Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Mariner's Armor (Scale Mail)
uncommon
Smuggler's Den
DDHC-GSM Chapter 2: The Sinister Secret of Saltmarsh
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Notes:
Mariner's Armor (Scale Mail)
Armor (medium), uncommon
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Pipe of Remembrance
common
Smuggler's Den
DDHC-GSM Chapter 2: The Sinister Secret of Saltmarsh
Show
Notes:
Pipe of Remembrance
Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
Bag of Holding
uncommon
Alchemist Skelett
DDHC-GSM Chapter 2: The Sinister Secret of Saltmarsh
Show
Notes:
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Cursed Luckstone
uncommon
Alchemist's Skelett
DDHC-GSM Chapter 2: The Sinister Secret of Saltmarsh
Show
Notes:
Cursed Luckstone
Wondrous item, uncommon (requires attunement)
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh)
Helm of Underwater Action
uncommon
Bullywoks
DDHC00-GSM-03 Danger at Dunwater
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Notes:
Helm of Underwater Action
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Periapt of proof against poison
rare
Used Saltmarshen Downtime Activity
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Downtime Activity: Buying and Selling Magic Items.
Xendros has taken on a business partnership with Fai Chen. She will gladly facilitate trades and sell magic items, but is unable to purchase magic items from the characters outright.
To purchase randomly-rolled magic items characters must pay gold according to the chart below and 10 downtime days for Xendros’s services.
The DM must make the roll for the randomlydetermined items.
Any character that pays the gold and downtime costs may keep any of the items Xendro’s finds for them.
To purchase a specific item the character must pay gold according to the chart below and 30 downtime days for Xendros’s services.
Xendros is unable to locate any magic items that grant a permanent stat boost. AS this is a downtime activity found in an adventure it can only be performed once per character.
Item Rarity Gold Cost
Common 50 gp
Uncommon 100 gp
Rare 750 gp
Very Rare 2500 gp
Cloak of Protection
uncommon
Evil Druid
DDHC00-GSM Chapter 4: Salvage Operation
Show
Notes:
Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Sentinel Shield
uncommon
Cabin on the ship
DDHC00-GSM Chapter 4: Salvage Operation
Show
Notes:
Sentinel Shield
Armor (shield), uncommon
While holding this Shield, you have advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a Symbol of an eye.
Shield +1
uncommon
Reward for Level 5
Trade Log
Show
Boots of Striding and Springing
uncommon
Room in the Abby
DDHC00-GSM Isle of the Abby
Show
Notes:
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Bag of Holding
uncommon
Treasure Room
DDHC00-GSM Isle of the Abby
Show
Pocket Watch (Talking Doll)
common
Adventure
SJ-DC-YZ – 02 – 01 – where the path may lead us
Show
Notes:
Pocket Watch (Talking Doll)
Source: Xanathar's Guide to Everything
Wondrous item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.
The pocket watch may say one of the following sentences:
Roll 1d8
1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It`s killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.
Greatsword +2 (made from wood) with Beacon Property
rare
Adventure
SJ-DC-YZ – 02 – 01 – where the path may lead us
Show
Notes:
Greatsword +2
Weapon (greatsword), rare
https://s3.amazonaws.com/files.d20.io/images/310398381/eVoj2QrGmI4WrMi5M1PgpA/med.jpg?1666386949
You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword
This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light.
Mariner's Armor (Studded Leather)
uncommon
Traded from Glabbagool
Trade Log
Show
Insignia Of Claws
uncommon
DM Reward
DM Reward: Season 12B - Uncommon Reward: Insignia Of Claws
Show
Boots of Levitation (with Delver Minor Property)
rare
In a Purple Worm
SJ-DC-RTR-06 Search for Salty Sailors
Show
Notes:
Boots of Levitation
Wondrous item, rare (requires attunement)
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Spell: Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Minor Property: Delver
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Ring of Feather Falling (with Harmonious Minor Property)
rare
Astral Elf Aristrocrat
SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid
Show
Notes:
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Minor Property: Harmonious
Attuning to this item takes only 1 minute.
