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Dungeon Company Store Catalog

The Dungeon Company Catalog of Curios offers a variety of magical gear including armor, weapons, and wondrous items designed for adventurers. Each item is detailed with unique abilities and effects, such as the Aegis of the Rose which entangles attackers, and the Chalice of the Void that makes liquids disappear. The catalog emphasizes the importance of quality and safety in its offerings, encouraging adventurers to equip themselves for their journeys into the depths.
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100% found this document useful (2 votes)
464 views25 pages

Dungeon Company Store Catalog

The Dungeon Company Catalog of Curios offers a variety of magical gear including armor, weapons, and wondrous items designed for adventurers. Each item is detailed with unique abilities and effects, such as the Aegis of the Rose which entangles attackers, and the Chalice of the Void that makes liquids disappear. The catalog emphasizes the importance of quality and safety in its offerings, encouraging adventurers to equip themselves for their journeys into the depths.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dungeon Company Catalog of Curios

Gear Up. Go Deep. Get Paid.

Table of Contents

Earring of the Psyche​ ​ 12​


Armor Flameheart Amulet​ ​ 13
Aegis of the Rose​ ​ 3 Frostbound Gloves​ ​ 13
Pangolin Scale Mail ​ ​ 3 Glimmerberries​​ ​ 13
Phantom Leathers​ ​ 4 Gloves of the Creeping Hand​ 14
Scintillating Plate ​ ​ 4 Gown of Spiders​ ​ 14
Hard Rime Boots​ ​ 14
Weapons Hotfoot Moccasins​ ​ 15
Aetherbrand Rapier​ ​ 5 Lube Tube​ ​ ​ 15
Arrow of Grounding​ ​ 5 Pipes of Celebration​ ​ 15
Arrow of Thunder​ ​ 5
Ring of Guarding​ ​ 16
Barda’s Bow​ ​ ​ 6
Rosewood Spyglass​ ​ 16
Galvanic Hammer​ ​ 6​
Harmony Blade​​ ​ 6
Roznak’s Putty of Sealing​ 16
Quicksilver Bow​ ​ 7 Soothing Chime​​ ​ 16
Tideslicer ​ ​ ​ 7 Soulspeaker Pendant​ ​ 17
Whisperwind Blade​ ​ 7 Speed Board​ ​ ​ 17
Winterchill Dagger​ ​ 7 Spellbox​ ​ ​ 17
Stoneheart Pendant​ ​ 18
Wondrous Items​ ​ Telescopic Gloves​ ​ 18
Arcane Lorgnette​ ​ 8 Trickster Pipe​ ​ ​ 19
Argent Cigarillo Case ​ ​ 8 Trickster Pipe, Green​ ​ 19
Bands of Magnetism​ ​ 8 Tunic of the Shapeless Ones​ 19
Black Rook​ ​ ​ 9 Twilight Cloak​ ​ ​ 19
Book of Mystical Landscapes​ 9
Whisper Stone​ ​ ​ 20
Bulwark Bumbershoot​ ​ 10
Wind Wheels​ ​ ​ 20
Chalice of the Void​ ​ 11
Cloak of Resplendent Plumage​ 11
Counterpart Mirror​ ​ 11
Crown of Vedma​ ​ 12
Creatures
Dream Sand​ ​ ​ 12 ​ Creeping Hand​ ​ 21

1
A Message from Dungeon Company:

Welcome, proud adventurer, to the beating


heart of any benevolent corporation — the
Company Store!

Here at Dungeon Company, we believe every


brave soul who dares the depths deserves the
finest tools, the fairest prices, and the chance
to turn peril into prosperity. Our shelves are
stocked with relics pulled from the very bones
of the earth — weapons etched in lost tongues,
amulets that hum with forgotten power, and
curiosities no scholar has yet dared to name.

Every item sold here has been properly


assessed, cataloged, and — when necessary —
wrestled from the grasp of whatever horrors
lurk below. When you shop at the Company
Store, you’re not just buying gear — you're
buying a piece of history, certified safe for use
(mostly), and guaranteed to give you an edge
where it matters most.

Remember: the deeper you go, the richer we all


become. Trust in Dungeon Company — your
fortune is our business.

