyday life is the harshest for those in the Outer City,
often out of range of the Flaming Fist’s support, they are
often beset by followers of the Dead Three, or those passing
Tracker's Wine and Spectacles
Wondrous item, uncommon
through to make a quick coin. The result is tight-nit
This pair of rose-tinted oval spectacles is magically paired
communities or gangs forming, that deters others from
with an enchanted liquid, aptly named “Tracker’s Wine.”
causing trouble.
The liquid is often kept in an unassuming wine bottle, and
Most of the Outer City settlements sit close or on the
the core ingredient is saliva from a blood-hound.
Chionthar river, which means the smuggling of goods or
You may pour the liquid over a 5-foot. area. Any creature
people to and from Baldur’s Gate is quite profitable. Only
that steps into the area leaves an invisible trail of footprints
the desperate, and foolish try, because if they’re not caught
that remains for 1 hour, after which they leave no further
by the Flaming Fist, the waters hold enough dangers for
tracks. While you wear the spectacles, all tracks become
them to never be seen again.
visible, and each unique creature’s tracks are shown in a
different color.
Little Calimshan's Least
Wanted (CR 0) We, the People (CR 0)
Within Whitkeep Hostel, Perbukka “Prole” Cabrenock (a
Late at night, three members of the Right Pashas (bandits) chaotic neutral female rock gnome bandit captain) and
are roaming the streets of Little Calimshan. One of the Ardryn Deagle (a chaotic good male rock gnome mage)
members, Kael Ramish, a chaotic good female human, have been preparing a secret project for weeks now,
wears an ornate pair of spectacles, as her eyeline scans the something to finally strip away the bonds of capital. Their
floor. They wander until they come to a home, at which revolution is a simple one–to open the eyes of the blind
point the bandits knock loudly. The moment the door masses, whether they like it or not.
opens, all three of the Right Pashas grapple Hamit Kraen, a They have been mass producing radicalizers, small
chaotic neutral male human bandit, as he answers the door, spherical devices capable of magically convincing people to
and yank him out of his home. Inside Little Calimshan, believe a single message and act upon it. They’ve created
there is a gang war between the Right Pashas and the 250 of them, each prepared with this message: “You will
Guild. The three Right Pashas members have used tracker’s break the establishment and burn the Upper City.” Prole
wine and spectacles to oust Guild members, taking matters intends to test one of the radicalizers from atop the roof,
in their own hands. They believe Hamit Krael to be a Guild placing one of the adventurers in her crosshairs as they
informant, which he is. pass the hostel.
Wild-Heart Charm
Wondrous item, rare
This heart-shaped metal charm bears engravings depicting
a multitude of beasts. The charm has 4 charges. While
holding it, you can use an action to expend 1 charge to
target a beast or monstrosity within 30 feet. The charm
allows you to discern what the creature desires most.
You may also, as an action, expend 2 charges to attempt
to charm a target beast or monstrosity within 30 feet. It
must succeed a DC 16 Wisdom saving throw or be
charmed by you for one hour. It has advantage if you or your
companions are fighting it. While they are charmed, if you
give the creature what it desires most it then remains
friendly toward you after the effect expires. Otherwise, it
will know it was charmed by you.
The charm regains 1d4 charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the charm loses
all magical properties, and becomes a nonmagical charm.
Aquanaut's Sling
Weapon (sling), rare
This saddlebag-style sling is finely crafted from a nautical
rope and tough shark leather pouch. You may attack
underwater using the sling and not suffer disadvantage. In
addition, you may use a bonus action to spin the sling
behind you. Doing so grants you a swim speed of 45 feet
whenever you take the Dash action.
Blade of Illithid's Erudition
Weapon (dagger), rare (requires attunement)
Ashes of the Drawing Tree You gain a +1 bonus to attack and damage rolls with this
Wondrous item, rare magic weapon. This bonus increases to +4 when you use
This simple pouch of ashes, gathered by burning the red the dagger to attack a mind flayer or intellect devorer.
bark of the Drawing Tree in Insight Park, has a reddish hue Upon killing a mind flayer or intellect devourer, the ruby
to it. You can use an action to scatter the entire bag of ashes embedded in the dagger hilt glows, as it drains all their
onto the floor, which then fall in the shape of a dark knowledge. You may speak a command word while
prophecy. You may make a Wisdom (Insight) check to try stabbing the dagger into a dead creature, and if you slew
and determine what you see, and the DM then describes an the mind flayer or intellect devourer that devoured their
upcoming disaster depicted in the ashes. The imagery may brain, the creature’s brain returns and they are brought
be cryptic in nature. back to life with 1 hit point.
The upcoming disaster may not be related to you or take The dagger’s property can’t be used again until the next
into account any possible circumstances that might change dawn. In the meantime, the dagger can still be used as a
the outcome. magic weapon.
Cursed. Each prophecy seen informs a horned devil
inside Avernus who may wish to make a deal with you in
order to ensure the events happen or simply begin to Bracer of Baldur's Fighting
corrupt you.
Champions
Wondrous item, rare (requires attunement)
While wearing this ring, your Strength score increases by 2,
to a maximum of 20. You also have advantage on melee
attacks that grapple your opponent.
