Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Mystery Key
common
CCC-UNITE-AN-04 Sisterhood of the Blade
Show
Lantern of Revealing
uncommon
CCC-UNITE-AN-04 Sisterhood of the Blade
Show
Goggles of Night
uncommon
Trade Log
Show
Wild Monster Capture Cards (Deck of Illusions)
uncommon
CCC-Kumori-02-04 To Be the Very Best
Show
Notes:
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of
playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of
you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
The version of the deck that appears in this adventure contains the cards and forms the illusions listed in the table to the right.
This small deck of illustrated playing cards comes wrapped in a shiny envelope. One never knows which card they will receive! The cards inside are brightly colored, featuring a variety of creatures in
dynamic poses. A small Kozakuran signature on the lower left-hand corner of the card reads “Sugimori K.” One rare foil card uaranteed in each pack!
Playing Card Illusion
Ace of hearts Darkling
King of hearts Satyr
Queen of hearts Meenlock
Jack of hearts Axe Beak
Ten of hearts Dire Wolf
Ace of diamonds Grey Ooze
King of diamonds Gelatinous Cube
Queen of diamonds Ochre Jelly
Jack of diamonds Giant Frog
Ten of diamonds Mimic
Ace of spades Indigo Faerie Dragon
King of spades Bronze Dragon Wyrmling
Queen of spades Guard Drake
Jack of spades Giant Constrictor Snake
Ten of spades Grick
Ace of clubs Specter
King of clubs Minotaur Skeleton
Queen of clubs Will‐o’‐Wisp
Jack of clubs Giant Centipede
Ten of clubs Griffon
Periapt of Wound Closure
uncommon
CCC-BMG-Moon3-1 Rising Shadows Atop the Fairheights
Show
Notes:
Wondrous item, uncommon (requires attunement)
This necklace is comprised of a single piece of quartz
crystal, held to the wearer’s neck by a band made from the
woven grey bread hairs of an ancient dwarven clan leader.
Attuning to it makes the wearer very thirsty for ale .
While you wear this pendant, you stabilize whenever you
are dying at the start of your turn. In addition, whenever
you roll a Hit Die to regain hit points, double the number
of hit points it restores.
This item can be found in the Dungeon Master’s Guide
Shatterspike
uncommon
Trade Log
Show
Notes:
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.
Wand of Fireballs
rare
NMB1-01 Pt 1 Playtest
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
Weight: 1 lb.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you can cast the 3rd- level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6+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.
Source: Dungeon Master’s Guide p.210
This magic wand has been fashioned into a metal piece that looks identical to a small, black pistol. When the trigger is pulled, the fireball is shot out of the barrel like a bullet.
Glass Slippers of Speed ( Boots of Speed )
rare
Trade Log
Show
Notes:
Glass Slippers of Speed w/ Guardian: While you wear these shoes, you can use a bonus action and click the slippers' heels together. If you do, the shoes double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When not worn, the shoes appear to be made of delicate yet sturdy glass. As long as you are attuned to it, the shoes will change size, color, and even material to perfectly match your outfit whenever you wear it. The shoes are extremely comfortable for the wearer. In addition, this item has the Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Staff of the Woodlands
rare
Trade Log
Show
Fat Markoth's Cummerbund ( Belt of Hill Giant Strength
rare
CCC-LINKS-01 Champion of the People
Show
Notes:
allows ADV on saving through that results in exhaustion 1x/day
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Mystery Key | common | CCC-UNITE-AN-04 Sisterhood of the Blade | Show | |||
Lantern of Revealing | uncommon | CCC-UNITE-AN-04 Sisterhood of the Blade | Show | |||
Goggles of Night | uncommon | Trade Log | Show | |||
Wild Monster Capture Cards (Deck of Illusions) | uncommon | CCC-Kumori-02-04 To Be the Very Best | Show | |||
Notes:
Wondrous item, uncommon An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. The version of the deck that appears in this adventure contains the cards and forms the illusions listed in the table to the right. |
||||||
Periapt of Wound Closure | uncommon | CCC-BMG-Moon3-1 Rising Shadows Atop the Fairheights | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Shatterspike | uncommon | Trade Log | Show | |||
Notes:
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon. |
||||||
Wand of Fireballs | rare | NMB1-01 Pt 1 Playtest | Show | |||
Notes:
Wand, rare (requires attunement by a Spellcaster) Weight: 1 lb. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you can cast the 3rd- level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6+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. |
||||||
Glass Slippers of Speed ( Boots of Speed ) | rare | Trade Log | Show | |||
Notes:
Glass Slippers of Speed w/ Guardian: While you wear these shoes, you can use a bonus action and click the slippers' heels together. If you do, the shoes double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When not worn, the shoes appear to be made of delicate yet sturdy glass. As long as you are attuned to it, the shoes will change size, color, and even material to perfectly match your outfit whenever you wear it. The shoes are extremely comfortable for the wearer. In addition, this item has the Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Staff of the Woodlands | rare | Trade Log | Show | |||
Fat Markoth's Cummerbund ( Belt of Hill Giant Strength | rare | CCC-LINKS-01 Champion of the People | Show | |||
Notes:
allows ADV on saving through that results in exhaustion 1x/day |