2
ARMOR
Aegis of the Rose
Armor (Shield), Rare (Requires Attunement)
This wooden Shield is adorned with
intricate carvings of thorns and brambles,
with a painted rose at the center.
When you are struck by a melee attack, you
can activate the aegis as a reaction. Thorny
vines burst forth from the Shield, wrapping
around the attacker and entangling them
for 1 minute or until they use their action
to break free (DC 14 Strength or Dexterity
check, their choice). While entangled, the
target is Grappled by you and takes 1d4
Piercing damage at the start of each of its
turns. Once this ability has been used, it
can not be used again until the following
dawn. Pangolin Scale Mail
Armor (Scale Mail), Legendary
This Scale Mail looks drab and leathery.
The Pangolin Scale Mail has 3 charges.
While wearing this armor you can use your
action to expend a charge and curl into a
ball until the start of your next turn. In this
form you are immune to all damage except
for Psychic damage, but you can not take
reactions. The armor regains one charge
each dawn.

3
Scintillating Plate
Armor (Plate), Legendary (Requires
Attunement)
This gleaming Plate Armor of highly
polished and reflective metal shines like a
mirror. When attuned to this armor you are
Resistant to Radiant damage and can cast
Sunbeam once per day.

Phantom Leathers
Armor (Leather or Studded Leather), Very
Rare (Requires Attunement)
Once per day, when hit by an attack while
wearing this shadowy Leather Armor, you
can use your reaction before damage is
rolled to instantly become ethereal as per
the Etherealness spell until the end of your
next turn.

4
WEAPONS
Arrow of Grounding
Weapon (Arrow), Rare
When a creature takes damage from an
Arrow of Grounding, it must succeed on a
DC 16 Constitution saving throw or
become unable to fly or levitate by any
means for one minute. If the creature is
aloft it falls immediately. The creature may
be carried by other flying creatures or
vehicles, but can not fly under its own
power for the duration of the effect.

Aetherbrand Rapier
Weapon (Rapier), Very Rare
The blade of this +2 Rapier seems to flicker
and blur as if it is not fully material.
You can use a Bonus Action to activate the
Rapier’s phasing ability. Until the start of
your next turn the blade gains the ability to
pass through non-magical barriers and
obstacles of your choice as if they weren't
there, allowing the wielder to ignore
physical obstructions such as walls, doors,
armor, or creatures. The blade can Arrow of Thunder
penetrate an obstruction up to two feet Weapon (Arrow), Uncommon
thick. While phasing, attacks made with the When using this Arrow you pick a spot
Aetherbrand treat the target as within range and fire. Upon landing the
unarmored. Arrow explodes and all creatures within a
The phasing ability of the Aetherbrand ten-foot-radius take 3d6 Thunder damage
Rapier can be used up to two times per day. or half damage on a successful DC 15
Dexterity saving throw. If the Arrow is fired
at long range, all affected creatures save
with Advantage.
If a creature is hit by the Arrow, that
creature takes normal Piercing damage
from the Arrow and has Disadvantage on
the Dexterity saving throw to avoid the
Thunder damage.

5
When you expend the hammer’s last
charge, roll a d20. On a 1, it explodes and
all creatures in a 5 foot radius must make a
DC 15 Dexterity saving throw. On a failure,
each takes 6d6 Lighting damage or half
that amount on a success.

Barla’s Bow
Weapon (Longbow), Uncommon
This rough-looking bow is made from the
branches of a powerful tree spirit. When
you roll a 1 on the die for an attack roll
using this bow, you can reroll the die and
must use the new roll. Harmony Blade
Weapon (Longsword), Uncommon (requires
Attunement)
This beautifully crafted +1 Longsword
emits melodic chimes when swung.
Once per day you can use an action to
swing the sword in the air, making a
euphonious sound, granting one use of
Heroic Inspiration to all allies within 30
feet who can hear it.

Galvanic Hammer
Weapon (Warhammer), Very Rare
This +2 Warhammer has 6 charges. When
you hit a target with it you can expend 1 or
more of its charges to unleash a bolt of
electrical energy. For each charge you
expend, the target takes an extra 1d6
Lightning damage.
The hammer regains 1d6+1 expended
charges daily at dawn.