Cursed. While wearing this ring, you cannot refuse a
challenge of one-on-one combat. Failure to accept a
challenge, or losing that challenge, results in the ring
automatically teleporting to the challenging creature,
whereupon they become attuned to it.
Inspector's Coat
Wondrous item, very rare (requires attunement)
This brown woolen coat has a silver buckle across the
middle and countless magically deep pockets on the inside.
While wearing the coat, you can use an action to reach
into one of the pockets and reclaim one of the following
items;
— A smoking pipe. It grants advantage on ability checks
to find secret doors.
— Magnifying glass. It grants advantage on Intelligence
(Investigation) checks to inspect small objects or fine
details for information.
— Pocket watch. When placed on an item, the watch
reveals the last time it was touched.
— Notebook. When opened, it transcribes the spoken
words of one creature within 5 foot.
— Rounded spectacles. While wearing them you have
advantage on Wisdom (Perception) checks to discover
if a creature is disguised.
Only one item can be removed from the coat at any given
time, removing a second item causes the first to magically
return to a pocket inside the coat. Unless returned, each Lantern-Soul of the First
item can only be removed from the coat once, and if the Wondrous item, rare
item is lost or destroyed, it returns to the cloak in 1d10 days. This cast-iron lantern has tinted green glass. Inside it is a
cage shaped candle with an eternal green flame inside.
While the lantern door is closed, the flame inside
Key to the Overgrowth intensifies, providing a bright green light in a 30-foot radius
and dim light for an additional 30 feet.
Wondrous item, rare While you hold the lantern, you gain resistance to
This foot-long metal rod has a key carved in one end and necrotic and psychic damage. You may use an action to
blackened scorch marks on the opposite end. You can use raise the lantern to shine light at one target within 30 feet.
an action to cast call lightning, with the key being the target. The target must make a DC 15 Wisdom saving throw or
If the key is placed in a mound of vegetation, a shambling become paralyzed until your next turn. The lantern can’t be
mound emerges. Only one shambling mound can be used this way again until the next dawn
summoned at once, attempting to summon another causes Cursed. Every time you sleep, you must succeed on a DC
the first to dissolve into a pile of vegetation. The key can’t be 15 Charisma saving throw or be possessed by the soul of a
used this way again until the next dawn. revenant for 1 hour. In addition, the revenant soul attempts
While summoned, the shambling mound is friendly to to animate the first humanoid corpse you come across. You
you and your companions. It obeys any commands you give can make a DC 14 Charisma saving throw to stop the
it, no matter what language you use. If you fail to command revenant soul from escaping. If the soul escapes, the lantern
it, the shambling mound defends itself against attackers but loses all magical properties.
takes no other actions.
Truth Cakes
Wondrous item, uncommon
These cute square butter cakes are covered in a thin layer
of sugar frosting, they have a distinct sweet taste.
If you eat this cake, you must succeed on a DC 15
Constitution saving throw or take a DC 15 Charisma saving
throw with disadvantage. On a failed save, you can’t speak a
deliberate lie in response to the next question asked.
Whisper-Cloak of Myrkul's
Frail
Wondrous item, uncommon
This ragged bone-coloured cloak is provided to the eldest
followers of Myrkul, the Lord of Bones. While wearing the
cloak, any mobility issues related to age or frailness are
partially alleviated.
You may also drape the cloak over a humanoid corpse
and hold it there for 10 minutes, whereupon a bone is
Spindle of Tales-Told seamlessly removed from the body and placed inside the
cloak. You can’t use this property again until you finish a
Wondrous item, rare
long rest.
This wooden spindle has three sections carved and painted
on its topside: one depicting a gold bar, another a severed
tongue, and the last an open book of blank pages.
You may speak up to 30 words to the spindle, recounting Wild-Heart Charm
a legend or ancient rumor, before spinning it. The GM then Wondrous item, rare
responds truthfully what the spindle lands on: gold if the This heart-shaped metal charm bears engravings depicting
legends are true, severed tongue if they are false, and blank a multitude of beasts. The charm has 4 charges. While
pages if the legend told is missing information. This holding it, you can use an action to expend 1 charge to
property can’t be used again until the next dawn. target a beast or monstrosity within 30 feet. The charm
allows you to discern what the creature desires most.
You may also, as an action, expend 2 charges to attempt
Tracker's Wine and Spectacles to charm a target beast or monstrosity within 30 feet. It
must succeed a DC 16 Wisdom saving throw or be
Wondrous item, uncommon charmed by you for one hour. It has advantage if you or your
This pair of rose-tinted oval spectacles is magically paired companions are fighting it. While they are charmed, if you
with an enchanted liquid, aptly named “Tracker’s Wine.” give the creature what it desires most it then remains
The liquid is often kept in an unassuming wine bottle, and friendly toward you after the effect expires. Otherwise, it
the core ingredient is saliva from a blood-hound. will know it was charmed by you.
You may pour the liquid over a 5-foot. area. Any creature The charm regains 1d4 charges daily at dawn. If you
that steps into the area leaves an invisible trail of footprints expend the last charge, roll a d20. On a 1, the charm loses
that remains for 1 hour, after which they leave no further all magical properties, and becomes a nonmagical charm.