Scale Mail+1
rare
Traded from Silk
Trade Log
Show
Latern of Revealing
uncommon
Traded from Farmer
Trade Log
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Mariner's Armor (Scale Mail) | uncommon | Smuggler's Den | DDHC-GSM Chapter 2: The Sinister Secret of Saltmarsh | Show | ||
Notes:
Mariner's Armor (Scale Mail) While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |
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Pipe of Remembrance | common | Smuggler's Den | DDHC-GSM Chapter 2: The Sinister Secret of Saltmarsh | Show | ||
Notes:
Pipe of Remembrance This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn. |
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Bag of Holding | uncommon | Alchemist Skelett | DDHC-GSM Chapter 2: The Sinister Secret of Saltmarsh | Show | ||
Notes:
Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Cursed Luckstone | uncommon | Alchemist's Skelett | DDHC-GSM Chapter 2: The Sinister Secret of Saltmarsh | Show | ||
Notes:
Cursed Luckstone This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh) |
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Helm of Underwater Action | uncommon | Bullywoks | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Helm of Underwater Action While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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Periapt of proof against poison | rare | Used Saltmarshen Downtime Activity | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Downtime Activity: Buying and Selling Magic Items. Xendros has taken on a business partnership with Fai Chen. She will gladly facilitate trades and sell magic items, but is unable to purchase magic items from the characters outright. To purchase randomly-rolled magic items characters must pay gold according to the chart below and 10 downtime days for Xendros’s services. The DM must make the roll for the randomlydetermined items. Any character that pays the gold and downtime costs may keep any of the items Xendro’s finds for them. To purchase a specific item the character must pay gold according to the chart below and 30 downtime days for Xendros’s services. Xendros is unable to locate any magic items that grant a permanent stat boost. AS this is a downtime activity found in an adventure it can only be performed once per character. Item Rarity Gold Cost Common 50 gp Uncommon 100 gp Rare 750 gp Very Rare 2500 gp |
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Cloak of Protection | uncommon | Evil Druid | DDHC00-GSM Chapter 4: Salvage Operation | Show | ||
Notes:
Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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Sentinel Shield | uncommon | Cabin on the ship | DDHC00-GSM Chapter 4: Salvage Operation | Show | ||
Notes:
Sentinel Shield While holding this Shield, you have advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a Symbol of an eye. |
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Shield +1 | uncommon | Reward for Level 5 | Trade Log | Show | ||
Boots of Striding and Springing | uncommon | Room in the Abby | DDHC00-GSM Isle of the Abby | Show | ||
Notes:
Boots of Striding and Springing While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |
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Bag of Holding | uncommon | Treasure Room | DDHC00-GSM Isle of the Abby | Show | ||
Pocket Watch (Talking Doll) | common | Adventure | SJ-DC-YZ – 02 – 01 – where the path may lead us | Show | ||
Notes:
Pocket Watch (Talking Doll) Wondrous item, common (requires attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. The pocket watch may say one of the following sentences: 1 Click Clack. You should hurry! |
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Greatsword +2 (made from wood) with Beacon Property | rare | Adventure | SJ-DC-YZ – 02 – 01 – where the path may lead us | Show | ||
Notes:
Greatsword +2 https://s3.amazonaws.com/files.d20.io/images/310398381/eVoj2QrGmI4WrMi5M1PgpA/med.jpg?1666386949 You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light. |
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Mariner's Armor (Studded Leather) | uncommon | Traded from Glabbagool | Trade Log | Show | ||
Insignia Of Claws | uncommon | DM Reward | DM Reward: Season 12B - Uncommon Reward: Insignia Of Claws | Show | ||
Boots of Levitation (with Delver Minor Property) | rare | In a Purple Worm | SJ-DC-RTR-06 Search for Salty Sailors | Show | ||
Notes:
Boots of Levitation Wondrous item, rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. Spell: Levitate One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. Minor Property: Delver |
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Ring of Feather Falling (with Harmonious Minor Property) | rare | Astral Elf Aristrocrat | SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid | Show | ||
Notes:
Ring of Feather Falling Ring, rare (requires attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. Minor Property: Harmonious Attuning to this item takes only 1 minute. |
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Scale Mail+1 | rare | Traded from Silk | Trade Log | Show | ||
Latern of Revealing | uncommon | Traded from Farmer | Trade Log | Show |