6
Quicksilver Bow
Weapon (Shortbow), Rare Whisperwind Blade
This sleek +1 Shortbow is made of polished Weapon (Sword), Rare
wood and is decorated with intricate This slender +1 Longsword is forged from
filigree. Arrows fired from this bow gain a enchanted silver. It makes a soft whooshing
scintillating trail. Once a target takes sound when drawn and grants you the
damage from an Arrow fired from the ability to cast the Gust cantrip. Unlike other
Quicksilver Bow, all attacks against the Longswords, the Whisperwind Blade has
target have Advantage until the start of its the Finesse property.
next turn.

Winterchill Dagger
Weapon (Dagger), Rare (requires
Attunement)
This +1 Dagger is always cold to the touch
as it emanates a faint frosty mist. When
Tideslicer you hit a creature with the Winterchill
Weapon (Scimitar), Uncommon Dagger, the target must succeed on a DC
This +1 Scimitar is imbued with the essence 13 Constitution saving throw or be
of the ocean and glimmers with a faint Restrained until the end of its next turn as
blue-green light. Tideslicer grants you the ice encases its limbs.
ability to cast the Shape Water cantrip. It
also grants Advantage on Charisma
(Persuasion) checks when interacting with
creatures that have a Swim Speed.

7
a ranged weapon attack, damaging cantrip,
WONDROUS ITEMS​ or by a Magic Missile spell that reduces you
to 0 hit points you can use your reaction to
drop to 1 hit point instead.
Once this ability has been used, the case is
no longer attuned and can never again be
attuned by you.

Arcane Lorgnette
Wondrous Item, Uncommon
These opera glasses appear ordinary at
first glance, but when used to read magical
runes or inscriptions, they enhance the
potency of the spells. When you use the
Arcane Lorgnette while preparing a spell
from your spellbook or while reading a
magical scroll, the resulting spell gains a +1
bonus to its spell attack rolls or saving
throw DC.
The Arcane Lorgnette can only affect the
power of one spell per day. Once prepared, Band of Magnetism
all castings of a spell gain the same benefit Wondrous item, Very Rare (requires
until your next long rest. Attunement)
This device gives you the ability to cast an
altered version of the Mage Hand cantrip.
The hand used in this variation is invisible,
and can carry items of up to 30 pounds, but
any object it manipulates must be made at
least partially of metal. Unlike the standard
Mage Hand the hand can be used to make
attacks with Disadvantage.

Argent Cigarillo Case


Wondrous Item, Rare (requires attunement)
This small silver case is often battered and
dented as if it has been struck with many
missile attacks. When you keep the argent
cigarillo case in a pouch, pocket, or
otherwise on your person and are hit with

8
landscape image to a page of the book by
drawing in it. To do so the creature must
Black Rook succeed on a DC 20 Intelligence check. On
Wondrous Item, Very Rare a failure the page is destroyed and can not
This small ebony charm resembles a single be used again. The creature’s proficiency
castle tower. Holding the rook in your bonus can be added to the roll if they are
hand, you use an action to teleport proficient in Calligrapher’s Supplies,
yourself and another creature of the same Cartographer’s Tools, or Painter’s Supplies.
size category as yourself that you can see The Game Master can determine the
within 30 feet. You assume the location of landscapes initially in the book or roll on
the target and vice versa. An unwilling the following table.
creature must succeed on a Wisdom saving
throw (DC 16) to resist being teleported. d10
After using this ability, it cannot be used roll Landscape Description
again until the following dawn.
Hilly terrain dotted with prickly trees,
1
Book of Mystical Landscapes grass, and wildflowers.
Wondrous Item, Very Rare
A mountain pass strewn with
This magical tome contains 3d6x10 pages.
2 crystalline bluish rocks. Iridescent
The pages are mostly blank, but 1d6+1 are butterflies flitter about.
filled with beautifully rendered landscapes.
As an action you can tear a page from the A swampy marsh, rife with the odor
book and throw it onto the ground. of rotten eggs. The occasional splash
3
Instantly the land surrounding you is of aquatic creatures can be heard
nearby.
altered to resemble the image in the
rendering as per the spell, Hallucinatory A lush, vibrant grove of trees
Terrain. Once used, the page is destroyed 4 adorned with colorful blossoms. The
permanently. sound of songbirds fills the air.
A creature with Hallucinatory Terrain on
A frozen wasteland, with towering
their spell list can attempt to add a new 5
ice formations and jagged cliffs. The

9
wind howls madly through the air.

Twisted, gnarled trees cast long,


ominous shadows. Glowing eyes lurk
6
in the darkness amid the sound of
growling beasts.

A misty field strewn with


7 vine-covered boulders in deafening
silence.

A stony riverbank with the roar of a Bulwark Bumbershoot


8 small waterfall drowning out all
Wondrous Item, Very Rare
other sound.
While holding this enormous
A dirt road surrounded by trees. umbrella with two hands
9 Around the bend a horse-drawn cart you can use your reaction
can be heard approaching slowly. to grant Resistance to yourself and all
creatures within 5 feet from any single
A desert oasis, complete with palm
trees, a shimmering pool of water, attack or from any single effect that
10 requires a Dexterity or Constitution saving
and lush greenery surrounded on all
sides by sandy dunes. throw.
It also acts as a Ring of Feather Falling. For
either magical ability to work you must
hold the bumbershoot with two hands.

10
Boon of the Wind You are immune to fall
damage.
Resplendent Aura Once per day, as a
Bonus Action, you can cause the cloak to
shed bright multicolored light in a 10-foot
radius and dim light for an additional 10
feet. Creatures of your choice within the
bright light gain temporary hit points equal
to your Charisma modifier (minimum of 1)
as they are invigorated by the glorious
Chalice of the Void beauty of the cloak's feathers.
Wondrous Item, Legendary Feathered Grace While wearing the cloak
Any liquid poured into this cup disappears you gain advantage on all Charisma
within six seconds. Up to one gallon per (Performance) and (Persuasion) rolls.
round can be absorbed into the cup even
though the interior volume is equivalent to
one pint. Visually, the liquid seems to
vanish through the bottom of the chalice,
but there is no perceivable hole. Any liquid
poured into the chalice is gone forever and
cannot be retrieved.

Counterpart Mirror
Wondrous Item, Legendary (requires
Attunement)
The frame of this hand-held silver mirror is
engraved with twin faces. As an action, you
Cloak of Resplendent Plumage can hold the mirror aloft to summon a
Wondrous Item, Very Rare (requires duplicate of yourself from the mirror's
Attunement) surface. The duplicate acts immediately on
A billowing cloak adorned with colorful your turn and remains until the end of its
feathers that shift and shimmer, the cloak next turn or until destroyed. It is friendly to
of resplendent plumage grants you the you and your allies. Your counterpart has
following abilities: all of the same abilities, items, and spell
slots that you had at the time of its

11
creation with the exception of the creature that starts its turn in the storm
Counterpart Mirror itself. while concentrating on a spell must
Once used, this ability cannot be used succeed on a DC 10 Constitution saving
again until the next dawn. throw to maintain Concentration.

Dream Sand
Crown of Vedma Wondrous Item, Very Rare (requires
Wondrous Item, Legendary (requires Attunement)
Attunement) This tiny pouch is filled with fine grain
Crafted by the frost spirit, Vedma, this icy sand. While holding it in your hand, you can
blue crown enhances the wearer's control cast the Dream spell once per day. While
over cold and ice. It grants the following carrying the pouch on your person, you can
abilities: not be put to sleep by magic.
Glacial Resilience: You gain resistance to
cold damage and immunity to the effects
of extreme cold temperatures.
Icy Command: You learn the Ray of Frost
cantrip and use your Charisma as the
spellcasting ability modifier.
Frost Nova: Once per day, you can unleash
a burst of frigid wind in a 30-foot cube
originating from you. Creatures within the
area must make a Constitution saving
throw. A creature takes 8d6 cold damage
on a failed save and has its movement
reduced by 10 for 3 rounds. On a successful Earring of the Psyche
save the creature takes half as much Wondrous Item, Rare (requires Attunement)
damage and its movement is not reduced. These tiny earrings are crafted from a
Winter's Embrace: Once per day, you can pearlescent gray material. While attuned
summon a swirling blizzard around yourself to them, you gain the ability to
in a 20 foot radius. The area within the communicate telepathically with any
storm is heavily obscured for all but you creature you can see within 30 feet of you.
and lasts for up to 10 minutes. Any

12
Once per day, you can use the earrings to
cast the Detect Thoughts spell.

Frostbound Gloves
Wondrous Item, Uncommon
These winter-blue gloves are adorned with
intricate ice patterns. While wearing them
any weapon attack you make counts as
Cold damage rather than the normal
Flameheart Amulet weapon damage type.
Wondrous item, Rare (requires attunement)
This amulet contains a small flame that
flickers and dances within. Once per day,
you can use a Reaction to absorb Fire
damage from a source that would
otherwise harm you. Roll 4d6 and subtract
that amount from the damage inflicted
upon you. You cannot absorb more than
the amount of damage rolled.
As an action you can release the fire in a
line that is 30 feet long and 5 feet wide.
Each creature in the line must make a DC
15 Dexterity saving throw. A creature takes
Fire damage equal to the amount absorbed Glimmerberries
by the amulet on a failed save, or half as Wondrous Item, Uncommon
much damage on a successful one. If the Glimmerberries are usually found in a
Fire damage stored within the flameheart pouch of 1d8+2 berries. No matter how
amulet is not released before sunrise the long these tiny golden fruits are left
next day, it dissipates and can no longer be uneaten, they never rot or decay. When
released. consumed, the berries fill you with warmth
and vitality. Eating one takes an action and
provides 1d4 temporary HP.

13
Gown of Spiders
Gloves of the Creeping Hand Wondrous item, Legendary
Wondrous Item, very rare This tattered gossamer dress appears
These plain gloves fit tightly on your hands finely made and remains eerily beautiful. A
and conform to the color, texture, and look silvery web pattern weaves throughout its
of your skin, including fur,scales, etc. if fabric.
needed. While wearing this dress you gain
As an action you can remove one glove and Tremorsense and darkvision up to 60 feet.
place it anywhere within five feet. The Once per day you can transform into a
glove instantaneously transforms into a swarm of spiders as per the True Polymorph
Creeping Hand under your control. spell.
The creeping hand acts immediately and
independently on your turn. It follows all
commands given by you. As a Bonus Action
you can issue a new command. If no
command is issued the Creeping Hand
attacks the nearest creature Hostile to you.
It remains active until it is deactivated.
You can deactivate the creeping hand as a
Bonus Action, causing it to transform back Hard Rime Boots
into a seemingly ordinary glove. The glove Wondrous Item, Rare
can't be used again for one day. These sturdy boots appear covered in frost
If you remove the other glove while the and ice regardless of the climate. On the
Creeping Hand is active or the Creeping inside they are always warm and dry.
Hand is reduced to 0 hp it is deactivated Up to three times a day you can use a
immediately. The gloves cannot be Bonus Action to cause the terrain in a 30
activated again for one day. foot radius centered on you to become ice
As long as the Creeping Hand is on the for one minute.
same plane of existence as you it can be The icy terrain moves with you.
called to return, which it does at its normal The effect requires Concentration and can
speed. All other commands only work if the be ended by you as a free action. You treat
Creeping Hand can hear you. the ice as standard terrain. To all others the
ice is Difficult Terrain.

14
magically enhanced grease. The Lube Tube
has 3 charges. While holding this device,
you can use an action to expend one
charge and choose a creature within 30
feet of you that you can see. The targeted
creature must make a Dexterity saving
throw against a DC of 15. On a failed save,
the creature becomes covered in a slick,
Hotfoot Moccasins slippery substance. A creature covered in
Wondrous Item, Very Rare (requires the grease at the start of its turn must
Attunement) succeed on a DC 15 Dexterity saving throw
When attuned, these moccasins provide or drop any object it is holding. Each time
the following abilities. the creature attempts to pick up or
Firewalking: While wearing the moccasins otherwise hold an object, it must succeed
you can walk over hot coals, lava, and on an additional saving throw or drop the
similar conditions without taking Fire object. While covered in the grease, the
damage. You ignore Difficult Terrain affected creature's movement becomes
caused by these conditions. uncontrollable. Whenever it attempts to
Flame Stride: Once per day, you use an move voluntarily, it must use its full
action to cause the moccasins to envelop movement speed and must move the
your feet in magical flames. For the next maximum distance possible in the direction
hour, your movement speed increases by it chooses until the end of its turn. The
10 feet, and you leave behind a trail of creature can still take actions as normal,
harmless flames wherever you walk. This but its movement is entirely determined by
trail lasts for 1 minute and illuminates the the grease. This effect lasts for 1 minute.
area in a 10-foot radius around the path. The application of Universal Solvent or Oil
Fiery Kick: As an action, you can kick out of Etherealness or a Wish spell ends the
with one of the Flaming Moccasins, sending effect. The Lube Tube regains all charges at
a burst of magical fire towards a target dawn.
within 30 feet. The target must succeed on
a Dexterity saving throw (DC 15) or take
2d6 Fire damage. This ability can be used
three times per day, recharging at dawn.

Pipes of Celebration
Wondrous Item, Rare
While playing this magical instrument you
gain +2 on all Charisma (Performance) rolls
Lube Tube that involve music.
Wondrous Item, Legendary While playing this instrument you gain the
This conical metal tube shoots globs of following abilities:

15
Song of Revelry: Two times per day, you unsuccessful the target is forcefully pulled
can use your action to give all allies that up to sixty feet in a straight line toward
can hear you within 30 feet advantage until you and knocked prone. Objects do not get
the end of their next turn. a saving throw. If successful the target is
Song of Bacchanal: Once per day you can knocked prone, but not moved.
cast Irresistible Dance as an action. The spyglass may also be inverted and used
to heave its target up to sixty feet away
from you in the same manner.
The Spyglass may be used three times per
day.
If a solid object or creature impedes the
movement the target stops and must take
damage as if falling. The interposing object
or creature takes the same damage and if it
is destroyed or killed, the target's
movement continues.

Ring of Guarding
Wondrous Item, Rare (requires Attunement)
This steel ring is engraved with protective
runes along its band.
Once per day, you can use your reaction to
reduce damage taken from a single attack
or damaging effect by 1d6 + your Roznak’s Putty of Sealing
Constitution modifier. Wondrous Item, Uncommon
This gooey gray substance is normally
found in a small metal container. When
pressed against a closed door, window,
gate, chest, or other entryway, it becomes
magically sealed shut as per the arcane lock
spell. A typical container of the putty
contains enough for eight applications.

Rosewood Spyglass
Wondrous item, Legendary Soothing Chime
This small device of exquisitely carved Wondrous Item, Rare
wood functions as a finely-crafted spyglass. This small chime emits a
While gazing through its crystal lens you calming melody when struck
can use an action to choose a creature or gently. While holding or
object of size Huge or smaller that you can wearing the chime, you have
advantage on saving throws
see. The target must weigh 1,000 pounds
against being charmed or
or less. A targeted creature must make a
frightened.
DC 15 Constitution saving throw. If

16
Once per day, you can use an action to level. If you end your turn with the board not
strike the chime. This creates a calming directly above a solid surface you fall
aura in a 30-foot radius centered on immediately.
yourself. Creatures within the aura are
immune to being charmed or frightened
for 1 minute.

Soulspeaker Pendant
Wondrous Item, Rare (requires Attunement)
This obsidian gemstone pendant holds a
fragment of a trapped soul within. While
attuned to the pendant, you gain the
ability to cast Speak with Dead once per
day.
All Charisma (Persuasion) checks made
with undead creatures while attuned to
Spellbox
this pendant are made with advantage.
Wondrous item, Uncommon
This magical container can store a single
spell of up to 5th level deliberately cast
into it. Rather than take effect the spell is
stored within the box. When the box is
opened the spell is released. The spell uses
the slot level, spell save DC, spell attack
Speed Board bonus, and spellcasting ability of the
Wondrous item, Rare original caster. If the spell requires a
This flat wooden board is typically 9 inches target, the spellcaster determines at the
wide, 28 inches long, and covered with a time of casting, the target of the spell to
be either the spellbox or the creature
decorative motif such as flames, shooting
opening it. If the spell has an area of effect
stars, or skulls. When activated the board
such as that caused by Fireball or Lightning
hovers a few inches over the ground. While Bolt, the point of origin is always the
standing on it you can move at double your spellbox and the spell always emanates
walking speed. from the front of the spellbox. Any other
You can move over liquids or empty air, but specifics that must be determined by the
cannot increase altitude from your initial spellcaster are decided at the time that the
spell is stored within the box.

17
Once the spell is released, the box has no
other magical effects until another spell is
cast into it.
Each spellbox has a command word carved
on the inside of the lid. Speaking this word
while opening it allows a creature to do so
without triggering the spell. The command
word must be uttered each time the box is
opened to avoid triggering the spell.
Spells that require the caster to see the
target can not be cast into the spellbox.

Telescopic Gloves
Wondrous item, Rare (requires attunement)
These gloves extend your reach by 5 feet.
Once per day you can use a Bonus Action to
extend your reach by 10 additional feet
until the start of your next turn.

Stoneheart Pendant
Wondrous Item, Uncommon
This pendant is carved from a smooth
stone into the shape of a human heart and
pulses with a steady rhythm. Twice per day,
you can use your reaction to gain
resistance to Bludgeoning, Piercing, and
Slashing damage until the start of your
next turn.

18
Trickster Pipe
Wondrous Item, Rare
Tunic of the Shapeless Ones
When lit, this tobacco pipe allows you to
Wondrous item, Rare (requires Attunement)
use an action to fill an area centered on
This shirt of stretchy cloth gives you the
yourself with smoke up to a 30-foot-radius
ability to become malleable as if boneless
three times a day. The smoke spreads
for up to 3 rounds per day. Those rounds
around corners and its area is Heavily
need not be consecutive. While in this
Obscured for all but you. It lasts for one
state you can move through a space as
minute or until a wind of moderate or
small as one inch wide without squeezing.
greater speed (at least 10 miles per hour)
disperses it.
The smoke radius remains centered on you
even if you move.
While the smoke persists you may use an
action to cast Misty Step once per usage of
the pipe.

Trickster Pipe, Green


Wondrous Item, very rare
This emerald colored tobacco pipe has all
the properties of the standard trickster
pipe and it also allows you to cast
Stinking Cloud once a day.

Twilight Cloak
Wondrous Item, Very Rare (requires
Attunement) The colors of this cloak seem
to shift between those of dawn and dusk.

19
While wearing the cloak, you have a +5
bonus to Dexterity (Stealth) checks.
As an action, you can envelop yourself in
shadowy mist, allowing you to move
through creatures and objects as if they
were Difficult Terrain until the end of your
turn. If you end your turn inside of a space
inhabited by a creature or object you are
instantly ejected to an empty space on the
side nearest to your starting point. Once
used, this ability cannot be used again until
the next dawn. Wind Wheels
Wondrous Item, Very Rare
These metal discs can be placed onto any
land vehicle. The vehicle gains a flying
speed equal to its land speed. The
operator of the vehicle can cause it to fly
for up to 4 hours, all at once or in several
shorter flights, each using a minimum of 1
minute from the duration. If it is flying
when the duration expires, it descends at a
rate of 30 feet per round until it lands.
The vehicle regains 2 hours of flying
capability for every 12 hours it isn’t in use.

Whisper Stone Necklace


Wondrous Item, Common
This piece of stone jewelry emits faint
susurrations when held. While carrying the
stone, you gain advantage on Wisdom
(Insight) checks made to discern the
intentions of creatures within 30 feet of
you.

20
CREATURES
Actions
Clutch. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
The target must succeed on a DC 16
Strength saving throw or be clutched by the
Creeping Hand . While clutched the Creeping
Hand moves with the target and
automatically hits with future clutch attacks
against that target. The Creeping Hand can
only clutch one creature at a time. While
clutching a target, the Creeping Hand can
not use any other action without breaking
the clutch. A creature within 5 feet of the
target can spend an attack on its turn to
remove a clutched Creeping Hand from its
Creeping Hand target. This requires a free hand. The
creature can choose to drop the Creeping
Tiny Undead
Hand or use its action to attempt to grapple
Armor Class: 12
it.
Hit Points: 9 (2d8)
Punch. Melee Weapon Attack: +4 to hit,
Speed: 30 ft., climb 30 ft.
reach 5 ft., one target. Hit: 5 (1d6 + 2)
MOD SAVE MOD SAVE
bludgeoning damage.
STR 10 +0 +0 INT 6 -2 -2

DEX 14 +2 +2 WIS 10 +0 +0

CON 11 +0 +0 CHA 4 -3 -3

Skills: Stealth +4
Damage Immunities: Poison
Condition Immunities: charmed,
exhaustion, poisoned
Senses: Darkvision 60 ft., Passive Perception
10
Languages: understands all languages but
can't speak
Challenge: 1/2 (100 XP)
____________
Traits
Cling. The Creeping Hand can climb difficult
surfaces, including along ceilings, without
needing to make an ability check.

21
This work includes material taken from the
System Reference Document 5.2 (“SRD 5.2”) by
Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-ref
erence-document
The SRD 5.2 is licensed under the Creative
Commons Attribution 4.0 International License
available at
https://creativecommons.org/licenses/by/4.0/l
egalcode

The contents of this packet are © and ™


by Michael J Patrick and produced through
Raccoon Pinion Games.

22
PRICE LIST
Prices for items bought at the company store.
Galvanic Hammer 5,000 GP
These prices are for employees only. All others
pay double the listed price. +1 Greataxe 1000 GP

Healing Potions +1 Greatsword 1200 GP

Potion of Healing 25 gp +1 Greatsword - 6,000 GP


Flame Tongue
Potion of Greater Healing 50 GP
Harmony Blade 300 GP

Armor Javelin of Lightning 400 GP


Aegis of the Rose 2,000 GP
+1 Longsword 800 GP
+1 Chainmail 6,000 GP
+1 Mace 400 GP
Elven Chain 4,000 GP
+1 Quarterstaff 350 GP
+1 Leather Armor 3,000 GP
Quicksilver Bow 2,000 GP
+1 Leather, Studded 3,500 GP
Tideslicer 400
Pangolin Scale Mail 100,000 GP
Whisperwind Blade 3,000 GP
Phantom Leathers 12,000
Winterchill Dagger 2,400 GP
+1 Platemail 10,000 GP

Scintillating Plate 80,000


Wondrous Items
+1 Shield 600 GP Arcane Lorgnette 200 GP

Weapons Argent Cigarillo Case 2,200 GP

Aetherbrand Rapier 20,000 GP Bag of Tricks 400 GP

+1 Arrow/Bolt 20 GP per Arrow/Bolt Bands of Magnetism 22,000 GP

+2 Arrow/Bolt 200 GP per Arrow/Bolt Black Rook 16,000 GP

Arrow of Grounding 2,000 GP Book of Mystical 15,000 GP


Landscapes
Arrow of Thunder 200 GP
Boots of Elvenkind 1,000 GP
Barla’s Bow 250 GP
Broom of Flying 4,000 GP
+1 Battleaxe 800 GP
Bulwark Bumbershoot 18,000 GP
+1 Dagger 350 GP

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Chalice of the Void 200,000 GP Ring of Three Wishes 750,000 GP

Circlet of Blasting 1,000 GP Rosewood Spyglass 120,000 GP

Cloak of Elvenkind 1,000 GP Roznak’s Putty of Sealing 400 GP

Cloak of Resplendent 14,000 GP Slippers of Spider 750 GP


Plumage Climbing

+1 Cloak of Protection 2,000 GP Soothing Chime 2,000 GP

Counterpart Mirror 90,000 GP Soulspeaker Pendant 2,500 GP

Crown of Vedma 80,000 GP Speed Board 3,000 GP

Dream Sand 19,000 GP Spellbox 800 GP

Earring of the Psyche 2,000 GP Stoneheart Pendant 200 GP

Figurine of Wondrous 4,000 GP Telescopic Gloves 4,000 GP


Power:
Ebony Fly Trickster Pipe 3,000 GP

Figurine of Wondrous 40,000 GP Trickster Pipe, Green 5,000 GP


Power:
Obsidian Steed Tunic of the Shapeless 4,500 GP
Ones
Figurine of Wondrous 400 GP
Power: Silver Raven
Twilight Cloak 28,000 GP
Flameheart Amulet 4,000 GP
Whisper Stone 100 GP
Frostbound Gloves 450 GP
Wind Wheels 60,000 GP
Glimmerberries 200 GP

Gloves of the Creeping 24,000 GP


Hand

Gown of Spiders 100,000 GP

Hard Rime Boots 3,000 GP

Hotfoot Moccasins 23,000 GP

Lube Tube 100,000 GP

Periapt of Health 800 GP

Pipes of Celebration 1,900 GP

Ring of Guarding 2,000 GP

24

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